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2026 Global Game Jam (pittsburgh) Artistic Excellence Award

Game Design

High Concept

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.

Design Intent

philosophical interrogation experience

Preliminary Examination

Round 1

The design is built around three escalating stages of judgment:

  1. Stage 1 – Preliminary Examination
    The system probes surface-level beliefs and emotional reflexes.

Situational Analysis

Round 2

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

Verification of Sincerity

Round 3

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.

 

Core Experience (The “Why”)

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:

  • Exploration
  • Mechanical skill
  • Resource optimization  

And replaces them with:

  • Reflection
  • Emotional friction
  • Existential pressure

Endings

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.

Design Experience

Core Mechanics

3C Analysis:

  • The player is a silent subject.
  • The interrogator is abstract:
    • A machine
    • A judge
    • A collective intelligence
  • Identity is intentionally undefined to allow projection.

 

Camera

  • Fixed, controlled framing
  • No player-controlled camera
  • Emphasis on:
    • Facial reactions
    • Stillness
    • Eye contact
       

The lack of camera control reinforces the power imbalance.


Controls

  • Extremely minimal:
    • Swipe
    • Button press
  • No mechanical mastery required
  • Focus is entirely on decision-making
     

Game Structure Round-Based Narrative Architecture

  • The game is composed of Rounds
  • Each Round contains:
    • One primary question
    • Two (or more) choices
    • A short reaction cutscene
       
  • Each choice leads to:
    • Another Round
    • Or a transition into the next Stage
    • Or a terminal Ending


Rounds are not symmetrical:
Some are confrontational, some deceptive, some reassuring.


Choice as Moral Weight

  • Choices are simple by design
  • Their meaning compounds over time
  • The player is never shown a morality meter  


The system knows more than it reveals.

Core Gameplay Loop

  1. Cutscene / Question Presentation
    A short, controlled narrative prompt or question is presented.
     
  2. Binary or Limited Choice Input
    The player responds (Yes / No / Variants).
     
  3. Immediate Reaction Feedback
    Subtle reactions occur:
    • Facial expressions/emojis
    • Body language (nod, draw gun, hesitation)
    • Short textual judgment
       

  1. State Progression
    The choice routes the player to the next Round.
  2. Accumulated Judgment
    Choices are tracked implicitly, shaping later questions and available endings.
     

This loop repeats across increasingly confrontational Rounds.

Stage 1 – Preliminary Examination

 Purpose:
To establish the player’s emotional baseline and instinctive beliefs.

Themes:

  • Pain
  • Solitude
  • Fear of the void
  • Physical existence
     

Design Characteristics:

  • Questions feel abstract but non-accusatory
  • Choices appear “safe.”
  • Reactions are restrained
     

The system observes more than it responds.

Stage 2 – Situational Analysis

Purpose:
To destabilize certainty and introduce moral contradiction.

Themes:

  • Guilt
  • Responsibility
  • Violence
  • Necessity vs justification
     

Design Characteristics:

  • Questions reference prior implications
  • Reactions become sharper
  • Some choices trigger visible disappointment, anger, or relief
     

Here, the system begins to argue back.

Stage 3 – Verification of Sincerity

Purpose:
To test the resolution and internal consistency.

Themes:

  • Sacrifice
  • Absolution
  • Mercy
  • Evolution
     

Design Characteristics:

  • Language becomes absolute
  • Choices narrow
  • Reactions become judgmental or final
     

At this stage, the player is no longer being asked what they believe—
but whether they are willing to live with it.

About Our Team

D7oneM 

Contribution: 2D Art, Animation, UIUX, Game Design, Story, and Narrative 

andypang1010 

Contribution: Programming, TA, Game Design, Structure, Narrative 

CarrotOtter 

Contribution: Programming, Story Structure, Game Design, Production

Doge Jing 

Contribution: 2D Art, UI, Game Design, Story,  Structure Writing

TonQEmperor 

Contribution: Sound Design, Producing, Game Design, Story, Writing

PLAY!

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