Level Design


The game is divided into four scenes: bedroom, living room, porch and neighbor's house. These four scenarios examine the depth of the player's dependency psychology in daily life from the dimensions of skill, social, social and emotional. Dependency psychology is life, it is integrated into every corner of daily life. The four levels are presented linearly throughout the game.

Level 1

Characters: Luna, Mother.

Test content: Skill dependence.

Narrative: It was a normal day. Luna got up in the morning. Mom went into Luna's room and found Luna's room in a mess. Her mother asked Luna to clean up her room, because her mother thought that to tidy up the room would make life full of vitality. Luna has her own ideas about cleaning the house.

Task:

The player needs to control the character to move to the NPC "mother" to trigger the dialogue and unlock the mission.

1: Fold clothes.

Players need to control the character to move to the "laundry basket", triggering the mission UI.

2: Clean up the garbage.

Players need to control the character to move to the "trash can", triggering the mission UI.

3: Make the bed.

Players need to control the character to move to the "bed", triggering the mission UI.

Level 2

Characters: Luna, mother, father, uncle, aunt, little cousin.

Test content: Skill dependence, social dependence, emotional dependence.

Narrative: Today is the day for family gatherings. Aunts and uncles came to visit with their daughters. Everyone gathered in the living room. Mom was in charge of preparing snacks in the kitchen and Dad was in charge of waiting on the guests in the hall. Luna also arrives in the living room, trying to integrate herself into this long-lost family gathering. Maybe you could start by saying hello to your uncle.

Task:

1. Pour your uncle tea.

Players need to control the character to move to the table, click on the NPC "uncle" to trigger the conversation.

2. Help aunt wash the fruit.

Players need to control the character to move to the refrigerator, click on the NPC "aunt" to trigger the conversation.

3. Accompany your little cousin to bat the ball.

Players need to control the character to move to the sofa, click on the NPC "little cousin" to trigger dialogue.

Level 3

Characters: Luna, the neighbor's grandmother.

Test content: Social dependence, social dependence.

Narrative: The doorbell suddenly rings and Luna opens the door doubtfully. It's her neighbor's grandmother. The neighbor's light bulb is broken, but the neighbor's grandmother because of the inconvenience of her legs and feet, so she asked Luna to help. In the face of this challenge, does Luna have the confidence to complete it?

Task:

1. Open doors for neighbors.

Players need to control the character to move to the "door", click the "door" to trigger the story.

2. Ask the neighbor

Players need to click on the NPC "Neighbor Grandma" to trigger a conversation.

3. The neighbor requests

The player accepts the request made by the NPC "Neighbor Grandma" and the scene jumps to the neighbor's level.

The player rejects the request made by the NPC "neighbor Grandma", and the scene jumps to settlement.

Level 3.1 (hidden)

 Characters: Luna, the neighbor's grandmother.

Test content: emotional dependence, social dependence, skill dependence.

Narrative: Luna follows her neighbor's grandmother to her house. It's dark in here because the light bulb is broken. Luna found the part to fix the light bulb in the dark and helped the neighbor's light back up. The neighbor's grandmother said that the temperature in her house was too low, and she felt very cold. So Luna decided to be a good man and added wood to the fireplace. After doing this, the neighbor grandma expressed her thanks.

Task:

1: Fix the light bulb.

The player needs to control the character to move to the "floor lamp" and click the "floor lamp" to trigger the mission UI.

2: Add wood to the fireplace.

Players need to control the character to move to the "fireplace", click the "fireplace" to trigger the mission UI.

Files

Build.zip 50 MB
47 days ago

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