P2: The Future We Deserve

Link to Game:

https://gracielly.itch.io/echoes-of-eden

Premise:

The story revolves around Eunoia, a former user of “Eden,” a virtual sanctuary created by Moogle, a tech giant that promised to erase pain and trauma. Eden was marketed as a safe escape for those haunted by the scars of a world that endured WW3 and the Greater Depression—a place where mental health could be maintained by crafting personal dreamscapes. But in reality, Eden became more of a trap than a haven, leading people to abandon the real world entirely, leaving behind both the physical landscape and the people who couldn’t afford to access this artificial paradise.

Recently, I read Neuromancer, which delves into the idea of immersive worlds and the human cost of digital escapism. I wanted to explore what happens when escapism becomes a way of life– a virtual heaven people can retreat into. By creating a world where technology provides an escape from pain and discomfort, the story examines the consequences of escapism while making social commentary on society and technology. What makes life meaningful is not the absence of pain, but the connections, memories, and struggles that make us human.


History Versions of Game:

Above is my initial Twine project (left) and my final Twine project (right)

This was my first time creating an interactive fiction, so when I received the feedback to make it more interactive, I had some difficulty figuring out what would make sense for my game concept and the time given to complete the project.

The first version of Echoes of Eden was mostly a linear story with detailed world-building. I wanted players to immerse themselves in the story, but in focusing on narrative depth, I made the game feel more like a novel than an interactive experience. Choices were minimal, and players had little say in the storyline. This made the game feel passive, like reading a book rather than playing.

Above is a concept sketch created for the worlds in Echoes of Eden

First Playtest with Sherry (CS377G Student)

Feedback: Sherry loved the concept but wanted more interactivity. She thought that more choices would make players feel involved in the story.

Changes Made: I introduced decision points, allowing players to influence the narrative and interact more with the world. Instead of just reading about Eunoia’s journey, players could now guide it through small choices, helping them feel connected to the story.

Second Playtest with Amy (CS377G TA)

Feedback: Amy, who has experience in game design, suggested more frequent, smaller choices to keep players engaged without overwhelming them with text.

Changes Made: I added more styling to the texts and introduced the typewriting effect on top of click to reveal text.

Third Playtest with Asher (CS377G Student)

Feedback: Asher found the text a bit dense and suggested more impactful choices. He thought players should feel that their decisions really mattered.

Changes Made: I simplified the language in some sections, making it more readable, and added branching paths where certain choices would lead to unique outcomes.

Final Playtest with Nicole (18-Year-Old Makeup Artist)

Feedback: Nicole liked the gameplay flow and choices but pointed out some word choices that might feel overly complex for certain players.

Changes Made: I adjusted some of the language to make it clearer and more inclusive. I also fine-tuned choices to feel more intuitive. Her positive feedback reassured me that the changes from earlier playtests had made the game more engaging and accessible.

Game Evolution:

I ended up going through a lot of ideas, scrapping some, and reworking the game design many times. One big takeaway was that it works best to build the game one scene at a time. Focusing on each scene let me really think about what would make it interesting, and it made the game look way better right away. I also learned just how much work it is to make a game solo — it’s way more than I expected.

Next time, I want to push my game further and use more game dynamics to mirror bigger themes or real-world dynamics. One problem I didn’t see coming was that different text styles didn’t play well together. I had text appearing on clicks across multiple lines, but it overloaded the site and caused some weird glitches. If I did it again, I’d definitely plan out the text mechanics better to avoid those issues.

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Comments

  1. Hi Gracielly! As one of your peer reviewers, I’m leaving my critiques here:

    All of the ASCII art was so cool! It really put me in mind of being in a Matrix-style digital illusion.

    I think the overall story and stakes could be explained more clearly to the player. There were several moments where there seemed to be a jump in logic or plot that wasn’t explained to the player, and the ending felt a bit rushed. I think having more time to pace these out could make the overall narrative experience more satisfying!

    As a small flag, one of your key choices (finding Matteo or Gretchen) has the paths swapped. When I explore the forest I’m introduced to an old woman, but the next page talks about a little boy. The reverse is true as well, and the final boss fight says the opposite character is available for aid.

  2. Hi Gracielly! I’m also one of your peer reviewers~

    I love your effort into the visualizing elements of this game. The background color adds to a sense of fantasy, and the logos are so well-designed.

    Some things you can work on: Fleshing out some of the plotlines would be great! As a player, I don’t feel the need to fight the villain. Additionally, I think there were some coding issues with the story plot, which can make playing this game rather confusing.

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