House Design


The arrangement of furniture also needed to be so that the rat would be able to parkour around the room. The mantel shelf can only be reached by climbing on the TV first, and the piano only from the stool or neighbouring armchair. The lights are spaced equidistant from each other to parkour around them once you get on top of one.

I also took inspiration from my various moodboards in creating the props. The fireplace and kitchen cabinet are based on my own at home, and much of the general clutter was taken from 2000s living room inspiration. See here for my research.

When coming from the sewers and out of the vent, I set up a “cinematic shot” similar to techniques used in Stray. Inside the vent, the world is narrow. It opens up a little when you step out behind the TV, and then gives you a proper view of the room when you peek around – the entire living room before you!

To set up the puzzles, I used the Analyise->Solve->Execute method from my analysis of Little Nightmares. Players are guided into what they need to find via the UI “to investigate” list and dialogue cues – the “analysis” phase. This should take up 35% of the time on the quest.

strawberry cake quest

Once they’ve found the object of investigation, 50% of the time should be spent on solving it. There’s no direct conversation between the player and the game about what to do; they must decide for themselves, so some experimentation will be involved in figuring out what they CAN do. For example, picking up the strawberries and connecting them to the cake, or moving the cake while trying to interact.

strawberry cake quest

Finally, the remaining 15% should be spent completing their action. There are only a few strawberries to find, all in different areas to maintain interest, and pushing the cake off is even simpler. Having a difficult execution is not the main focus of the game; the exploration, stealth, and puzzle elements are.

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