Overview
The narrative of the game is driven by the player’s journey through the five stages of grief, embodied as distinct realms and characters. Dialogue and interactions play a central role in conveying the story, exploring the player’s emotional struggles, and providing critical turning points. The dialogue is designed to be immersive, with choices that reflect the player’s internal conflict and contribute to the overarching theme of acceptance.
Lament is set in a safe liminal space called Limbo, separated into a further four distinct realms representative of the Five Stage of Grief. By having the five stages separate into their own distinct world I could better depict their environments and bring them to life through colour palettes, audio and ambience. The story focuses on the player and their chosen journey through grief and healing as they navigate the world to restore peace from the corruption of grief. The player is guided by an omniscient NPC named the Tree of Sorrow, whom the player meets in a dire state and must also help. Beyond the safe confines of Limbo, antagonists Denial, Anger, Depression and Bargaining wreak havoc in the world, they are considered corrupt beings who the protagonist must confront and overcome, setting them free and restoring the tree. With each realm that is overcome, the tree visibily improves – becoming larger, fuller with life. Once all of the griefs have been confronted, the tree flourishes, transforming into the embodiment of Acceptance, the fifth stage of grief. She thanks the player for their resilience in an emotional exchange. The protagonist has restored life to the tree but also granted themselves the strength and power to move forwards with a life beyond grief.
A Journey of Loss and Transformation
The game follows a protagonist dealing with the recent loss of a loved one. The protagonist is a treant, connected to the Tree of Sorrow. The tragedy has shattered their world and left them adrift. Rather than facing a traditional antagonist, the protagonist must confront the embodiment of their own grief, battling through four realms that each represent a stage of their emotional journey. Every region reveals unique environments, and symbolic enemies, leading the protagonist to face the overwhelming emotions that grief brings.
The Realms of Grief
Each stage of grief is represented as a unique realm, complete with its own atmosphere and enemies. From the deceptive comfort of Denial to the searing release of Anger, every area brings the protagonist one step closer to healing.
Here’s an overview of what players can expect in each realm:
Denial: The Labyrinth
The world of Denial is shadowy labyrinth filled with flickering memories and illusions. This space reflects the protagonist’s initial disbelief, drawing them into endless corridors where familiar images from the past appear only to vanish on approach. Here, the challenge reflects finding the strength to break free from the comfort of the past. Enemies here are often false illusions and purposely confusing.
Anger: The Arena
In the world of Anger, everything is fierce and raw. It’s a jagged landscape where molten rivers cut through scorched earth, and walls erupt in flames. This realm stands out as being the most aggressive of them all, requiring intense focus and quick reflexes to overcome. Anger is a volatile landscape, daring players to confront their own aggression and frustration as they fight their way forward. The Grief Boss entity is just as fierce, I want this fight to be the most rewarding out of the four, in the same way that experiencing anger can be cathartic.
Bargaining: The Throne
The realm of Bargaining manifests as a gold mine transformed into a throne room, adorned with treasures that dazzle the eye and tempt the heart. Here, the protagonist meets Bargaining, an enticing figure who offers tempting exchanges in return for false promises. Confronting Bargaining would result in the most interesting dynamic and most dialogue.
Depression: A Stagnant Cave
In the cold, dark realm of Depression, the world slows to a near halt. Here, the protagonist enters a damp, deep-blue cave where silence is thick, and the weight of loss feels tangible. Depression is a place of solitude, where movement feels meaningless, yet is the only way forward. They then encounter the Grief Boss entity – Depression itself. After a short provoking conversation, a confrontation will start. As with every Grief, after the protagonist has overcome it the Grief will diminish with its final words.
The Tree of Transformation in Limbo
Connecting each realm is the central space of Limbo, a mist-shrouded world of neutrality and transition. At the center of Limbo stands a lone tree, bare and withered at first, but as the protagonist progresses, it slowly blossoms, its branches stretching and leaves unfurling. This tree is a guide and witness to the protagonist’s journey, symbolising growth and resilience as they move closer to acceptance. It serves as a visual marker of their journey, a reminder that healing is not immediate but unfolds with time and effort.
Acceptance
The journey ends with Acceptance. After all of the Griefs have been confronted and the Tree of Sorrow has fully recovered, the tree will reveal itself to the player as Acceptance resulting in a calming and relfective dialogue sequence, congratulating the player and thanking them for going on the journey, wishing them the best of luck on life after grief.
Dialogue
Integration with Gameplay: Dialogue choices do not alter the fight mechanics significantly but provide narrative depth and allow the player to define their character’s emotional journey. The dialogue transitions seamlessly into the boss battle, maintaining the narrative flow.
