Project details

A good Life

About the game

A Good Life is a first-person thriller game where players navigate the fractured psyche of a protagonist grappling with memory loss, trauma, and moral ambiguity. Players explore shifting realities, uncover memory fragments, and make impactful decisions that shape the narrative and gameplay loop.

🔑 Core Theme: How far would you go to uncover the truth—and would you be able to live with it?

Core Gameplay Loop

  • Explore surreal environments split across Bleak and Colorful realities

  • Solve environmental and object-based puzzles

  • Collect fragmented memories (visuals, sounds, words)

  • Make moral choices that influence the story and the world

  • Switch realities to overcome obstacles and unlock deeper layers of truth

Game Structure

The game unfolds across multiple cycles, each representing a fragmented replay of the protagonist’s past. Each cycle ends with a major decision point, determining whether the story progresses or resets with altered conditions.

Core Gameplay Loop

  • Explore surreal environments split across Bleak and Colorful realities

  • Solve environmental and object-based puzzles

  • Collect fragmented memories (visuals, sounds, words)

  • Make moral choices that influence the story and the world

  • Switch realities to overcome obstacles and unlock deeper layers of truth

Game Structure

The game unfolds across multiple cycles, each representing a fragmented replay of the protagonist’s past. Each cycle ends with a major decision point, determining whether the story progresses or resets with altered conditions.

Core Gameplay Loop

  • Explore surreal environments split across Bleak and Colorful realities

  • Solve environmental and object-based puzzles

  • Collect fragmented memories (visuals, sounds, words)

  • Make moral choices that influence the story and the world

  • Switch realities to overcome obstacles and unlock deeper layers of truth

Game Structure

The game unfolds across multiple cycles, each representing a fragmented replay of the protagonist’s past. Each cycle ends with a major decision point, determining whether the story progresses or resets with altered conditions.

Core Mechanics

  • Memory Fragment Collection: Visual, auditory, and textual clues pieced together through exploration and puzzles

  • Moral Choice System: Decisions influence the protagonist’s “Stability Meter” and reshape the game world

  • Reality Shifting: Move between bleak and colourful realities to solve puzzles and access memories

Key Interactions

  • Puzzle-solving with environmental clues

  • Object manipulation and exploration

  • Story-triggering through memory reconstruction

  • Decision-making at emotional and ethical turning points

Level Design Highlights

  • Bleak World (Hub) – A monochromatic, ever-changing city that reacts to player actions

  • Family Home – Explored in multiple timelines, emphasizing environmental storytelling

  • Café Terrace – Interactive puzzle scene using reality-shifting mechanics

  • Underground Chamber – Climactic location reflecting mental unravelling and final choice

Core Mechanics

  • Memory Fragment Collection: Visual, auditory, and textual clues pieced together through exploration and puzzles

  • Moral Choice System: Decisions influence the protagonist’s “Stability Meter” and reshape the game world

  • Reality Shifting: Move between bleak and colourful realities to solve puzzles and access memories

Key Interactions

  • Puzzle-solving with environmental clues

  • Object manipulation and exploration

  • Story-triggering through memory reconstruction

  • Decision-making at emotional and ethical turning points

Level Design Highlights

  • Bleak World (Hub) – A monochromatic, ever-changing city that reacts to player actions

  • Family Home – Explored in multiple timelines, emphasizing environmental storytelling

  • Café Terrace – Interactive puzzle scene using reality-shifting mechanics

  • Underground Chamber – Climactic location reflecting mental unravelling and final choice

Core Mechanics

  • Memory Fragment Collection: Visual, auditory, and textual clues pieced together through exploration and puzzles

  • Moral Choice System: Decisions influence the protagonist’s “Stability Meter” and reshape the game world

  • Reality Shifting: Move between bleak and colourful realities to solve puzzles and access memories

Key Interactions

  • Puzzle-solving with environmental clues

  • Object manipulation and exploration

  • Story-triggering through memory reconstruction

  • Decision-making at emotional and ethical turning points

Level Design Highlights

  • Bleak World (Hub) – A monochromatic, ever-changing city that reacts to player actions

  • Family Home – Explored in multiple timelines, emphasizing environmental storytelling

  • Café Terrace – Interactive puzzle scene using reality-shifting mechanics

  • Underground Chamber – Climactic location reflecting mental unravelling and final choice

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