A story about loneliness and monotony
molleindustria via file.org.br
A story about loneliness and monotony
A story about loneliness and monotony
Special moments that reward exploration
Alternate endings
Dynamic/generative music
In-game text or narration
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.
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?
Strengths: level design, coding, production, communication
Weaknesses: visual design, sound design
Would also like: other action puzzles, platformers, tower defense