The game is primarily a 2D point-and-click exploration and puzzle-solving.
The theme of the game is trauma, with each character having their own personal trauma.
These traumas manifest as mysteries within the game, allowing players to enjoy completely different puzzles for each character.
There are very few puzzles that feel similar.
I live in Japan, so I wanted to create a game that uses Japanese scenery.
For players to instantly recognize the game, I needed something powerfully striking and inspiring.
That inspiration came from an experience in my childhood.
My father was a strict and stern man.
When I was around 10 years old, he would take me to art museums and galleries.
Afterward, he would make me write essays on what I saw and thought.
On weekends, the thought of going out became something I dreaded.
If I couldnt write a good essay, my father would yell at me.
I still remember crying as I wrote those essays.
It was, in a sense, a kind of traumatic experience.
Until then, I knew nothing about abstract or impressionist art.
The one that left the greatest impression on me was the work of Salvador Dali.
His style broke free from conventional ideas, blending the real world with the world of perception.
Inspired by Dali’s works, I created the design for the prison backgrounds inType-NOISE.
Although they must recall these memories to progress in the game, their bad memories were originally erased.
The protagonist, Zena, has amnesia but is determined to escape the city to help her single mother.
Itsuki is a boy who is constantly irritated and seems to be angry at something.
Kaito has amazing hair and accessories to hide a large birthmark on the left side of his face.
Despite his flashy appearance, he is shy and struggles with social interactions.
Soto wakes up in the same place as Zena and cares about her, providing support.
He is a helpful boy who cant ignore others in trouble.
Spectre is the overseer of this city.
He tries to persuade Zena and the others not to leave.
These characters are all vividly unique, but thats because they are inspired by emotions everyone has experienced.
Its the idea that we are not tormented by others but by our own desires and attachments.
Jin (Anger): The shallow tendency to get angry through your selfish behavior.
Chi (Foolishness): Complaining and grumbling over things that dont go your way.
Man (Arrogance): A heart filled with pride and conceit.
Gi (Doubt): Doubting the truth.
Akken (Distorted Views): A pessimistic view of things.
Everyone has experienced these feelings at some point.
These emotions became the foundation for designing the characters traumas and their appearances.
Why is the boy here?
Where is this place?
Why have their traumas manifested as prisons?
What are these traumas based on the mind which everyone has?
Play the game to uncover the answers for yourself.
Initially, this project started as a music video (MV).
A video that combines anime-style visuals with music.
Thats why I decided to shift to creating a game, something I had experience with.
It took me around six months to a year to develop the designs.
You could say this project is simply a collection of things that I love.
From an outside perspective, this behavior might seem embarrassingsomething people wouldnt want anyone else to know.
This is one of the strange phenomena that occur in Noise Scramble City.
I believe that understanding another persons pain is essential to overcoming trauma.
As the boys and girls work together to escape, they share and empathize others pain.
But is simply recalling a trauma enough to overcome it?
The only way to escape is for the characters to influence one another through their trauma.
I hope players will experience the flow and development of this story through the game.
The puzzles in this game are based on the characters' traumatic experiences, serving as hints to progress.
It might be more challenging compared to other games.
If you think of it as being similar to real-life escape rooms, that might be a better picture.
If you find yourself stuck, try revisiting the noiseyou might gain new inspiration.
As for whether there will be updates within the year, thats a very exciting question.
There are already over 150 submissions, and Im both surprised and thrilled by the enthusiasm.
The deadline for this demo campaign is December 19th.
While updates to the demo are planned, they may come after the start of next year.
yo stay tuned for further updates!
A demo of the game is available.
I would be really happy if the player leave a review!
I will also be very happy if you wishlist the game!
Wishlisting is a direct support you could do for the game and developers, so kindly!
I will do my best in developing the game!
This game uses a classic point-and-click system and does not have a particularly surprising gameplay feature.
Players need to carefully read and understand the narrative to progress.
The game offers around 40 different puzzles, so I think players wont get bored as they progress.
We hope youre looking forward to the full release!
you could source more information on MYUsType-NOISE: Shonen Shojoover onX.
Jord is acting Team Leader at gaming.net.