Room 1 Light and shadow switching room
Keywords
Childhood memories, growing up, change, breaking the mirror
Narrative design
This room may have once been a toy room for the player or others, but in the present the owner of the room has grown up, so the room is rarely entered at present. The two states of light and dark represent the two states of this room, one where the person used to stay as a child, and the other represents the dark state of the room when the person grows up. It is also hoped that the story of the main character will lead the player to discover the truth of this room. The owner of the room has encountered problems with his parents’ divorce in this room, which has left the room untouched for years, and the photos that the player has to piece together are childhood memories of the owner of the room, fulfilling the owner’s desire to go back to when his parents were still together. This could also be the break-up of a friendship.
Gameplay design
The gameplay of this room involves the player collecting hidden items in a room with alternating lights, which switch every 30 seconds. The items in both the dark and light rooms are the same, just in different states. The light rooms are clean and tidy, while the dark rooms are dusty. Players must make the most of the switch between the dark and light rooms to collect items while following clues to find different items hidden in the room and combine them to unlock the room’s hidden secrets, such as broken photos or toys. The style of the rooms is based on a childhood story. Half of the photos are in the light and dark rooms and the player will complete the game by combining them together.
Basic Demo
Room 2 Visual Dislocation Room
Inspiration
Key words
Visual confusion, Dreamworld (Inner World)
Concept
“Your eyes deceive you, what you see is different from what you actually are. ”
Narrative design
This room is owned by an elderly man with Alzheimer’s disease who often has trouble remembering things, and because of his age it also often looks at objects that are sometimes large and sometimes small. This room contains two of the most precious memories of the old man’s life, one of his family and the other of his friends. The misalignment of objects in the room also represents the misalignment of the old man’s memories due to his illness.
Gameplay design
The player enters the world as the old man usually sees it. All objects become larger or smaller depending on the player’s interaction, tricking the player’s eyes into seeing a different size than the actual object, and the player needs to manipulate the size of the object in the correct location. The player needs to find the correct position to discover the most important memory of the owner of the room (this can be two objects / or one object, such as a painting, but with different content in different locations) in order to pass the game.
Room 3 Emotional Detective Room
Key words
Emotional feedback, Case resolution
Narrative design
The conclusion of this case was a suicide. The owner of this room was a child with autism. This room is the sanatorium where he stayed and where his parents trusted the promises of the sanatorium and placed him in foster care for treatment, but in reality, the sanatorium did not cure him and his parents did not visit him after they sent him there. And, as many of the items carry emotions from the different stages of his life before he committed suicide, the player needs to find the truth about what really led to his suicide. The player will discover that the ultimate reason for his suicide was the truth about the death of the only friend he knew in this sanatorium, and the recorded phone calls of his parents who actually tried to abandon him.
Gameplay Design
The player enters the room and interacts with different objects in the room that carry different emotional reactions of the owner (which can be detected by the lights and sounds of the objects). The player has to find objects in the room that are related to the case and eventually deduce the murderer of the case in order to put the owner to rest. Objects in different stages have different emotions, so the player has to find out which objects are key to solving the case and sort and order them to put them together correctly in order to reveal the truth about the case.
Room 4 A room in a forgotten time