After Tale - a puzzle game

After Tale 
夜遊夢


如果,失望是個山洞、恐懼長成一片森林,在沒有陽光的情況下,你的故事要怎麼樣繼續?
How are you going to continue your journey? When desipre becomes a cave, fear has grown into a dark forest, and the sunshine is nowhere to be seen.



       
人生即故事,故事即人生。
Life as story, story as life.   -Jim Loehr



以提升民眾心理健康為目標,我們從故事治療出發,營造情境來觸發玩家的情感共鳴,並使用角色間的對話和 2D 錯視關卡來刺激玩家思考,以重新檢視自身處境與自我價值。將被負面看待的事物重新定義,並協助玩家檢查自己習慣的思路,以避免玩家在不健康的想法中無法前進。

同時,我們也希望玩家在每個場景裏,能享受重複且具引導性的簡單行為所帶來的樂趣。為使玩家擁有一個可以遠離現實生活紛擾的休息空間,我們以簡單、協調的色彩與造型,營造廣闊、寧靜的視覺空間。而玩家在故事進行的當中將會發現,故事中的環境漸漸的因為玩家的行為而變得越加明亮與柔和。

Aims to strengthen people's mental health, we start out with Story Therapy, building up scenes to trigger player's emotional resonance. By utilizing the dialogues between characters and 2D optical illusion, we stimulate them to redefine their situation and self value.
 
Meanwhile, we also hope that the players could enjoy the pleasure brought by directive yet simple repeative acts we put in every scene. We feature simple yet coodinate color and shape, to build a vast and also tranquil visal space,  so that they might have a safe haven departed from the turmoil reality. Also, the players will find the world in the story becomes brighter and gentler as the story carries on.
 




「別擔心,孩子,你願意乘上船,去找那個聲音的主人嗎?」
“Don't you worry, my child. Are you willing to board the ship, and head on to find the owner of the voice?”



「隨著時間過去,原本零零星星的花已經長成一片了。」
“As time goes by, the flowers that were once sporadic have now become a field.”



       角色造型的設計歷程,做了極簡、輕量化的設計,強烈的幾何造型,無線框搭配漸層式的畫面模仿紙雕的厚度


After Tale - a puzzle game
Published:

After Tale - a puzzle game

人生即故事,故事即人生。-Jim Loehr After Tale 以提升民眾心理健康為目標,試圖以故事出發,營造情境來觸發玩家的情感共鳴,並使用角色間的對話和 2D 錯視關卡來刺激玩家思考,重新檢視自身處境與自我價值,將被負面看待的事物重新定義,並協助玩家檢查自己習慣的思路,以避免玩家在 Read More

Published: