Mechanics (And mood)

Now finally it was time to refine these mechanics and their transitions, most of the game I considered making it a simple walking simulator so then when the game starts to play, the game shouldn’t be too difficult to pick up. developing a one button to activate all, would work as well, even with these distince sections where I’ve broken them down below:

When making the mechanics I needed to undestand that the game has checkpoints to make sure the player doesn’t lose progress or feel like that have lost a lot of time, so these checkpoint would have to be as frequent as they possibly could. But the main places where the interaction would change would be during the Happiness, Anger and Digust/Fear sections.

  • Happiness should be a simple puzzle section, not to say the puzzle needs to be challenging in any way,

  • Anger would be a simple hack’n’slash sections to find a way the character can disperse this anger towards the other in his village

  • Digust/Fear would be a stealth section trying to get from Point A to Point B whilst avoiding highlight sections which do change in a pattern

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Refined Product