Lost Pigeon Studios presents fenestraCore Vision An old man tries to take his own life, but ﬁnds himself unable to. He discovers thathe has the power to travel between two worlds whenever he dies. The player must usethis power to guide the man through puzzles, reaching a door to exit each level. The twoworlds travelled by the man are a dark, modern city and a bright, vibrant outdoor settingfrom long ago.Design Philosophy The selling points of the game are the abstract puzzle solving mechanic and thereversal of the traditional death-avoidance paradigm. Players must be able to work withboth instances of the world and utilize the objects and layouts of both to get to the doorand continue the game. Regardless of how far behind we get in our game development,we cannot cut out the fundamental element of switching between worlds by dying. If wedo become short on time, we will drop some of our more ambitious mechanics such asgiving the player a vial of poison to kill themselves at will.Objectives The main goal of the game is to beat the levels by unlocking doors or navigatingobstacles using both worlds to get to the end. This is motivated by the characterdevelopment of the protagonist. The thoughts and memories of the protagonist arerevealed as the player progresses, so the player is motivated to solve each puzzle in orderto hear the next part of the story.
ChallengesThe challenge of each level is simply to move the protagonist through the exit door. Theexit will usually be inaccessible in some way, so the player must ﬁgure out what tasks needto be accomplished to reach the exit. The player may be challenged with some of thefollowing mechanics:Choice of Death - The puzzles are designed such that the player must die in some wayto reach the end of the level. The principle challenge is for the player to decide whenand where they need to die in order to solve the puzzle.Buttons - The presence of a weighted object will activate the button, opening a door orotherwise altering the level state.Keys - Doors may be locked and require a key to pass through. The key may be in alocation that requires the player to die and pass through the other world, or may exist inboth worlds and need to be carried through with the player.Switches - Players can toggle switches between two states, which changes thebehavior of the object(s) that the switch is connected to. Players may have to activateswitches in speciﬁc orders or at speciﬁc times to solve a puzzle.Timing Challenges - Players may have to synchronize their death with speciﬁc events inone world in order to open a path to the exit.
ActionsVerb Description ImportanceWalk Move horizontally on platform CriticalJump Jump temporarily into the air CriticalDie Kill yourself to pass between worlds CriticalPush Push boxes to solve puzzles ValuableClimb Move vertically on a ladder ValuableAction MechanicsWalk limitations • Can only be used when direction of motion is unobstructed outcomes • Walk left or right • Move in mid-air left or right • Fall off a platform • Collide with deadly objectJump limitations • Can only be used on a platform outcomes • Rise vertically • Collide with deadly object aboveClimb limitations • Can only be used on a ladder outcomes • Move up or down at a steady speed • Able to resist gravity
Interaction MechanicsDie limitations • Can only die from dangerous objects (spikes, ﬁre, etc) • Player does not actually die in the conventional video-game sense outcomes • Pass between worlds • Freezes physics in world you’re not inPush limitations • Can only be used on a platform • Can only push objects light enough (walls and heavy objects won’t push) outcomes • Move boxes to new positions • Destroy boxes by pushing them into spikesActivate Button limitations • Button is only activated if the player or a box is resting on it outcomes • Activate the object to which the button is connectedEnter Door limitations • Player must be directly in front of door • Door must not be locked outcomes • Current level ends • Next level loadsUnlock Door limitations • Player must come in contact with door • Player must be carrying key • Door must be locked outcomes • Door becomes unlocked • Key is destroyed
Pick Up Key limitations • Player must come in contact with key outcomes • Player will carry key until it is used to unlock a door or the player dies; keys that transcend worlds will remain with the player when he diesActivate Switch limitations • Player must be directly in front of switch outcomes • Switch toggles position • Object connected to switch toggles state