Views
A downloadable game
Controls
Arrow Keys: move around
Space: jump
A, W, D: switch views (A: front; W: top; D: right)
Q, E: change view height in TOP VIEW (press W in TOP view to reset view height)
Inspiration
During architectural design and representation, two-dimensional planes such as floor plans and cross-sections are commonly utilized. Architects need to imagine three-dimensional space based on 2D planar representations. Each dimension not only differs in direction but also emphasizes different aspects of the design. For instance, floor plans focus more on overall circulation, while cross-sections prioritize spatial experience.
Core experience
In this puzzle game, the core experience and tenet is that, objects appear differently in each perspective. When there seems to be no way out, we can try switching perspectives, just as the famous French writer Marcel Proust said:
"The real voyage of discovery consists not in seeking new landscapes, but in having new eyes."
Background story
Based on the inspiration from architectural design, the protagonist is set as an architect who embodies the 2D figures from their own blueprints, trapped within their own 2D plane, struggling to gain a comprehensive understanding of the world.
In the architect's blueprints, the 2D figures serve as decorations and tools to showcase building functionality and space. The player, embodying one of these 2D figures, is constrained by dimensions. When unable to find a way out, they accidentally discover that they are actually within a 3D drafting software on a computer. Then the architect learn to view the world from different perspectives and utilize the distinct features of the three views to explore the outside world.
Machanics I : View Switching
Players' actions are restricted within three two-dimensional spaces (top view, front view, right view), with the player's location serving as the plane of section, allowing for interchangeable perspectives.
Machanics II : Depth Illusion
When the dimensionality reduces to 2D, the depth of objects is ignored, allowing players to utilize visual illusions of depth to solve certain puzzles. In the direction where players look within the 2D plane, depth is disregarded as the 2D plane collapses together, creating a marvelous experience and diverse spatial perspectives.
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