Player Motivation
I wish for the role of the forest keeper to bring sense of responsibility and awareness when players are walking through the beautiful landscapes and meeting animals who they’re bound to protect and take care of. The main source of motivation is the notebook; the need to complete it and meet all the animals.
Player Agency
The players have a choice of either helping the animals during exploring or ignore them. There is also a chance of failing the interaction. Notebook is a UI element, serves as a depiction of the MC’s mind.
After each successful encounter with an animal, its image and description appears in a notebook. The player can give each animal a name.
If the encounter goes wrong, the animal never makes it in the notebook. To complete the notebook, the players should learn on their mistakes and use their gained experience as they replay the game.
Player Journey


The game starts off with a cutscene of the main character waking up in the middle of the forest, covered with flowers and grass that soon become her clothes and hair. The player has a brief look around to learn the mechanics before exiting the location into the new one. Throughout the biomes the character meets different animals that the player has a chance of interacting with, either using objects or solving puzzles. At the end of the game, the main character ends up at the cliff with a scenic view, with all pages of the notebook completed and with animals’ Souls safely kept near her own.
