Yuke's Diary
2d game design proposal














Game Design Document: 2D Story-Driven Puzzle Game
Genre: 2D narrative puzzle
Platform: PC
Design Date: May 2024
Designer / Artist: Amaris Manru Xi
1. Concept Overview
This project is a 2D story-driven puzzle game centered on emotional decision-making and interactive narrative. Players engage with an 18-year-old girl named Yuke, who is navigating confusion, self-doubt, and heightened sensitivity during late adolescence. As her trusted companion, the player’s role is to guide her through moments of distress and help her cultivate emotional resilience. The game blends narrative choices, symbolic puzzle interactions, and weekly progression to gradually shift Yuke’s mental state toward stability and hope.
2. Narrative Premise
Yuke is experiencing a period of psychological turbulence intensified by social pressure, personal expectations, and emotional vulnerability. Through daily interactions, players gradually understand her inner world. Th e narrative tone emphasizes empathy, quiet companionship, and the impact of small choices. Player actions directly influence Yuke’s mood, shaping the direction and outcome of her story.
3. Core Objective
The primary goal is to support Yuke by making the right interaction choices and achieving a positive emotional progression. A Good Ending is unlocked when:
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Mood Max reaches 100
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Yuke’s Mood is maintained above 80
This reflects sustained emotional well-being, not temporary spikes, reinforcing consistent care and thoughtful decisions.
4. Gameplay Structure
4.1 Weekday Gameplay (Monday–Friday)
Each school day, Yuke encounters 1–3 situational events requiring player input. Events are presented as clickable interaction choices.
Examples:
• Responding to self-doubt
• Interpreting social conflicts
• Encouraging rest or self-care
• Navigating miscommunication
Correct responses increase the Mood Index and may unlock weekend activities. Incorrect or insensitive choices may decrease mood or restrict available weekend options.
4.2 Weekend Gameplay (Saturday–Sunday)
On weekends, players may select two activities per day.
Activities take the form of mini-game puzzle levels, each symbolizing Yuke’s emotional challenges or coping mechanisms.
Mini-games are unlocked based on:
• Events resolved during weekdays
• Current Mood and Mood Max thresholds
Players may choose any unlocked level. Higher scores:
• Improve Yuke’s emotional state
• Increase Mood Max, allowing higher long-term mood ceilings
• Unlock new narrative branches or supportive memories
This system reinforces the idea that meaningful progress requires both daily support and deeper emotional engagement.
5. Gameplay Interaction
• Primary input: mouse click
• Interface: simple 2D UI with choice boxes, emotional indicators, and event panels
• Visual style: hand-drawn, soft color palette emphasizing warmth and vulnerability
• Music style: minimal, atmospheric, emotional ambience
6. Themes and Experience Goals
The game focuses on:
• Emotional companionship
• Growth through micro-decisions
• The psychological nuances of adolescence
• Combining narrative depth with symbolic interactivity
The intended player experience is reflective, empathetic, and uplifting, encouraging players to understand and support someone in emotional distress.
7. Development Roles
Game Designer
• System design
• Choice structure and narrative branching
• Mini-game mechanics and mood progression system
Artist
• Character design and expressions
• Backgrounds and UI illustrations
• Visual assets for mini-games