Day in the Life
A story about loneliness and monotony

molleindustria via file.org.br
Day in the Life
A story about loneliness and monotony
- Replay a linear series of everyday moments representing a day in the life of an urban office worker
- Player has extremely limited choices – movement and a single interaction button, including for interacting with NPCs
Day in the Life
A story about loneliness and monotony
- Interactions mostly the same every day but subtle differences appear from one day to the next
- Around 5-7 days/cycles
- Total gameplay around 15 minutes
Possible Directions
Special moments that reward exploration
Alternate endings
Dynamic/generative music
In-game text or narration
References
Stardew Valley and The Sims represent a different kind of labor: sometimes repetitive but self-directed and meaningful. Games like Diner Dash offer an uncritical, idealized representation of service-industry work. Games like Cookie Clicker represent clicks as labor.
Fight Club addresses similar themes. Groundhog Day employs a similar narrative structure.
Questions
Gameplay
What are the everyday interactions? How is it clear to the player that a day has ended and another has begun?
Technical/Aesthetic
Can we incorporate dynamic or generative sound?
Aesthetic
How does the story end?
About Me
Strengths: level design, coding, production, communication
Weaknesses: visual design, sound design
Would also like: other action puzzles, platformers, tower defense
Developer Pitch Demo - Day in the Life
By Margaret Moser
Developer Pitch Demo - Day in the Life
- 420