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Signed in as:
filler@godaddy.com

This game is a philosophical interrogation experience disguised as a minimalist choice-driven narrative game.
The player is not asked to act, but to answer.
There is no traditional failure state, only judgment, consequence, and revelation.
Through a structured sequence of questions, the game examines the player’s beliefs about pain, guilt, solitude, responsibility, evolution, and absolution. Each response subtly reshapes the tone, pacing, and final judgment, culminating in one of multiple endings.
The core experience is not about branching for content variety, but about branching for moral pressure.
philosophical interrogation experience

The design is built around three escalating stages of judgment:

Stage 2 – Situational Analysis
The player is confronted with moral ambiguity, contradiction, and self-justification.

Stage 3 – Verification of Sincerity
The system tests consistency, resolve, and willingness to accept consequences.
By the final stage, the game no longer reacts to what the player answers, but how often, how confidently, and how consistently they answer.

At its heart, the game asks:
“If all your choices are witnessed, measured, and remembered—
what kind of being are you, really?”
The player is positioned as a subject under examination by an unseen authority:
a system, a judge, a machine, or perhaps evolution itself.

The experience deliberately removes:
And replaces them with:
The game contains multiple endings, each representing a philosophical stance rather than a “win” or “loss”.
Examples of ending archetypes:
Acceptance of evolution at the cost of humanity
Refusal of guilt without absolution
Seeking forgiveness but rejecting responsibility
Embracing judgment willingly
Denial and emotional withdrawal
Endings are not ranked as good or bad.
They are statements.

3C Analysis:
Camera
The lack of camera control reinforces the power imbalance.
Controls

Rounds are not symmetrical:
Some are confrontational, some deceptive, some reassuring.
Choice as Moral Weight
The system knows more than it reveals.

This loop repeats across increasingly confrontational Rounds.

Purpose:
To establish the player’s emotional baseline and instinctive beliefs.
Themes:
Design Characteristics:
The system observes more than it responds.

Purpose:
To destabilize certainty and introduce moral contradiction.
Themes:
Design Characteristics:
Here, the system begins to argue back.

Purpose:
To test the resolution and internal consistency.
Themes:
Design Characteristics:
At this stage, the player is no longer being asked what they believe—
but whether they are willing to live with it.
Contribution: 2D Art, Animation, UIUX, Game Design, Story, and Narrative
Contribution: Programming, TA, Game Design, Structure, Narrative
Contribution: Programming, Story Structure, Game Design, Production
Contribution: 2D Art, UI, Game Design, Story, Structure Writing
Contribution: Sound Design, Producing, Game Design, Story, Writing
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