| Title | Afterword |
|---|---|
| Genre | Puzzle, Story-Driven |
| Game structure | Linear Levels (3 total levels) |
| Camera | First Person Perspective |
| Rendering | 3D |
| Number of players | Singleplayer |
| References | |
| Core Gameplay Overview | |
| Detailed explanations are in the Game Mechanics section. | Explore past memories and listen to conversations to uncover your name. |
| Find clues and solve puzzles in each room to progress. | |
| Collect words by: | |
| • Listening to conversations. | |
| • Finding words in the environment (hints may be provided through conversations). | |
| • Puzzles are the passwords themselves, you collect more hits as how to “build” them as you investigate the environment and listen to NPCs | |
| • Locations of "hints" are randomized each time you play the level. |
◦ Should not be a problem for the game flow since we keep the sage locations.
◦ Necessary clues will be available within the level to ensure progression
Combine words to create a password for the next stage. • The password consists of 3 combined words. • Combined words can be uncombined at any time to experiment with different combinations. Access the word collection in an extra screen that the player can open at any time. To proceed, the player must write the password in a notebook located at the spawn point in each level. The notebook is a separate interface from the word combination screen. Combined words can be dragged and dropped in specified slots (3) Carry over the 3 combined words to the next stage, but all other collected words will be deleted once the level is completed. Levels are on a timer as memories begin to fade time runs out, when the player is not able to finish the level before the time the current progress is reset and the level being from the start • Includes collected words • Combined words | | Setting/Theme | The game is set in a family house. Each memory phase reveals a different time or event in the character's life. Example phases include: • Childhood • Teenage years • Moving in The environment’s aesthetic changes depending on the time of the memory. Rooms and locations stay the same, but the design and atmosphere shift according to the phase. |