About

I made Earth's Guardian not only to fulfill my final project duties but also to tackle environmental issues. When players first started Earth's Guardian, they will be met with a cutscene that shows how the world looks like and what made it looks like so. In Earth's Guardian, the player is controlling the last healthy place on Earth and has to keep it that way. All the other places on Earth has collapsed due to the prolonged use of non-renewable energy. After the cutscene, players will enter the tutorial level. Players can place objects freely, anywhere in the world. But they have to remember that every objects that they put will have an effect on the overall happiness index of the town's citizen. In order to increase this number, player has to create public transportation, use clean energy, and plant some trees. If there are little to no objects that increase this stats in the player world, the citizen will start leaving, sick, and even dying. The index can also decrease because the player use a bad source of energy.

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Mechanic

I start designing by creating the game pillars and gameplay loops of the game. In order to know this, I studied my target audiences and created a proposition with 6 questions. Those questions are:

  1. What are the emotional benefit of my game?
  2. What are the functional benefit of my game?
  3. Who are my competitors?
  4. What differentiate my game from their game?
  5. Why should people play my game?
  6. What insights to i get from my target audiences?

After I answered these questions,  I found the overall big idea and tone of voice of my game which is "A Reflective Journey to Protect Mother Earth" and Appreciative, Motivate, Reflective as the tone of voice. I then created the game pillar with the purpose of increasing people's motivation to make a change in mind and from that, here are the game pillars of Earth's Guardian:

  1. Sustainable Development
  2. Happiness Index
  3. Decision Making
  4. Casual