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Lost Pigeon Studios presents


                          fenestra
High Concept Statement
Driven by guilt, an old man takes his own life, but re-awakens in a strangely familiar
land. Using your power over death, solve puzzles to guide him on a journey between
two worlds and help him discover a reason to continue living.


Features
   • Master death and make it your tool to travel between parallel worlds
   • Manipulate your environment to solve physics puzzles
   • Immerse yourself in beautiful settings contrasting in both art and music
   • Unravel an intriguing plot spanning two eras


Overview

Player Objectives
        The player must find specific ways to die in order to overcome obstacles in the
        two worlds and reach the exit to each level.

Genre
        Fenestra is a 2D puzzle platformer.

Competition
        Shift - Both games utilize a two-worlds mechanic to solve puzzles. Fenestra is
        unique in that the worlds exist in the same spatial position, and the player
        cannot traverse them at will.

        Super Karoshi - Like Fenestra, this game also inverts the traditional paradigm of
        avoiding death. Our game uses death as a mechanic, whereas in Super Karoshi
        it is simply the end state of each level.
Selling Points

   Unique multi-world modality - Reason through multiple realities to solve each level.

   Mature Theme - Explore thoughts and questions about mortality and permanence.

   Challenging Puzzles - Use items that persist between worlds, switches that unlock
   doors, and poison that causes death after a set time.

Design Goals
   Accomplishment - Players should be challenged by puzzles, and feel
   accomplished when they find a solution.

   Aesthetics - Game visuals and sounds should be unified and aesthetically pleasing,
   but distinct between the two worlds in the game.



Player Mode Sketch
The sketch to the right illustrates what the
player sees in a sample level immediately
before and after being killed by an enemy.
The player begins at the left edge of the
bottom world, and must reach the exit by
dying at the right edge of the alternate
world. This example involves luring an
enemy so that it kills the player in a
specific position.

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Concept documentfinal

  • 1. Lost Pigeon Studios presents fenestra High Concept Statement Driven by guilt, an old man takes his own life, but re-awakens in a strangely familiar land. Using your power over death, solve puzzles to guide him on a journey between two worlds and help him discover a reason to continue living. Features • Master death and make it your tool to travel between parallel worlds • Manipulate your environment to solve physics puzzles • Immerse yourself in beautiful settings contrasting in both art and music • Unravel an intriguing plot spanning two eras Overview Player Objectives The player must find specific ways to die in order to overcome obstacles in the two worlds and reach the exit to each level. Genre Fenestra is a 2D puzzle platformer. Competition Shift - Both games utilize a two-worlds mechanic to solve puzzles. Fenestra is unique in that the worlds exist in the same spatial position, and the player cannot traverse them at will. Super Karoshi - Like Fenestra, this game also inverts the traditional paradigm of avoiding death. Our game uses death as a mechanic, whereas in Super Karoshi it is simply the end state of each level.
  • 2. Selling Points Unique multi-world modality - Reason through multiple realities to solve each level. Mature Theme - Explore thoughts and questions about mortality and permanence. Challenging Puzzles - Use items that persist between worlds, switches that unlock doors, and poison that causes death after a set time. Design Goals Accomplishment - Players should be challenged by puzzles, and feel accomplished when they find a solution. Aesthetics - Game visuals and sounds should be unified and aesthetically pleasing, but distinct between the two worlds in the game. Player Mode Sketch The sketch to the right illustrates what the player sees in a sample level immediately before and after being killed by an enemy. The player begins at the left edge of the bottom world, and must reach the exit by dying at the right edge of the alternate world. This example involves luring an enemy so that it kills the player in a specific position.