Narrative dark psychological drama
Role: Game Writer (story, lore, dialogue) / Narrative Designer (Logic, Arcweave)
Format: Prototype Arcweave (personal project)
🎮 Play here:
1. About
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3. Environmental Storytelling
Goal: To show pain and disturbing 18+ moments in a decent way without losing the atmosphere.Solution: Don’t describe the harsh moments too directly. Let the player imagine for themselves what really happened.
Solution: I used images that shift in color from warm to cold as the story moves forward. At the beginning, the story does not seem threatening, but by the end, the horrifying details are revealed, and the overall atmosphere helps reinforce that change.
4. Emotional & Logic Mapping
The game has three narrative paths:
1. Distance / Denial
If the player avoids going deeper into the doctor’s memories, the doctor keeps an official, restrained tone and refuses to fully explain himself.
Ending: the journalist does not believe him and kills both himself and the doctor. The true evil survives — the young doctor.
2. Full Descent into Memory
If the player explores the doctor’s memories, they relive the most painful parts of his past and uncover the full story. On this path, the doctor feels more human: he is tired of hiding the truth and hopes the journalist might finally understand him.
Ending: the doctor dies, but the young doctor does not get what he wanted.
3. Trust in the Protégé
If the player chooses early on to trust the protégé, they can still learn the full story from the doctor’s side.
Ending: the young doctor wins.
My goal was to create a dark and disturbing story in a beautiful, atmospheric way, and to make the player reflect on how every action has motivation and hidden details. Evil may come from seemingly good intentions — but it is still evil.