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The memories

At that point, after the player get's familiar with the game's mechanisms, the main game take's place.

The next level once was the Time Room. I wanted to emphasize the rapidity that characterize the era of one's childhood. This era is filled with memories that are emotionally charged in positive and negative ways. The representation of those memories are also having the same effect at any time in an adult's life. When actually one lives his childhood, he cannot understand the importance of it, and he only does though his memories.

The childhood era in my game is a rapid trip among memories. The spaces are actually representations of spaces that are transformed in dependence with baring emotions that once were experienced but forever existed in our minds.

Of course that game point does not only refer to the heroine but also to the player. The scenes are aiming to awaken those memories to the player's mind and recall the emotions of that era.

The player has to keep the balance between positive and negative feelings that are generated through the representations of the scenes once lived from he heroine.

The link to the testing level game is here:

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