UnityC#FigmaAudio Production ToolsPixel Art Software
1. Background & Overview1. Latar Belakang & Ringkasan
Dinner Is Here is a short atmospheric narrative game about a hikikomori living alone in a house that slowly becomes unfamiliar. What starts as an ordinary routine—wake up, work, eat, sleep—gradually turns into something unexplainable. As portions shrink and silence grows, players must uncover what happened to the person who used to leave dinner at the door.Dinner Is Here adalah game narasi atmosferik pendek tentang seorang hikikomori yang tinggal sendirian di rumah yang perlahan menjadi tidak akrab. Yang awalnya rutinitas biasa—bangun, kerja, makan, tidur—secara bertahap berubah menjadi sesuatu yang tak terjelaskan. Saat porsi mengecil dan keheningan tumbuh, pemain harus mengungkap apa yang terjadi pada orang yang biasa meninggalkan makan malam di pintu.
Context Overview Diagram
2. The Problem & Challenge2. Masalah & Tantangan Utama
Creating a compelling psychological horror experience within a 48-hour game jam constraint requires balancing narrative depth with gameplay mechanics. The challenge was to convey escalating dread and isolation without relying on jump scares or graphic violence, using only environmental storytelling, sound design, and subtle visual changes.Menciptakan pengalaman horor psikologis yang menarik dalam batasan game jam 48 jam mengharuskan keseimbangan antara kedalaman narasi dan mekanik gameplay. Tantangannya adalah menyampaikan ketakutan dan isolasi yang meningkat tanpa mengandalkan jump scare atau kekerasan grafis, hanya menggunakan penceritaan lingkungan, desain suara, dan perubahan visual halus.
3. Solution & Design Process3. Solusi & Proses Desain
Solution Workflow Diagram
Key Features BreakdownRincian Fitur Utama
Environmental Storytelling
Progressive changes in the house (lighting, sounds, object placement) tell the story without explicit exposition.
Routine & Repetition Mechanics
Players perform daily tasks (eating, working, exploring) where familiarity slowly gives way to unease.
PC Desktop Minigame
Interactive simulated Windows environment with pop-up challenges that reflect digital stress.
Immersive Audio Design
Carefully crafted soundscapes that react to player actions and environmental shifts to heighten tension.
4. Outcome & Impact4. Hasil & Dampak
Currently in active development for Live2Dev GameJam 2026 submission. Early playtests confirm the atmosphere effectively conveys psychological tension through subtle environmental cues and audio design. The project demonstrates rapid prototyping capabilities and collaborative teamwork under pressure.Saat ini dalam pengembangan aktif untuk submission Live2Dev GameJam 2026. Uji coba awal mengonfirmasi bahwa atmosfer secara efektif menyampaikan ketegangan psikologis melalui petunjuk lingkungan halus dan desain audio. Proyek ini menunjukkan kemampuan prototipe cepat dan kerja tim kolaboratif di bawah tekanan.
Interface & System ViewsTampilan Antarmuka & Sistem
Atmospheric Title Screen with Pixel Art Character & MenuLayar Judul Atmosferik dengan Karakter Pixel Art & Menu
Atmospheric Title Screen with Pixel Art Character & MenuLayar Judul Atmosferik dengan Karakter Pixel Art & Menu
Daily Routine Gameplay: Exploring the Isolated HouseGameplay Rutinitas Harian: Mengeksplorasi Rumah yang Terisolasi
Daily Routine Gameplay: Exploring the Isolated HouseGameplay Rutinitas Harian: Mengeksplorasi Rumah yang Terisolasi
PC Minigame: Simulated Desktop Environment & Pop-up MechanicsMinigame PC: Lingkungan Desktop Tersimulasi & Mekanisme Pop-up
PC Minigame: Simulated Desktop Environment & Pop-up MechanicsMinigame PC: Lingkungan Desktop Tersimulasi & Mekanisme Pop-up
Behind the Scenes: Unity Editor with Asset Management & Audio ImplementationDi Balik Layar: Unity Editor dengan Manajemen Aset & Implementasi Audio
Behind the Scenes: Unity Editor with Asset Management & Audio ImplementationDi Balik Layar: Unity Editor dengan Manajemen Aset & Implementasi Audio