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Alice in "Wonderland"

PROJECT INFORMATION
 

Platform: Windows using Tobii Eye Tracker.

Role: Game Designer/Programmer.

Tools used: Unity, C#.

Team Size: 5 members:

2 artists, 2 programmers, 1 sound designer

Duration: 1 week

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PLATFORM

Tobii Eye Tracker is capable of tracking eye movements for game interaction and streaming. A  way to interact with games, freeing the hands for other actions.

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OVERVIEW

Alice in "Wonderland" is a 2D horror game. The premise is that a little girl falls into a pit and lands in a dungeon. There is a monster in the dungeon who starts chasing the girl. As the player, your goal is to help the girl find the key to the dungeon's gate while trying to avoid the monster.

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RESPONSIBILITIES

-Scripted gameplay progression using triggers and conditions.
-Scripted movement mechanics and animation.
-Scripted UI.
-Added lights.
-Level design and layout.

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HOW TO PLAY

-Use WASD keys to move around.

-Use your eyes to move the flashlight around.

-Flashing the monster will stop it from chasing the player character.

-The goal is to find the key to the door and get out of the dungeon.

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DESIGN CHALLENGES

During playtest and our interim presentation, we got a ton of feedback about how we could elevate this idea further and solve the problems we had.

PROBLEM 1:

We really liked the idea of not knowing where the monster was when there was no flashlight on it, but it felt a bit unfair during playtesting as players were caught off guard and could not really establish a strategy to counter it.

 

SOLUTION:

Glowing eyes! We decided to add glowing eyes to the monster when there was no light on it but they don't glow all the time. They are visible at certain intervals to give the players a hint about the monster’s position so as to prepare them to plan accordingly. This worked out quite well and immediately the game was more fun to play and felt fair.

PROBLEM 2:

Even though the game was fun to play, there was no way of knowing where exactly the key was in the dark dungeon room. It felt like it was pure luck if the player found the key. We needed an indication or a minor hint for the players to make it easier and less stressful.

 

SOLUTION:

To tackle this problem, we added a minimap on the top of the screen which gives the player an idea as to where they are. For the key’s position, we added 3 question marks on the map which show the probable location for the key. This makes it easier for the players to search for the key but doesn’t really say the exact position explicitly. We further added an expert mode with no minimap or any hints for the players who really want to challenge themselves and take it up a notch.

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What went well?

-This was a lightning round so we only had 1 week to work with. The team adapted to it immediately and we achieved what we aimed for.

-The glowy eyes of the monster really helped in locating the monster when they were not in sight. This made the game fairer and the players could strategize accordingly.

-The tension that we wanted to create in the game was achieved. Staring at the monster to stop it from attacking you was a strong selling point for us.

What can be improved?

-Even though the mini-map gives the player some hints, it adds to the things that the player has to look at. During our playtests, few players found it difficult to keep track of multiple things.

-Instead of having a large room, it would be better to make it like a dungeon to give the level some structure and make it easier for the players to make a cognitive map of the level in their head without constantly looking at the mini-map.

-If we had more time, we would have added audio cues to the monster and key to help the players locate them without constantly worrying about them.

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