A first-person walk from the school bus to home. One street, nothing special on it. The only real choice is how fast you walk. Not built yet. This is the plan.
when Oct 2026 · design doc
engine 3D pixel · engine TBD
team solo
my part design, so far
status seed · sketched · next to build
What it is
BandiYou get off the school bus. Home is at the end of the street. That's the whole game: walk there. You can walk, jog or sprint, like the three speeds in Genshin, and you can pick which side of the street, or drift off the path for a bit to look at something.
BandiIt's dusk, the sun low and gold on the road. There are a few endings, and which one you get depends on how fast you walked and what you stopped for. Nothing dramatic happens. That's the point.
The trick
BandiSpeed changes what the world looks like. Walk fast and everything goes greyer and blurrier, the sounds smear together, and the only sharp thing is the road ahead. Slow down and colour comes back. You hear the birds. The outlines on the pavement turn into people with faces, doing things.
BandiLook closely at something, a weed in a crack, bark on a tree, and it gains pixels: more detail the longer you look. That's the mechanic version of a thing I believe, that paying attention is what makes something beautiful.
BandiThe UI is in on it. A timer in the corner flashes and goes red near zero, and a long task list starts with "go home". If you keep rushing they stay. If you slow down, they fade out, because maybe you didn't need them.
same street, two speeds
The voice in your head
BandiThe dialogue is just your own thoughts, and it follows your speed. Rushing: homework, the next thing, wishing you could skip the walk. Stopping to look: "that's pretty," or "I never noticed that." Slowing down for a while: the thought that rushing became the default without anyone deciding it, and not just for you. Even in games, if there's a sprint or a teleport, everybody takes it.
Why this one next
BandiIt's Morning Routine turned inside out. Same timer, same task list, but this time the win is noticing you don't need them. And it's the Sticks essay as a game: slow down, follow the grain, see what's already there.
BandiIt's also small on purpose. One street, one mechanic, one walk. After the visual novel I plan games I can finish.
What I don't know yet
BandiWhich engine. How to make pixel art blur and desaturate without just looking broken. How to make detail "grow" on an object when you look at it, and how much. How long a walk can be before it stops being a game. These are the first things to prototype.