top of page

The Last Gate (WIP)

The Last Gate – Bespoke Combat System (in development)
Designing an original combat system combining puzzle mechanics and social interaction.

​

  • Focused on mental confrontation and narrative stakes rather than physical combat.

  • Currently prototyping player choice pathways and conflict resolution systems.

  • Balancing emotional resonance with game mechanics to create meaningful player engagement.

​

Note: This system is in early development and not publicly available yet. A detailed design breakdown is forthcoming as the prototype evolves.

Narrative-Driven Confrontation System (In Development)

​​The Last Gate features a bespoke conflict system where players engage in meaningful decisions rather than traditional combat. Instead of relying on attacks and defenses, players navigate emotional and psychological confrontations, making choices that both influence and reflect their character’s stats and narrative state.

​

To map and visualize the branching decision paths, I’ve used tools like Twine to prototype complex narrative flows and examine how player agency shapes possible outcomes.

​

This non-combat system (name withheld during development) draws conceptual inspiration from Self-Determination Theory, weaving the three core psychological needs - autonomy, competence, and relatedness - into the mechanics. I aim to ground this system in both scientific research and my own explorations of player motivation, creating gameplay that resonates on a personal and emotional level.

bottom of page