Posted May 16, 2025 by Paula Martins
We had to cut a few characters and items, and adjust how the story would be told. Instead of using papers scattered around rooms, the story will now be told in a more natural way, through dialogue with the musaranhos and the player's perception of what’s happening through gameplay and actions.
The aesthetic we aimed for is dark and low-lit, reflecting a world with few light sources. As a musaranho, the player must stay hidden from the fishermen, creating a constant sense of tension and suspense. They don’t fully understand what’s going on, which adds to the mystery. The sound design supports this atmosphere with a tense and unsettling vibe.