Journal Entry 2.2 - One-page design


The idea had only just formed in my head while I was trying to think of a 2-minute level that wouldn't take tons of time and wouldn't be entirely generic/forgettable either.
What I came up with was a largely dialogue-based game. Although branching, creating a limited dialogue tree with an NPC does sound achievable within a reasonable timespan, assuming writer's block can be avoided of course.

Assuming the dialogue will turn out compelling enough to pull the game's weight on its own is risky at best, which is why the player's choices should lead to different outcomes (Such as The Stickman adventure flash game series). The gameplay doesn't have the complexity nor does the author have the experience to make it compelling for long, which is why the ending gameplay sequences need to be short and get out before it gets tedious. At the same time, different endings shouldn't be just iterations of one another and make use of the newfound skills. These endings could be:
 - A short last-stand against an overwhelming amount of enemies

 - A simple puzzle (maybe using a bit of physics)

 - Entirely dialogue-based ending (Maybe a cutscene experiment?)

 - A quick platforming challenge 

 - A meta ending breaking the graphical/mechanical rules of the game thus far (Perhaps a secret ending?)

 - A bossfight ending? (Creating a new enemy with multiple mechanics from the ground up would be necessary - may be left out due to time constraints)

A cave/prison aesthetic would suit the game concept well. The player could lead a dialogue with some sort of interrogator (Perhaps with philosophical/psychological elements where the interrogator tries to get under the player's skin) and depending on the information the player gives out or doesn't, an ending would be chosen.

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