Amanda DelloStritto, Nicholas Jones, Jeb Atkinson, Tadeo Menichelli, Varun Mhatre, Lesther Reynos
Photos & Screenshots
Platform: PC – Windows
A man living on the top floor of his building passes by his struggling neighbors after a long day on the job. You have to find a balance between helping others and still having enough time to sleep so you can preform well at your job for seven days. Interacting with NPC’s allows you to get to know them and find out what troubles they are facing. An NPC that is unhappy is colored grey or with muted tones, and the more you help them, the brighter and more colorful they and their environment becomes. Helping them correctly (not just doing random acts of kindness or ignoring them) will bring you to a unique mini game for each player. You have to find the cat lady’s pet: Mr. Snugglesworth, inspire the artist with poetry so she can paint again, teach the college student with no time how to cook something other than cup noodles, and help the hoarder organize his things. By continually interacting with them everyday, eventually they emerge from their depression and their life improves.
Download the github branch (the green button with the option to download a zip file). Unzip the compressed file. Run the file named “neighbour.exe”.
The link above will bring you to an external site.
How does the game fit the theme?
This fits the theme because you can’t just find an item or do a task, you have to continually interact with them in complex dialogue and minigames. This becomes self-deflating because you don’t have time to help everyone, and your mental state and job might suffer if you try to do everything. Kindness often involves self sacrifice, so the player must chose how much he helps others versus himself. We saw that random acts of kindness didn’t work very well to actually show true kindness, so we still allowed them in the game but it doesn’t positively effect a neighbor as much as explaining why the activity you’re doing with them is important. You can also just be friendly or give advice, which brightens their day without taking up as much as your time. We also used colors and happiness as a reward system instead of points or gifts, so the player has to consider a human element to the game instead of just mindlessly talking to npc’s to earn enough points to win. We avoided easy choices by writing dialogue with more than the choices of help or not help; giving advice and having pleasant conversations still gives a little happiness, even if you don’t chose to fully help them.