Our goal for the game was to show a progression of a person’s struggle with imposter syndrome. We decided the setting would be an expedition on a submarine because of the potential for a more abstract portrayal of imposter syndrome, as well as the claustrophobic and high-stakes environment. We wanted the focus of the game to be the story and keep the mechanics simple. We chose a side-view pixel art style, because it seemed more feasible for the amount of time we had. Our intent of the game wasn’t to provide solutions, but instead to share a story of someone struggling with imposter syndrome.
Create the skeleton of the game where navigation and every interaction are possible.
Implementation of the puzzles and dialogue. Focused on how the puzzles can reflect and accentuate the story.