Interaction Design · UI/UX · Narrative Game

Unboxing
Mysteries

Turning a cosy collecting ritual into something quietly unsettling.

RoleSolo Designer & Developer
FocusAtmosphere · UX · Narrative
ToolsUnity · Aseprite · C#
FormatPlayable vertical slice
Windows · playable prototype
01 · The design question

How little does an environment need to change before comfort becomes unease?

I deliberately kept the environment restrained so that small shifts in colour, sound and narrative could carry more emotional weight.

The scene barely changes.
The feeling does.

The game begins in a muted dusk-purple palette with warmer accents. A steaming coffee, soft light and the city outside the window make the desk feel private and comfortable.

Tactile phone keys, message pings and understated building ambience reinforce that intimacy. Later, the coffee cools, rain begins and the same evening palette starts to feel more isolated.

02 · Interaction loop

Cute interactions. Uncomfortable implications.

The core loop intentionally feels familiar and rewarding before the narrative begins to recontextualise it.

01Receive a message
02Choose a reply
03Receive a box
04Reveal a figure
05Add to collection

Choice without control

The player repeatedly chooses what to type, creating the feeling of participating in a real conversation. But the underlying narrative remains largely linear: different responses express attitude without giving the player the power to simply escape what is happening.

“The story was engaging, and it felt like I was in control.”
Playtest response — despite the dialogue branches ultimately converging.
03 · Narrative intention

Safety is not always something you can choose.

Beneath the mystery narrative, I wanted to explore the gap between doing something ordinary and being able to guarantee that it is safe. The protagonist is chatting, collecting something she enjoys and participating in an apparently harmless online interaction.

Yet attention and familiarity gradually become uncomfortable. The concept draws on everyday calculations many women make around privacy and personal safety: what is safe to share, who is safe to trust, and how quickly an ordinary interaction can take on a different meaning.

The constrained dialogue supports that idea. Players can decide how they respond emotionally, but they cannot simply choose for the situation not to exist.

This also created an important design challenge: limited agency still needs to respect the boundaries a player has already expressed.

04 · Playtesting

Testing the feeling, not just the interface.

The playtest evaluated whether the interaction was understandable, but just as importantly whether the restrained atmosphere produced the emotional shift I intended.

“who else lowkey got creeped out”
Unprompted reaction after playing

“I lowest of key also did.”

“I liked how it slightly unsettled me at 3 am. Perfect for bedtime.”

Anonymous, unprompted messages shared where the playtest was distributed.

The conversation continued beyond the structured playtest. Players spontaneously compared their reactions and talked about the experience without being prompted by survey questions. That was especially valuable to me: the game had naturally given people something they wanted to discuss together.

The atmosphere landed

Players described the experience as cosy, immersive, unsettling and creepy.

The collection loop felt rewarding

The cute figures and reveal loop helped the opening remain playful before the tone changed.

?
Interaction clarity needed work

Players tried to interact with environmental objects and were not always sure what was clickable.

05 · Iteration

Turning player behaviour into design changes.

Finding 01
Players weren't always sure what was interactive.
Designed custom default and hover cursors and strengthened hover feedback.
Finding 02
Players wanted to inhabit the desk space more.
Expanded environmental interaction, including the lamp, coffee and window.
Finding 03
Parts of the UI felt inconsistent or unclear.
Refined selection panels, typography and interaction presentation.
Finding 04
Converging dialogue could contradict earlier choices.
Key learning: limited agency can be intentional, but the player's expressed boundaries still need internal consistency.
06 · Illustrations

BunBuns

A small collectible character set designed to keep the unboxing loop playful and visually rewarding. Each BunBun appears both as a phone icon and as the figure the player can collect.

BunBun black phone iconBunBun blue phone iconBunBun green phone iconBunBun orange phone iconBunBun pink phone iconBunBun white phone icon
BunBun black collectible figureBunBun blue collectible figureBunBun green collectible figureBunBun orange collectible figureBunBun pink collectible figureBunBun white collectible figure
07 · Craft & implementation

One experience, built end to end.

I developed the prototype as a solo project, writing the dialogue and creating the visual assets, UI, animations and interaction systems before integrating the experience in Unity.

Selected responsibilities
Concept development · narrative writing · pixel art · UI/UX · interaction design · animation · audio editing · Unity integration · C# · playtest design · iteration

08 · Reflection

Small changes can carry a surprising amount of emotional weight.

No individual element creates the shift on its own. The dusk palette, rain, cooling coffee, restrained soundscape, dialogue and limited agency work because they all move in the same direction.

Explore the project

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