Mechanic design
Since the story is about a human versus nature themed pilgrimage, the focus was on the environment and planting seeds.
Challenges included: designing gameplay patterns around planting seeds, without being too complex or require much dexterity. The game should focus on the story and environment the most.
With this requirement in mind, I designed simple 'puzzles' that required clicking objects in the environment in a certain order, or simple deduction tasks that focused on the environment. This led to a more 'walking sim'-like experience.
In retrospect, while this led to peaceful and aesthetic-focussed gameplay, not many choices or challenges were presented to the player. This lead to linearity and decreased engagement during playtesting. I would incorporate more interaction in the environment and slightly increase the complexity of the puzzles, while incorporating more of a trial-and-error/sandbox-like play pattern to prevent frustration.
Other responsibilities:
Soundtrack composition
Soundtracks