**《回声碎影》**这款游戏聚焦童年经历对成年生活的深远影响,关注心理成长、情绪变化与内心世界的探索。通过多线叙事,玩家在不断变化的时间线中逐步了解主角的故事,在解谜与选择中推动剧情发展。游戏内的每一次决策不仅影响游戏走向,也帮助揭示主角的情感脉络与成长轨迹。该项目致力于以游戏为载体,呈现真实细腻的心理旅程,唤起玩家对情绪共鸣与心理健康的关注与理解。
The game explores the lasting impact of childhood trauma on adult life, focusing on psychological cracks, emotional breakdown, and inner struggles. Set across shifting timelines, players uncover hidden truths through narrative choices. As they investigate current events, they gradually reveal the protagonist’s past and its influence on their mental state. Each decision in the game not only drives the plot but also exposes elements of the protagonist’s subconscious, shaping the overall experience. The game emphasises irreversible psychological damage and the pursuit of understanding amid a collapsing inner world.
本游戏的目标受众为18至30岁的年轻成年人,尤其是对叙事驱动型体验及社会相关主题感兴趣的玩家,特别关注心理健康、创伤经历与情感深度等内容。它吸引那些具有强烈共情能力、并愿意深入思考严肃内在议题的玩家群体。
The target audience for this game is young adults aged 18–30 who are interested in narrative-driven experiences and socially relevant themes, particularly those related to mental health, trauma, and emotional depth. It appeals to players with strong empathy and a willingness to engage with heavy, introspective topics.
在小组项目中,关于游戏剧情部分,我根据项目概念,设计七个不同的结局,并为每个结局撰写了详细描述。这组结局通过塔罗隐喻与角色心理线的融合,呈现出替代认同与逃避现实等主题。
In this group project, I was responsible for the game's narrative design. Based on the project concept, I developed seven distinct endings and wrote detailed descriptions for each. This set of endings combines tarot symbolism with the protagonist's psychological trajectory, exploring themes such as identity displacement and escapism.
达成条件:
结局描述:
……于是,Lunac 被逮捕,随后被送往医院。