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Friendshaped game concept, test - Coggle Diagram
Friendshaped game concept
Gameplay
Short replayable loops
Each playthrough has limited time - can't do everything
Time left is shown by a train moving along the bottom of the UI
Choices you make affect other choices available to you - branching dialogue
Objective based
Explicitly told objectives
Main objective - whodunnit (and why and how), get them arrested for it
More objectives unlock after main objective is completed - eg pin it on someone else, discover everyones secret
Flow of each loop:
cutscene of drunken argument
awoken by knock at door - been a murder!
main gameplay until tunnel is reached - can explore, talk to people, collect items
train reaches tunnel
Choose who you suspect as murderer, murder weapon, murder location
get feedback on your choices
Game returns to mini menu- chance to replay
Talk to characters and interact with items to progress the story, learn more about world and what happened
Use INK to deal with dialogue
Some items unlock other areas to explore - eg roof access, engine room
Theming
Art
Game art (environment, characters)
Hand drawn
No lineart
Cosy
Retro steampunk vibes
Minimal animations to save workload
2D
Parralax effect
User interface
Cartoony and clean with vintage twist
Custom font used throughout
Options to use more accessible/readable font
Sounds
Music
Change with choices to add weight to options
Old school, jazz
SFX
Lots of juicy noises when you interact with environment
'hmmm' noises when you interact with characters
Think animal crossing - not realy words, just generic talking sounds
Soundscape for each area - steam in engine room, bar noises in dining cart, etc
World building
Story
Player character
Actions
Walk
travel between carriages
Interact with NPCS
Interactive dialogue
Interact with items
Add to inventory
Use them in dialogue with npcs
Use them in environment eg use key to unlock door
test
branch a
npc does x
branch b
npc does y
branch c
npc does z
branch c-a
test
branch c-b