2. The first version of GDD

1. Working Title: “Between Worlds”

2. Genre: A 2D/3D Platform puzzle-solving game with a linear narrative.

3. Intended Target Audience:

3.1 Players who enjoy emotional storytelling and artistic games (e.g., GRIS, Journey, Inside)

3.2 Age: 16–35, indie game players

3.3 Platforms: PC / Switch / Mobile

4. Essential Experience: Feel misunderstood and isolated by society. Meanwhile, realize loneliness is not terrifying; what matters is how we come to understand our complex selves and learn to express ourselves in a flat environment.

4.1 Experience goal: short, emotional, immersive (2–3 hours) 

4.2 Use the 2D(envirment) vs 3D(protagonist) contrast to express alienation. 

4.3 Each puzzle is a metaphor for understanding and growth. 

5. Pitch: Between Worlds” is a poetic 2D/3D puzzle adventure about feeling misunderstood and not being interacted with in a flat world.
By using its shadow to communicate with the environment, players discover that loneliness isn’t something to fear—it’s the beginning of understanding oneself.

6. Game Pillars:

7. Core Game Loop:

Explore → Observe differences → Solve puzzles with shadow → Gain understanding fragment → World reacts → Grow

8. Mock Up:

This is my initial concept for the game’s visuals: the background, NPCs, and interactive objects all rendered in 2D. The protagonist is in 3D, completely detached from the environment and utterly out of place. Only the shadow cast onto the 2D plane by light striking it directly interacts with the surroundings.

9. Moodboard:

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