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Story skeleton:

● Around 12:06 pm

● A (protagonist) is preparing for a commitment (an exam, for a more serious start/a
date, for a lighter start)

● We hear a knock on the door. B (an elder brother/father figure) approaches A. B just
lost something important to them (a close person/a job) and asks A if they want to go
on a walk/a small trip.
(the player is given a choice to make, whether they want to
● go on the walk
● go to the commitment: ending A)

● “The walk/trip” (bulk of the story, heavily dialogue oriented)


● About more people involved
● About their individual problems (A’s commitment/B’s loss)
● We learn more about the relationship b/w A and B

● In the end, we reach a place that is close to B’s heart (maybe it’s a place B shared
with the close person, a sunset or something to show “a journey ending”. In the end,
we see a new found conviction in A as they realise that at a point they are going to
have to be the person that holds both of them together)

Game mechanics ideas:

● Choices given to players occasionally that might impact the “score” they get and
some dialogues/conversations they get.

● Questions would be asked in “the walk/small trip” part that would affect them as well.

References: (Games, Movies, Books)


Undertale, Deltarune
OneShot
Night in the Woods
Firewatch
To the moon
Doki Doki Literature Club

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