To add to Ian’s post about my experience growing up with water, I just wanted to explain the grounding thematics and idea that is helping us design our gameplay. The central idea focuses around “an exploration of a dying conscience’s last fantasy of reconciling past memories with the power of voice so it can die in peace.”
So we’re following the imagination of a drowning person as they struggle against their death and are forced to reconcile emotions and memories before their time is up. This is all subtext in the game and is never clearly laid out but we want to give enough emotion and evoke certain sounds so that the player can fill in their own feelings and experiences. In thinking up game mechanics (sound bubbles and ripples) and the interplay between voice and its effect on an environment, I’m trying to keep the design of mechanics constantly asking important emotional questions.