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"Subject 06E, wake up. You did volunteer for this experiment... didn't you?"

Welcome to the reaction test. The task is simple: punch a hole in each photo. No context, no questions—just react.

But as time passes,  something feels off. The photos aren’t just random images. There's a girl in them, trapped in a story of unbearable pain.

Will you simply follow the rules, or will you break free to uncover her secret... and try to save her?


▶ Features

Mechanics| Simulate the fleeting interactions of social media. Are you just punching a hole in the photo, or pressing the "Like" button?

Arts|Gather clues from each photo and uncover their hidden connections. What's behind those photo?



Multiple Endings: Your actions leave a lasting impact, shaping the outcome of the story. Can you break the cycle and uncover all the possible endings?



▶ Design intention 

This is the 15-second Unity project from Term One of the LCC MA Games Design programme. What you’re seeing is a demo of our concept.

The project was built around the limitation of a "15-second" timeframe. The game uses this constraint to replicate the fleeting nature of social media interactions, where users often scroll quickly through posts. Players are given only 3 seconds to observe and react to each photo, without any context about the situation in which it was taken.

If you're interested,  please click on the video on the right-hand side to learn more about how we designed the game and conveyed the story through its mechanics and arts.


▶Future plan

Based on feedback, here are some aspects we plan to refine in the future:

  • Enriching the Storyline and Clarifying the Message: For example, adding messages when the player leaves a 'comment' on a photo and creating the ending scene. These additions will provide a clearer understanding of the characters' relationship and the
  • Implementing a Hint System: A hint system will be added to guide players toward discovering the true ending (Ending 3).
  • Adding Sound and Music: We plan to add sound effects and a  background music to create a more immersive experience.


▶Credits

Game design|Chiayi chu,  Jay wang

Narrative design|Chiayi chu

Game arts|Chiayi chu

Programming|Jay wang

Font: DePixel

Music: Density & Time- AETHER

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The last snapshot_ver1.7z 21 MB

Comments

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It is a very good and unique experience and let me concentrate on exploring the whole picture. Worth a try!

(Spoiler)

I LOVE the puncher design! After running through it 3-4 times, I noticed the like and comment scraps on the table. They look like snowflakes, beautiful but fragile, hence have no power to reverse the destruction. To me, the theme is not about changing the fate, but encouraging people to act to care about their friends. It is important to feel good for oneself, and bring some warmth and happiness to friends’ hard lives.

It didn’t really bother me, but there are some little obstacles for me while playing. The speed of the text conversation is a little too fast for me, and I couldn’t stop it. And even if I still use Facebook, the thumb-shaped like slowed down my immersion into the Facebook context till the 3rd photo. The one-photo style posts and my personal usage on Instagram make me related to Instagram more. And after I unlocked the comment shape, I still got the music box hint, which I’m not sure if it’s meant. Finally, I suppose the photos are chronological, but the date format is harder for me to understand the timeline. (And a small thing I noticed not in-game is that, about the suicide picture, it seems that the wind blows in from the right, but only the left curtain was blowed.)

If the game wishes to be more concise, the table’s cleanness brings a mystery vibe, but it may also be utilized to convey some information in the photos and cut out 1 photo.

And sure, players don’t have control over the destruction, but after the profile page hint that there are multiple endings, I still feel the control of my understanding of the whole plot. I can do different punching and see what happens, and look into the photos more. It’s very hard to set the level of ambiguity, but it may depends on what kind of audience one wants to sell to. And the ambiguity in this game somewhat motivates and initiates me to explore more.

Another part that I love is that it utilized the photos to tell stories, like the photo (or mirror?) on the wall hinting at the status of the love relationship. And a clever detail lies in the REAL date of the intimate photo. The asshole shows his true form only 2 months after proposal. It makes one feel that the destruction is almost meant to happen, leaving endless sigh in one’s heart.