Submissions by dAndy7 tagged trippy

Genre: Puzzle, Exploration, non-linear narrative, multiple endings.
Platform: Switch, Xbox, PC.
Audience: A weird game, made for weird people, it's eyecatching and trippy at it's core, art lovers, puzzle lovers and complex narrative lovers will find themselves at home with Escher Box.


Genre: Puzzle, Exploration, non-linear narrative.
Platform: Switch, Xbox, PC.
Audience: A weird game, made for weird people, it's eye-catching and trippy at its core.

Escher Box is a project that went mayhem, you were, maybe you're not or are you John?
A theoretical physicist that worked on the Escher Box program, an alternate controlled dimension that fused itself with your facility.
Escher Box consisted of a set of inexplicable structures and compounds that were highly intriguing due to their complexity and their physics bending rules.

Objective:
The main goal of the game is to get out, you'll be starting at the very center of the huge box, and will only remember that you need to escape in order to rejoin your dimension.

As you progress, the shapes and structures will become exponentially more complex and incomprehensible as the paths you take will end up in completely herratic and mind challenging destinations, the goal is to find the exit point, located at the farthest outward reaches of the box.


Mechanics:
The mechanics on Escher box are very simple, yet complex.
-Perspective shift: this will allow John to see the structure from a different angle, this in exchange will uncover hidden and previously unseen pathways.

-Maze: this is the core mechanic of the game, each path you take, each stairwell you traverse, each door you cross, they all are a significant decision towards your goal, the problem is, there is but one correct sequence of paths john needs to take impeccably to reach the outer edges of the Escher Box.

-Fragments: Fragments are pieces of Johns lost memories, they will be scattered throughout the Box and will be represented as short cut scenes that will explain more about Johns past, this will be the heaviest compounds in the game, due to their link with the ending; The player will not be told this, but will come to understand its importance in the game after the first play through is done, by the commentary and dialogue shown on the final cutscene.
Depending on how many and what fragments the player was able to collect, John will either be institutionalized on a mental care facility for the rest of his days, will be left to wonder the earth as a broken man with knowledge about his surroundings and his field of work but not about himself, the opposite of the previous and up to 10 possible more endings.
there are 240 fragments scattered, the player wont be told how many are there explicitly but by small hints on Johns dialogue throughout the game.


Controllers:
-PC:
W,A,S,D: Movement.
E: Interaction.
Left Click+Mouse: Perspective shift.

-Consoles:
Right Joystick: Perspective shift.
Left Joystick: Movement.
A: interaction.


-Art done by:
3D model Ferry Van Dijk
Original Piece by M.C. Escher.

-Music: https://www.youtube.com/watch?v=WGTxqhSN8bE
Internal Flight-Estas Tonne