
Bliss
A short, interactive point-and-click experiance, focusing on the idea of being trapped in a blissful bubble.
the game takes place in a room with a girl from the perspective of a bubble, the player can interact with objects in the room which will result in different outcomes.
​
This game was made for the Global Game Jam 2025 with the theme 'Bubble' in mind.

What I done
I was in a team of 4 when developing the game. though my role in the development was Programming, 2D art and Game Design
​
after learning about the theme, the first thing I thought was the idea of being trapped in a bubble, so I pitch the idea with my team and start development.
​
I also communicated with my team to help with the game, I had a 3D artist and two sound designers. for the artist, I gave them an idea on what the room would look like, the images shown are the concept idea and the final result. I also edited it into a 2D format to make improvements of the design.
- Concept art made by me (top)
​
- 3D render of the room model made by the 3D artist (middle)
​
- 2D edit of the room made by me (bottom)



Character

I also designed the character of the game, known as The Girl. I wanted the game to be incredibly vague but also stand out, so I went with a basic cartoonish style with coloured outlines so she would stand out from the 3D environment.
​
the first interaction is choosing the outfit and whatever the player chooses, the girl will wear the colour of that dress for the rest of the gameplay.
​
The idea of the colours is the condition of her past and whatever the player chooses will affect the condition of the environment.
​
Red and Black are negative conditions.
Blue and Green are positive conditions.
​
it just depends on what the player chooses and the player indeed has a choice in the game.
​




Interactions
What makes this game interesting isn't just the interactions, but the outcomes of interacting with certain objects, what the player finds and what they interact with affects the next section visually, meaning that if the player plays the game again and pick different interactions then they will have a different experience.

(Note: While 9 sections of interactions were planned, 8 ended up in the game, section 7 and 8 were merged for the sake of scoping.)
One major example of the use of outcomes is the points system of positive and negative interactions. whenever the player interacts, there is a point added in either positive and negative counters, this will continue up until section 5 where the total of points would result in 5 outcomes and 3 results.
​
This would ultimately affect the mood and tense visuals for the remainder of the game up until the final choice in section 9. At that point, the player made enough interactions to make their own choice or have the impact of the interactions affect their choice and allow them to make their decision.


Conclusion
After going through the jam, and with great assistance with my team, I managed to create an interesting experience that shows that I understand interactions, outcomes and implementing the sense of cause and affect into a game.