Doors is a horror puzzle game on Roblox built by LSPLASH, and its entire structure is built around a single walk through a haunted hotel: 100 procedurally generated rooms, each one door at a time, with a rotating cast of entities that all demand a completely different reaction from you. Knowing which entity you're dealing with, fast, is most of what keeps a run alive.
Rush: the one you'll see the most
Rush is the most frequent hostile entity in the hotel, and it gives you a real warning if you're paying attention: the lights start flickering and a distant, distorted screaming sound rolls in ahead of it. The moment you notice either sign, the only correct move is finding a hiding spot immediately, a wardrobe or under a bed, before Rush actually reaches your room, since it barrels straight through and destroys every light source in its path on the way.
Ambush: the one that copies Rush's warning
Ambush is easy to confuse with Rush at first because it also comes with flickering lights, but the visual tell is different once it's actually in front of you: Ambush glows green and pink instead of moving as black fog. The bigger trap is timing. Ambush rebounds back and forth down the hallway anywhere from two to six times before it finally leaves, so if it passes once and the lights are still flickering afterward, staying hidden is the right call, since that's very likely Ambush coming back through for another pass rather than the encounter being over.
Screech: the one you have to look at on purpose
Screech works almost backwards from most horror instincts. You'll hear a "psst" coming from a random direction as it gets close, and the way to actually end the encounter is to look around until you find its face. Once you do, it screams and disappears immediately, meaning the danger here isn't seeing it, it's failing to find it fast enough while it lingers. Keeping rooms lit cuts down how often Screech shows up in the dark to begin with.
Seek: the scripted chase down the hallway
Seek is a humanoid entity made of black slime, and unlike the earlier entities, it doesn't wander into your room at random, it triggers a full chase sequence through scripted hallways where you're sprinting for a specific set of doors while it closes in behind you. This is also where the Guiding Light, a recurring helper character who shows up throughout the hotel, earns its keep the most: during a Seek chase and in dark rooms generally, the Guiding Light actively points you toward the correct doors, and after a death it explains what went wrong so the same mistake is easier to avoid next time.
Figure: blind, but it hears everything
Figure can't see at all, so instead it hunts entirely by sound and vibration, which flips the usual survival logic on its head, since running or making noise is exactly what gives you away to it. It's not random either: Figure always shows up at room 50 and room 100, and it's also encountered specifically in the Library and the Electrical Room, so those are the points in a run where staying deliberately slow and quiet matters more than anywhere else.
Halt and Eyes: short encounters that still hurt badly
Halt and Eyes are both quick, punishing threats rather than drawn-out chases. Halt deals a flat 60 damage if it makes contact with you, which is enough to end a run outright depending on your current health, so avoiding contact entirely is the only real strategy. Eyes spawns a 36-eyed presence out of a purple glow and deals 10 damage to anyone who looks directly at it, but the fix is simple once you know it: keep your view fixed on the floor, ceiling, or walls while you maneuver out of its area, and you take no damage at all.
The pattern underneath all of it
What ties every entity in Doors together is that memorizing the correct reaction matters far more than reflexes alone. Rush and Ambush both punish you for not recognizing flickering lights correctly, Screech punishes hesitation instead of confrontation, Figure punishes noise instead of stillness, and Halt and Eyes punish not already knowing the fix before you're standing in front of them. A first-time run through the hotel is rough almost by design, but every entity here behaves the exact same way every time, which means a second run through the same 100 rooms is a completely different experience once you actually know what each one wants from you.



