A downloadable game

Artist Statement

This project defines what a story is by illustrating that any length of fiction can be a story, even a 12-passage Twin project. A story doesn’t necessarily need a defined beginning, middle, and end. My story in this project starts in the middle of a pre-built world and plot, and ends before the finale of the storyline.

Inspiration for Flora Lumina was drawn from several games we played throughout the duration of our CRWR 312 time. 

The setting and plot were based on the world my group and I built in our Microscope game. I simply added another layer and little more depth to the character’s life and plot. 

Wanderhome also inspired the little “comfort item” choice at the beginning of the narrative, prompting the player to choose between a “stubby pencil” or a “blue paper clip”. The decision to offer two small, descriptive choices to the player that almost felt personal, was inspired by Wanderhome’s character building mechanics. This created a personalized and intimate connection to the character, despite them being pre-determined and quite specific. 

Towards the middle of the game, players are forced to choose between two choices that are made to feel “right” and “wrong”. These helpful or harmful choices were made to be reminiscent of Dread and the decision the characters made in that game. 

The design of the game where I kept the choices at the bottom of each passage for clarity and accessibility were inspired Space Frog, a Twine game we played as a class. 

Queers in Love at the End of the World inspired the ending of the game. Despite the choices made, the game ends with a tragic finale.

Based on my personal life, this story touches on themes of life and death. The main character, or the player, is evidently going through a very important moment in their life. They are presenting on a matter that has the potential to change the world. But at the same time, their world is about to change because of something out of their control. 

My game uses second person language to situate the player or reader in the shoes of the main character. It’s designed to make the story feel personal to the player, as if they’re really living through the events unfolding on the screen in front of them. Even if the choices are limited, ultimately they are making the decision to accept or decline the call. To go to the hospital or to go back inside.

Though this game is set in an alternate universe where people can do magic and consume magic flowers, the concept of political issues tearing families apart is no stranger to our reality. Especially in today’s world. I hope this piece reminds players and readers to remember that everyone has their own thing going on, even if you’re no longer in contact. 

This is a gentle reminder to reach out to your loved ones before it’s too late.

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