You were sold by your parents into sex slavery...

HIGH CONCEPT ⁃ Game is about experiencing subjective moments in the daily life of a child sold into sex slavery. There are 4 acts in the game each conveying a different moment from the mundane to the horrifying. Each act played on a different platform: mobile, desktop, VR, and watch. Total game lasts 5-10 minutes. Each act is extremely simple to play and some acts may just end automatically after a given time.

SUBJECTIVE GAMEPLAY - Project is about intense dramatic experience not about teaching anything. Game is conveyed through the eyes of girl sold into prostitution. Imagine you are one of these young girls:


LOOK and FEEL - Subjective first-person representation of everything. See Gentle Carmel for raw rough subjective art style. If everything looks shitty that's fine as long as it is provocative and fits the mood and point of each act of the game.

WHAT IT IS NOT ⁃ Most "serious" games that could be compelling feel dead and traditionally gamey and do not deliver intense experiences. See Operation Pedopriest (although audio is good.). For an example of a "serious" film see exploitation films Irreversible or Martyrs - here is the scene where the girl sees god - watching these good serious films you can't help but feel something profound or horrible.

The GAME HAS FOUR ACTS - Each act has different mood, aesthetic and is on a different platform. Please note that we can change the game design in any of these acts as long as i approve of the changes. These are just starting suggestions. We can probably do better.

ACT 1 is cute casual game that last 1-2 minutes played on mobile devices.


MOOD is about idling the day away. Player sees first person view of a young poor Cambodian girl sitting on street looking at her lap. Game is about fiddling with hands on lap.

GAMEPLAY for example is about moving your hands to pinch loose thread on dress, or pull off hangnails, or scratching off fingernail polish. Maybe interact with shadows of people passing you by. No lose condition. For example it could be a 1 button or even a 10 button game where player has to use all 10 fingers. Tap one finger at a time to stop fingernail polish stripes from scrolling. Try to make each finger nail a single color and not striped

GAME ENDS after 2 minutes. Maybe end state is mamasan’s hand slapping you or maybe shadows of people walking by start to appear over your lap so you look up and see people walking

Here is layout but not art style:


ART STYLE is simple stripped down casual game without HUD score or anything. Think casual game if handdrawn by girl with serious drawing skills. Short nails with polish chipped off. Mabye dirty but bright clashing clothes. Some potential references for color palette and line quality.

ACT 2 is cute but apprehensive feeling game played on desktops that lasts 1-2 minutes.


Gameplay slightly more complicated than Act 1

Instead of looking at lap, you’re still sitting where you were but now looking up into very poor street in Cambodia. Reference of what street looks like (but not art style):

The tip of your knees are still visible on screen and you can see people walking by. Mock up of how act could be laid out but not of art style:

GAMEPLAY. See above image, there is a row of distorted pixels that takes up about a 4th of the screen which distorts the faces and shoulders of the people walking by. Looks sort of like hazy glitch fog.

The stares of people passing by penetrate through the fog unless you click on the faces and drag them to look in another direction. If you don't click on them they slowly turn their head to look at you. After a second of looking at you their gaze starts penetrating the fog and you begin to see their face. If any face stares clearly at you for a second or two a scary sound begins to play and they walk toward you. You can move their face to look other ways still but they keep walking toward you. When they reach you Charlie Brown adult waa waa sound effects play but deeper. Mamasan says something and man takes your arm and you’re forced inside and down dark hallway

you lost and move onto next act. Average playthrough takes 1-2 minutes but could be a lot less if player can't do it.

ART STYLE more disturbed or adult feeling than Act 1. Cartoon style starting to look a bit scary. Stark light colors. Lots of yellows, browns and tans. People wearing clear colors like light blue, stripes, blue and white checker pattern thin billowy pants and red. Some art references for color palette or line quality:


ACT 3 played in VR is horrifying and lasts 2 minutes

MOOD is dark and it's a dark scene. It is unclear what is happening. Very sketchy and unclear what is happening

GAMEPLAY. It has surreal feel and is about lack of about power. Look at man and camera shoves away to look out escapist window. But look out window too long and jump cut looking at man again. Only safe place to look is grey zone between man and window. See Metro Rules of Conduct

ART STYLE. Layers of 2D painterly effects fill dark room. Unclear what is happening but might be rape or just abuse. Not directly shown but impressionistically felt like a kind of nightmare in an 3D painting. ART reference:

ACT 4 played in Watch and is about untieing a bow or something cute using the crown

MOOD is simple and cuter than the first mobile act.

GAMEPLAY. Just turn dial to play with bow

ART STYLE. Even cuter than first act