There are also negative actions that take time but
add nothing to the activities score.
The game is run in real-time, with Summer’s day taking
approximately one hour. Although time is taken away from this as actions are
performed.
Essentially an exploration game, it doesn't follow the
tradition point-and-click or graphical-adventure; find object, use object;
structure, and is intended to be a relatively short, against the clock,
experience where you need to play several times to figure out the best route
through the game.
Like the real world, locked doors mostly mean someone
doesn't want you to enter and anywhere you can go is generally open and free to
walk through. Summer’s world is open, but not all opportunities of interest
readily present themselves. Summer must examine her surroundings and make
informed decisions before interacting with her environment or the results may
not go exactly as planned.
·
All actions take time – hence reduce the amount
of remaining game-time.
·
Good experiences add to summer’s ‘positive activity’
score percentage.
·
Bad experiences take time but add nothing to the
score.
·
Performing actions in a specific order can substantially
cut the over-all time taken.
Activities can be
chained to allow maximum points to be gained within the minimum amount of time.