Game Log 3 - Imagine


Refinements - Part 2

We had to cut a few characters and items, and adjust how the story would be told. Instead of using papers scattered around rooms, the story will now be told in a more natural way, through dialogue with the musaranhos and the player's perception of what’s happening through gameplay and actions.


Imagine Methods

The aesthetic we aimed for is dark and low-lit, reflecting a world with few light sources. As a musaranho, the player must stay hidden from the fishermen, creating a constant sense of tension and suspense. They don’t fully understand what’s going on, which adds to the mystery. The sound design supports this atmosphere with a tense and unsettling vibe.

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