Player Experience

Player Journey

The player should not have a large learning curve. Tutorials will be delivered via the offscreen charactrs in the form of text boxes.

Once players have started the point-and-click part a lot of the actions you can perform a synonymous with other point-and-click games.

For the final part the tutorial minigames, there are three photographs to develop so the player wil complete one with the “grandma” telling them what to do and the other two by themselves. This should be enough for them to understand what to do.

Player Agency –

Player choices matter specifically in setting up the game, they get to choose what NPC’s they want in their playthrough. Making it so that every subsequent time they play the game they can continue with this customisation, making it a bit different everytime.

Player Motivation

What makes people want to play this game?

The nostalgic look and feel of it will encourage older players (40-50) and fans of the point-and-click genre. The bright colours and fun looking characters will appeal to younger players and the overall lack of difficulty will make parents want to introduce their children to it.

The most appealing part of the game will be the point-and-click adventure section, the feeling of accomplishment once they have overcome the obstacles in the section will be the biggest reason why people want to play. The fun story and characters will amuse people and make them feel happy. The final section with the precision minigames will bring some frustration but, if implemented well, they will get those feelings of accomplishment back.


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