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Demande à la cendre
About

Platforms: PC

Engine: Visual Novel maker

Genre: Endless Runner

Time: Half-time 4 months

Team: 12 members with 4 game designers

Description

Demande à la Cendre is a Visual novel where the player embody the famous emperor Nero, halfway between historical reality and fiction. The choices you make have heavy consequences and radically changes the events. How will you end your reign ?

In collaboration with a professional psychologist, the answers of the player help identify in which of the 4 main profiles associated with personality disorders the player (and Nero) acted with the aim of de-dramatizing psychoanalysis and the conception of madness.

Challenges

It was a challenge to create a narrative game that was long enough to show the player the impact of their actions but still have an equal quality to all possible paths. A quarter of the game was cut so that the rest could be better refined.


Each player's action is calculated to determine which behavioural disorder he will most likely develop, so it was necessary to link the gameplay to the science of psychological analysis and to collaborate with the psychologist.

Qualities
  • There was great scenes as the banquet, where you would move to talk with multiples interlocutor

  • The psychologic analysis worked well and was reflected the players behaviors

  • It was a 45 minutes experience where users didn't leaved before finishing it

Defaults
  • Visual Novel Maker was a clunky engine that we absolutly destroyed. It was absolutly impossible to generate an exe, we were obligated to launch the experience from the builder for players.

  • We integrated everything too much late. There are many spelling mistakes present in the final version

  • We didn't apprehend the scope well, a quarter of the game was cutted after that the integration was done.

Game Design
  • Writing of the game design document
  • Writing of the script and dialogues 
  • Communication and verification with the psychologist

Level Design
  • Integration of the script and the visual elements

  • Integration of the points system​ to calculate the psychologic analysis

Quality Assurance
  • Gameplay testing on players to refine

  • Level design testing and analyze of global game flow

  • Running tests and collecting data

  • Bug reporting and refinement focus

  • Validate the psychologic analysis

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