Our game prototype idea is about a man who struggles between dream dimensions and tries to
understand his past by exploring the dream levels.
The main purpose of the game is to find what has happened to the player and why he is in such a condition.
At first, player finds himself in a room, incapable of moving, lying in bed and can only look around. Soon, player discovers his current situation, that he is under medical treatment and there are objects in the room that he/she can interact with.
Each interactable item can start a new level for the player. In the first gameplay session, the amount of those items are limited, however the more player progresses throughout the game, the more items he can interact with.
A dream sequence is triggered once an item is clicked on. In each dream, player can find some clues about the past. These clues are also helpful for the next levels. Once a clue is found, player can no longer access to that dream again.
The consistency between dream levels are supported with audiovisual elements. Even though the dream levels might seem irrelevant at first sight, they work like a piece in a puzzle. They form an unity altogether. The loop in each level is depicted through flowchart below:
In the chart, each dream state defines how the time flows. When the player starts a dream level, the time flow is normal. However the moment the player dies, he/she respawns in the same level again but with an altered time flow. The way time flow is altered is similar to Super Hot game (time is slowed down and becomes faster [close to normal] when player moves). Player has got three chances in order to find the clue and complete the level. Otherwise, player fails and returns back to initial bed scene.
The main purpose of the game is to find what has happened to the player and why he is in such a condition.
At first, player finds himself in a room, incapable of moving, lying in bed and can only look around. Soon, player discovers his current situation, that he is under medical treatment and there are objects in the room that he/she can interact with.
Each interactable item can start a new level for the player. In the first gameplay session, the amount of those items are limited, however the more player progresses throughout the game, the more items he can interact with.
A dream sequence is triggered once an item is clicked on. In each dream, player can find some clues about the past. These clues are also helpful for the next levels. Once a clue is found, player can no longer access to that dream again.
The consistency between dream levels are supported with audiovisual elements. Even though the dream levels might seem irrelevant at first sight, they work like a piece in a puzzle. They form an unity altogether. The loop in each level is depicted through flowchart below:
In the chart, each dream state defines how the time flows. When the player starts a dream level, the time flow is normal. However the moment the player dies, he/she respawns in the same level again but with an altered time flow. The way time flow is altered is similar to Super Hot game (time is slowed down and becomes faster [close to normal] when player moves). Player has got three chances in order to find the clue and complete the level. Otherwise, player fails and returns back to initial bed scene.
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