Dialogue boxes can have 1-3 dialogue options available, making it interesting for players who may have to encounter the same boss more than once to avoid disinterest and frustration – there’s something new to come back to.
Key Dialogue Scenes and Player Interactions
- First conversation with the Tree of Sorrow
- Confrontation with Denial
- Confrontation with Anger
- Confrontation with Depression
- Confrontation with Bargaining
- Finale – final conversation with Acceptance
Example Script: Confrontation with Denial
Purpose: Introduce the Embodiment of Denial as a manipulative force, forcing the player to question their reality. The interaction should set up the transition from dialogue to combat.
- Denial:
“”Why struggle so hard? You could stay here. You don’t have to feel that pain, that… emptiness. Everything you need is right here. Safe, simple… like it used to be.”- Player Choice 1: “What are you?”
- Outcome: Denial: “I am… whatever you need me to be. A memory, a feeling, a shelter from all that hurt. You call me Denial, but I am protection, comfort. Why go on when you don’t need to?”
- Player Choice 2: “I have to move forward. I have to face what’s waiting.”
- Outcome: Denial becomes hostile, leading directly into combat.
- Denial: “Forward? There’s nothing ahead but pain! Stay here, or I’ll make you regret leaving!”
- Outcome: Denial becomes hostile, leading directly into combat.
- Player Choice 3: “I can’t stay here, none of this is real.”
- Outcome: Denial: “Real? Is pain what you want? Is that what you’d rather face? The world beyond is harsh, unkind… Here, I can give you peace. Let me protect you from what you don’t want to see.”
- Player: “This isn’t peace. This is a cage.” – leads directly to combat.
- Outcome: Denial: “Real? Is pain what you want? Is that what you’d rather face? The world beyond is harsh, unkind… Here, I can give you peace. Let me protect you from what you don’t want to see.”
- Player Choice 1: “What are you?”
Integration with Gameplay:
- This dialogue serves as a moment of narrative immersion before transitioning into combat. Player choices provide either narrative context or escalate the conflict.
- The player’s choice has minor impact on Denial’s combat behavior (e.g., Denial taunts the player more aggressively if the second choice is selected).
Twine prototype of this interaction (purely text-based, adopts turn-based combat mechanic):
Example Script: Confrontation with Anger
Purpose: Establish Anger as a volatile, destructive force. The dialogue reflects the theme of confronting overwhelming emotions and sets the tone for the intense fight ahead.
- Anger:
“You think you can get rid of me? I’ve powered your every fight, your every victory. Without me, you’re nothing.”- Player Choice 1: “You can’t control me anymore.”
- Outcome: Anger mocks the player, claiming they are weak without its influence.
- Anger: “Control? CONTROL? I am the force that fueled you, that drove you to fight, to stand against all odds! I am the only thing that’s kept you going. Without me, you’re nothing but a husk—weak, defenseless.”
- Outcome: Anger mocks the player, claiming they are weak without its influence.
- Player Choice 2: “Maybe I needed you before, but not now.”
- Outcome: Anger responds with fury, triggering an explosive attack as combat begins.
- Anger: “I am not some piece of you to be compartmentalised. I am FIRE – PURE, UNBRIDLED AND CONSUMING. I am the fury that lashes out when the world crushes you down. I am the only true defense you’ve ever had. Without me, you’d have fallen long ago.”
- Outcome: Anger responds with fury, triggering an explosive attack as combat begins.
- Player Choice 1: “You can’t control me anymore.”
Integration with Gameplay:
- Dialogue choices do not alter the fight mechanics significantly but provide narrative depth and allow the player to define their character’s emotional journey – shows personalisation of the Grief, clear difference from Denial (longer, almost monologue-like responses, hostile.)
- The dialogue transitions seamlessly into the boss battle, maintaining the narrative flow.
Player Interaction Mechanics
Dialogue sequences should be fully interactive, allowing players to choose responses that reflect their emotional stance. While these choices do not drastically alter gameplay outcomes, they shape the narrative experience and reinforce the game’s themes of growth and acceptance.
- Choice Design:
- Choices are designed to balance ambiguity and clarity, encouraging players to think critically about their decisions.
- Each choice provides insight into the player’s mindset and relationship with the stage of grief they are confronting.
Basic UI Layout for Dialogue Sequences


These sequences are inspired by Hades and its storytelling through dialogue as well as the user interaction inspired by the text options and branching narrative in games such as Divinity 2: Original Sin.


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