Stage
Stage is an Adventure Game in a pixel art style.
Overview
Roles
Game Design
2D/Pixel Design & Animation
Genre
Pixel Art, Point and Click Adventure
Engine
Unity
Tools
Photoshop, JPixel
Team Size: 3
Duration
2016
3 months
Platform
PC
Background
This project was an experimental exploration, examining how players respond when faced with the notion that the game itself is merely an absurd stage play. It challenges players by breaking the fourth wall and playfully taunting them for their participation, encouraging introspection about the act of gaming itself.
The game centers around a protagonist who gradually becomes aware that he is trapped within a theatrical production. With every interaction, the protagonist receives increasing applause from an unseen audience, amplifying the eerie atmosphere. In the climax, he faces a pivotal choice: remain in the fabricated world of the theater or break free and escape the play entirely.
Goals
Focus lay on humor as a central gameplay element, creating a light-hearted atmosphere through quirky character interactions, absurd potion-making scenarios, and unpredictable events that challenge the player.
Challenges
Effectively conveying the game’s meta-theme introduces unique challenges, as it demands a seamless integration of storytelling and gameplay to ensure the theme feels both coherent and impactful.
Roles and Responsibilities
Narrative Design
Narration is central to creating memorable and engaging point-and-click adventures. Every interaction entails either to a dialogue or monologue.
I aimed to engage players not only in solving problems, but also in forming a deep connection to the evolving storyline by branching narratives to show that their decisions shape the unfolding events. I allowed players to make meaningful choices that influence the story, providing them with a sense of ownership over their experience. By using branching narratives, I ensure that their decisions actively shape the unfolding events, making each playthrough unique and engaging.
Visual Design
The levels in this project are designed as distinct stage sets, starting with a conventional appearance and progressively becoming more surreal. I was responsible for designing each stage, creating the main character, and animating every moving element, ensuring a cohesive and engaging experience.