
Nieuws
Unusual Findings: not your usual point and click adventure
H
Hernan Lopez
For instance, if you mock a character in a certain way, they may start feeling insecure and act violently against other characters just to prove themselves tough. This will lead to the certain action possibilities, but at the same time will deny others. Your attitude and your actions change the way some puzzles are solved, and the outcome of some situations. Seemingly small decisions of the player will affect the game in the long run, not only changing the puzzles but also the characters you can meet, places you can visit and it might even drastically change the final part of the game. 
It was definitely a challenge for the game and narrative designer, as we had to make two valid and logical variations of each puzzle. So if you play in a certain way, the clues direct you to use the approach X to solve the puzzle, and if you play it the other way then clues highlight the second approach Y… This is tricky because we had to simultaneously open a new path for a player and close the other options in an organic logical way!
We have also avoided shortcuts like “if you tell your friend Tony that he looks silly, then a screwdriver will not be present at the mayor’s home”. That is much easier to design, but then the impact of the player's decisions would not be logical. Such change to the game world won’t be a result of the chain reaction following the player’s choice, while it all should have been about human interactions leading towards different gameplay possibilities.

Meanwhile, we had to make sure that there are no inconsistencies, choking points or unclosed dead ends, and that the player does not end up with an inventory full of garbage. Simply put, the QA work was quite intense (by the way, there are 10k dialogues in the game, and a lot of them are optional).
The game story is divided in 7 sections: Prelude, Chapter 1, Interlude 1, Chapter 2, Interlude 2, Chapter 3 and the Final Act. But there is a catch - in fact, there are three separate Final Acts. Each with its own unique locations, puzzles, items, characters etc.

Every little decision you make along the way has its influence on a game ending. That amounts to a really long game! I mean, even the first walkthrough is quite long, but to unlock all the puzzles and endings, you should beat the game at least three times.
Therefore, I am absolutely sure that if an interesting adventure, Synthwave soundtrack and the atmosphere of the 80s resonate with your heart, you will definitely fall in love with our game and will play it again and again!
