Tiny Playable Prototype

For my prototype, I sketched a full map of my game out on music paper, and then implemented it in inform. I spent quite a long time writing and debugging the code (thanks, DeepSeek, weirdly good at Inform), and then implementing a huge amount of props, verbs and 3 scenes. Here’s some of my props, that I wrote descriptions for, some more detailed than others:

Furniture & Furnishings

  • record player (scenery, supporter)

  • milk crate (scenery, open container)

  • couch (scenery, enterable supporter)

  • cushions (part of couch)

  • rug (scenery)

  • coffee stain (part of rug)

  • window (scenery)

  • window pane (part of window)

  • city (scenery)

  • posters (scenery)

Instruments

  • saxophone (instrument-thing, can be taken)

  • guitar (instrument-thing, scenery)

  • instruments (scenery)

Kitchen Area

  • kitchen (scenery)

  • kitchen-close (part of kitchen)

  • kitchen-note (part of kitchen-close)

  • counter (part of kitchen)

  • cabinet (closed openable container)

  • mismatched glasses (in cabinet)

  • colander (in cabinet)

  • fridge (closed openable container)

  • half lemon (in fridge)

  • jar of pickles (in fridge)

  • takeout boxes (in fridge)

  • fridge-interior (part of fridge)

Records

  • Backyard single (on record player)

  • Kind of Blue LP (in milk crate)

  • Blue Train LP (in milk crate)

  • Soul Station LP (in milk crate)

  • A Love Supreme LP (in milk crate)

  • Mingus Ah Um LP (in milk crate)

Mail & Documents

  • mail-bills (closed openable container)

  • professor envelope (in mail-bills)

  • professor letter (in professor envelope)

  • friendly envelope (in mail-bills)

  • handwritten letter (in friendly envelope)

  • landlord envelope (in mail-bills)

  • rent notice (in landlord envelope)

  • coned envelope (in mail-bills)

  • electric bill (in coned envelope)

Phone System

  • wall phone (scenery)

  • dial pad (part of wall phone)

  • phone nook (enterable supporter)

  • therapist card (scenery)

Medical

  • orange pill bottle (closed openable container)

Reading Material

  • magazine (scenery)

  • pages (part of magazine)

Doors & Navigation

  • apartment door (door to Hallway)

  • subway map (part of apartment door)

  • subway stops (part of subway map)

I playtested with Amaru, here were my notes:

  • Good: Effective use of space in apartment

  • Fix: Clarify spacebar usage in help text

  • Observation: Players examined guitar and saxophone first

  • Fix: Improve turntable examination with more synonyms

  • Add: Make MetroCard and CDs interactive objects

  • Humor: Keep saxophone jokes (they landed well with a saxophone player)

  • Question: “What if I don’t pick up the phone?”

  • Add: Phone screening option (ignore/let ring)

  • Observation: Players wanted answering machine functionality

  • Issue: Single quotes within quotes causing formatting problems

  • Fix: Clean up nested quotation formatting

  • Issue: Therapist card examination was confusing

  • Fix: Make card purpose and action clearer

  • Problem: Club location not clear enough

  • Fix: Make “Tall’s” name and address more prominent in magazine

  • Add: Memory system to track important discovered information

  • Goal: Use professor’s letter as key to solving location puzzle

  • Issue: “Open/read” commands were confusing

  • Fix: Better hint formatting and command suggestions

  • Issue: Junk drawer interaction felt weird

  • Fix: More intuitive container behavior and descriptions

About the author

Hi, I’m Sebastian. I’m a composer, sound designer, storyteller, and student at Stanford majoring in Music and Theater. I’ve written musicals, designed sound for plays, designed lots of puzzles and built escape rooms and narrative games—including an annual murder mystery party where the guests always regret trusting me. I’m drawn to interactive experiences that blend emotion, humor, and surprise, and I’m especially interested in how game mechanics can carry meaning (or at least make people scream in a fun way).

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