What happens when the famous party challenge 'Seven Minutes in Heaven' ends not with an uncomfortable kiss but a desperate fight for your life? 7 Minutes in the Closet twists romantic standards on their head, locking you in a pitch-black space with a complete stranger who is harbouring a frightening, blood-soaked secret.
People cheer you on, and you’re pushed into a small closet, thinking it’s a couple of minutes of innocent flirting. But the lock clicks and the heavy door doesn't open, and the happy music fades into a deafening quiet. You are alone with a buddy who has no innocence in his motives.

7 Minutes in the Closet is a micro-visual book, with a narrative of less than 1,000 words, but it wonderfully pulls off a claustrophobic nightmare:
To survive this trauma, you will need razor-sharp perception and psychological observation. There is no fighting; your weapon is your ability to read the room.
Every decision matters. You have to watch his pauses, his changes in tone, his small shifts in behaviour to get to the truth and outwit him before the clock runs out.
7 Minutes in the Closet was made in only six hours by indie dev 3005jin for the O2A2 Game Jam and is a wonderful demonstration of how stringent production limitations can be used to heighten suspense. With a tight word count and only one place for assets, the story spends all its efforts telling a relentless, one-shot survival thriller. The game is totally accessible with translations into English, Spanish, Portuguese and French.
(Content Warning: 7 Minutes in the Closet involves scenes of murder, violence amongst people, claustrophobia, and strong screen-shaking effects.)
Is the structure and tone close to the usual format you often employ for web game portals?