Updated presentation with game idea and some more content. I have worked on core game loop and started thinking of how I want the UI and screen to look like.
Game pillars have also changed, I made them more specific and finally managed to understand how they work. It took a few attempts to actually make them relevant to my game, but from the feedback I received I understood that I am moving in the right direction.









From the lecture earlier on, we have learned what core game loop is, and I was able to make my own. It is quite deferent from what I had in mind as my first idea, but I am satisfied with how it worked out. I think this game loop resonates with my design intention and brought more interesting mechanics in my idea.
First time picturing UI as I imagined it in my head.

- 2.5 game with visible inventory
- available list of objectives
- shown amount of soul fragments
- ability to open the notebook at any time.
- 4 slots in the inventory, the same objects can stack up to 5 items per slot.

Rough appearance of the notebook. All the animals that you interact with (successfully) are being saved with a little scribble of them from the MC and a few notes regarding the animal’s behaviour, preferences and name.
If you fail to gain the animal’s trust or simply miss it during the game, the pace designated for it in the notebook will remain blank.
Feedback: the idea is well pitched, game pillars are very specific and reflect the design intention and gameplay well. From the presentation, focus on researching what words like connection, compassion and soul mean specifically in my game. How do they contribute to the design intention?
Research game mechanics. What genre of game is this? How can mechanics influence the narrative and design idea?
