Rainy Grotto


From Dreams and Ideas


Memoria Mecanica

Learn to forget, forget to remember. Where will their choices lead, a meeting and a parting, an ultimate, personal, goal.


Strange Manor

A Home. A Maze. A Legend. A Dream. Prototype and exploration of an environment for a mazelike, interconnected space. Modelled in blender and tested in Unity.


Where they lie

Pitch and short prototype for a game concept revolving around Resentment , death and ultimately Legacy.


Beneath the Surface

Board game prototype developed alongside friends, with a set of rules and board concepts.

Memoria Mecanica


A concept that partially Originated during 2019 Global Game Jam, following a machine protagonist and sought purpose. An example Game Pitch for the concept is provided:


The overall concept of the game revolves around memory and encounters as a mechanic. A narrative focused puzzle adventure, as have been popular for quite some time and still retain strong footholds in the indie game market through visual novels and RPGs.Narrative focused visual novels also continue to retain a great foothold in Japanese markets through the aforementioned genre, which are often combined as well. It is also a preferred genre pursued by many indie and doujin artists, meaning that there is a vast source of talent for for this and it is generally also less expensive to develop. The comparatively inexpensive nature of this type of game to develop allows for greater returns on investments at lower risks, and the potential to capture a loyal audience and enthusiastic artists.The gameplay for this particular pitch revolves around managing an inventory of memories, which are used to interact with characters and solve puzzles. The puzzle genre being readily accessible and enjoyed by vast audiences, and the focus on characters allowing for the potential to not only create appealing designs that capture the hearts of Players, but also that may receive such support as to create merch based on them. (As was the case for puzzle game Helltaker for example)Feel free to read on for more detailed explanations of separate aspects duch as mechanics and story if interested.


Main Mechanics Overview

As presented above, the main mechanic of the game revolves around managing an inventory of memories. There is a limit to how many key concepts the player is able to keep with them. In order to add new key concepts to their inventory, players may be required to delete old ones. Should an old key concept be needed to progress later the player would need to remember where they got it originally themselves and retrieve it at the cost of another, which is an example of Player Knowledge.The Distinction of Player Knowledge and key Concepts is illustrated in game via what the player actually controls being the Hummingbird Guide rather than the robot itself. The hummingbird serves as a proxy for the player which cannot convey information directly to in game players, but can still communicate via guidance for the main Robot protagonist. The Robot Protagonist themselves can interact with other characters and use key concepts it has retained to progress through interactions. An example of how key concepts are gathered would be reminiscent of Truth Bullets in Danganronpa games or highlightable text in certain RPGS such as Golden Sun.The overall area of exploration is small but dense. Originally inspired by Favelas. The player explores rather compact locations but filled with characters and personality. This area also includes logic puzzles that utilize both Player Knowledge, for exploration puzzles akin to those found in Resident Evil Games, and interaction puzzles that use key Concepts, akin to evidence from Ace Attorney games or the aforementioned Truth Bullets. Certain key concepts may only be removable after meeting conditions such as progress or encounters.Characters are also important for the sake of building the world and developing the story, of which a short overview can be read below.


Story Outline

For the player themselves the story begins when the mechanical Hummingbird that serves as their proxy comes across the discarded Robot that serves as protagonist. For said Robot the story begins much earlier when they are damaged and discarded from their household, during a familial dispute revolving around Money, Memory and Loyalty.Due to the Damage the Robot Sustained they are unable to store a significant amount of new memories without first deleting some older ones (Presented as Key Concepts. However there are certain memories they refuse to delete as they are important to both themselves, and the overall goal of getting back to the household to reveal the truth of the situation that resulted in their discarded state.The Robot was discarded from a wealthy home and finds themselves in the Favela inspired sector of the city. In order to make their ways back to the household they enlist the aid of the Hummingbird as a guide, (Player proxy and representative of Player Knowledge) and must also help the characters living in this sector in order to progress and make it back out, learning about them and their circumstances along the way, and depending on the Key Concepts the Robot retains by the end of the story, changing their lives for the better.The Story itself serves as means to present a third aspect of solving: Pivotal Memories. Like how our experiences make us who we are, so two will the Robot's experiences and chosen Key Concepts serve to alter how the ending would play out. Certain Key Concepts are also Pivotal Memories which if kept in the end, result in alternate endings for the story, as is a staple of Visual Novel Adventure games/RPGS.The Characters the Robot, and by proxy The Player, encounter during their adventure are meant to be fleshed out and well developed entities. In order to better motivate both a desire to continue their stories, reach good endings, and gain possible benefits such as a Concept Matrix (Memory Expansions).


Strange Manor