Designing digital prototype


Date: 04/10/2024

I forgot to post this way sooner but here I am now! Our goal for this week is to design a digital prototype.

I decided to use Miro to map out how the prototype the could play out. I focused on the first area of the game because given that we're taking a top down approach to Why Though's design, the first area is the most important as it will inform and feed into the other areas.

Playtest report

I did a feedback session with a colleague dev team and sought to determine how focused and lucid my design work was. 

  • The inventory system is neatly simple but needs to be scaled down because it allows for too many variable dialogue options.
  • The emotion mechanic needs refining. It needs to be clear how it functions and how much it can impact gameplay.
  • I initially planned for Why Though to have 5 or more areas. That's simply way too much given the scale and timeline of this project. After some consideration, I opted for 3 areas with 2 subareas for each, which seems much more manageable.
  • Considering that Why Though is using public domain characters, I could use various aspects of their fairytale origins to establish a degree of familiarity while also giving a whimsical twist of sorts.

Get Why Though?

Leave a comment

Log in with itch.io to leave a comment.