A downloadable game for Windows and macOS

Design Problem

How do you apply multiple techniques through environmental design to subtly guide a player through a level, discovering environmental storytelling along the way?

Patterns

Let There Be More Light!

https://patternlanguageforgamedesign.com/PatternLibraryApp/PatternLibrary/2692

Pattern Implementation In Our Level

Our level uses a caved in roof that allows moonlight to shine in through the hole. The moonlight shines from the hole onto a piece of paper that the player will walk by to get to the goal of the level. The light shining on the paper should cause the player to turn and look at the paper, reading it and getting the environmental storytelling across.

Ooh, shiny!

https://patternlanguageforgamedesign.com/PatternLibraryApp/PatternLibrary/3502

Pattern Implementation In Our Level

We have placed one medkit on the ‘health desk’ area of our level and a couple of medkits in the medicine cabinet in the office area. At this point in the game the player would know that the medkit is something useful for them. The medkit out in the main room on the ‘health desk’ will attract the player towards a piece of paper that will tell them that the item they are looking for is in the staff only area. The medkits in the staff only area are used to guide the player to the actually objective of the room.

Contrast is the Guiding Color

https://patternlanguageforgamedesign.com/PatternLibraryApp/PatternLibrary/3156

Pattern Implementation In Our Level

In our level we have a rebel poster that we want the player to see. We also have posters from the authoritarian regime. The green of the rebel poster contrasts with the red theming of the government poster. The red posters are lined up in order with one of them overlaid by the green poster. The contrast between the usual red and the green will draw the players attention to the green poster to read the meeting location for the rebel group that is on it.

Wear and Tear Shows the Way

https://patternlanguageforgamedesign.com/PatternLibraryApp/PatternLibrary/2692

Pattern Implementation In Our Level

The floor of our level is very cluttered. However we carve out paths of clutter free floor that are both diegetically used by people that move around the level and help guide our player to the different points of interest in our level.

Game Concept

The game takes place on earth sometime in the future. The game's major themes are post-apocalypticism and authoritarianism.

Earth is governed by a single authoritarian body. This governing body has done nothing to prevent the pollution and erosion of Earth, even encouraged it, to the point that Earth is about to become unable to support the billions of human inhabitants. The governing body has decided to mass migrate to a planet on our nearest star system Alpha Centauri. The ships are built and enrollment campaigns have started. Everyone is required to sign up for their local ship to be sent off to colonise this new world. Tickets start at $100,000 dollars for children and if you aren’t able to afford the price (which most people are not) you must sign a contract that forces you and your descendents into indentured servitude until you pay off the price of a ticket. As it turns out, the government’s goal was to accelerate Earth's decline in order to force the majority of the population into indentured servitude serving the rich.

The actual game takes place 75 years after launch day (the day where humanity collectively left earth) on earth. The player character is a descendent of one of the very few that evaded the government and stayed behind. The game is a post-apocalyptic survival game with an emphasis on discovering the true reason humanity left earth.

The level we are focusing on takes place in a mall. The player is sent to scavenge for resources and during their trip finds pieces of information scattered around contributing to the larger story above.

Player Goal/Level Progression

Once the player has entered the room and explored the space for a bit, they will notice the medkits on the check-in table, and go to grab them. They also know that they need medication so they may think that they can find it there. Once they are at the table, they will see a paper on the table that says “<medication name> in secure staff only area.” After exploring the area for a little while more, they will see that the door to the area behind the counter is locked, and they may also notice the large cabinet/shelf/case in the back filled with the medication. On the door is a sign that says employees only with a picture of a figure holding a strangely shaped, futuristic looking key. In the center of the room is a pile of crates that was being used to prop up the ceiling. On top of one of the crates, you can see this key lying. If you try to interact with it to grab the key, you accidentally knock the boxes over and a part of the ceiling falls down. Once you go back into the area behind the counter, you will notice a piece of paper on the counter illuminated by the rays.

Published 11 days ago
StatusReleased
PlatformsWindows, macOS
AuthorGiacomo Mantovanelli

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Windows Build 374 MB
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WEBGL Build Untested 339 MB
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Apple Build Untested 387 MB

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