Confidential Experiments


We carried out our second playtest session during the last few weeks, and we obtained fascinating results!

Ludo-Narrative Dissonance

With our last playtest session, it became evident that our game was sending the wrong message to players. Our primary focus is to teach our players about doomscrolling; however our game was giving negative feedback to anyone trying to combat this practice.


The idea of the game is that players are free to choose the narrative path they want, but we were using some traditional gameplay techniques that made life much more difficult for players who wanted to go against the doomscrolling system.

manipulation strategy

With that, our team completely changed the game-lose mechanism in our game. Because, as the focus of our game is to tell and inform about doomscrolling, we noticed that using classic gameplay mechanisms was getting in the way.


The concept of our old game-lose mechanics will still exist in our game. But now, instead of the player receiving an end game if he can't complete the objectives, the player will unlock another narrative path.

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