This week we further designed our game. I was responsible for all the designs, and my partner will be doing all the 3D stuff, it was really a hard week for me.
We decided to change our game world a little bit so that it doesn't have monsters anymore. We want players to focus on enjoying the beautiful environment and solving puzzles instead of worrying about killing and dangers. We have made a narrative flowboard and a functional flowboard, as well as finishing design for mechanis, maps and puzzles.
Our game is about a person who just dead, and he is looking for his way to paradise. We totally have 3 stages: cave, forest and deep forest, then take a boat to paradise. There is no NPCs or any text indicator telling the player what to do. We only provide clues that make sense. For example, the player wake up in a dark cave. If he wants to go out, he needs light. At this time, some light "dots" will fly towards player, and one dots will fly into a lantern on the ground. Player will get a clue from this, so he might pick up light dots and put them into the lantern. Some puzzles in stage 2 and 3 doesn't make sense, so we decided to change them. Based on the feedback after our presentation, we decided to keep our map small but focus on designing more interesting puzzles.
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