Narrative Directions
Direction 1:
The player controls a couple, and helps them solve various inane problems throught the day giving insight to their relationship and situation. An subtle undertone of one of them or both of them being generally unwell or something. End of day a final problem is presented, and it requires a sacrifice of one of the characters to complete the puzzle. Then the remaining character solves the same problems as before in new ways with a much more somber note. This goes on until the end of the day where the same puzzle presents itself and the player sacrifices the remaining character and the game ends. A short sad story of 2 people who relied on another, one falling to a insinuated reason and the remaining not having the support structure to continue going.
Direction 2:
Similar concept to the last one as the player controls 2 characters, but the characters dont get sacrificed but are stuck doing the same things over and over. The boredom the player feels doing the same puzzles is matched by the character interactions and the mood of each day. But things do change, there are minute changes to the world that dont directly affect the player but make the world feel less “correct” and more distorted each day. This finally leads to some bleeding over of the distortion which affectively prevents one of the characters from moving on, leaving the other to go on alone with a predictable ending following after
Direction 3:
A slice of life that is signifigantly less disturbing and depressing where it is 2 characters who have a growing relationship and dynamic which is explored through the puzzles and character interactions throught the progressing story. They start off as general acquaintances and evolve into great freinds or partners with the possibility for how a player solves the puzzles to affect the outcome. Leading the story to 2-3 different endings with a nice epilouge to round things out at each ending.



