Faith's Room
In "Faith's Room," I focused on the story of the main character grappling with a traumatic past that led them into a state of isolation. Set in a surreal, dream-like environment inspired by Junji Ito, the game unfolds through a series of rooms that represent the character's mental state.
I defined item variables, set up behavioral triggers, and handled pathing to ensure that the narrative progressed smoothly through player interactions and environmental clues.
This game, one of the first narrative games I've created, explores deep themes of guilt, identity distortion, and the psychological impact of trauma, culminating in a twist where the main character realizes they are not the victim, but the perpetrator of their twin's death.
This revelation changes the context of earlier clues and interactions, leading to a climactic conclusion in a psychiatric ward. My role was crucial in crafting this immersive narrative experience, leveraging my newly learned skills in Bitsy to drive the game's psychological narrative forward. The game also includes elements of puzzle-solving, which enhance the interactive and engaging nature of the narrative. I developed this game with two other classmates/friends, collaborating to bring our shared vision to life.
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