Concept Doc – Yunming Huang (Team Niglarodon)

Moodboard

Playlist (From Epidemic Sound)

Directions for the Game

1. Moment & Memory as Crystal Ball

I drew inspiration from the movie Inside Out, where every meaningful moment the main character experiences is stored as a memory orb. This provides a compelling visual metaphor for our game’s mechanic of seeking past memories and exploring how they connect to the present. In our game, the dog’s memories are represented as crystal balls. Memories the dog still remembers are displayed in warm yellow tones, creating a sense of nostalgia and comfort. Forgotten memories appear gray, and when the player clicks on them, fragments of the original scene are revealed as clues, encouraging the player to piece together the missing memory through exploring in the present life.

Although the overall tone of the game is cozy and comforting, I want to portray emotions in a more realistic way. Not every memory is associated with happiness, some may evoke sadness, frustration, or even neutral feelings. Inspired by Inside Out, each emotion influences the color of its corresponding crystal ball. This visual system also provides players with an overall understanding of the dog’s emotional state throughout the day.

2. Storyline Logic Representation

Although our game does not require players to explore memories in a fixed sequence, the chronological order and logical connections between events are still important. After collecting all the memory moments from both the past and the present, players must reconstruct the correct storyline by arranging the crystal balls in the proper order.

This mechanic is represented by a simple timeline with designated slots for the crystal balls, connected by arrows to indicate the sequence of events. When a crystal ball is placed in the correct position, it lights up to confirm the placement. If it is placed incorrectly, it remains unchanged, encouraging players to continue searching for clues rather than relying on trial and error.

To further discourage random guessing, players are given a limited number of attempts each day to complete the storyline. This encourages thoughtful exploration and careful observation before making a final arrangement.

3. Player’s Playing Perspective

Since this is a game in space, a difference in way of how the player perceive the surrounding is also important. To support this, players can switch between a first-person perspective and a limited third-person perspective.

The limited third-person perspective allows players to observe the dog’s surroundings and understand the broader environment, while still keeping other characters’ thoughts and intentions unknown. This maintains a sense of mystery and encourages players to interpret events based on observation rather than direct information.

The first-person perspective, on the other hand, creates a stronger sense of immersion and emotional engagement. During activities such as helping people or interacting with objects, players experience the world through the dog’s eyes, allowing them to feel more connected to its actions and surroundings. This closer perspective strengthens the emotional impact of everyday moments, which later become the foundation for uncovering the game’s hidden storyline.

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