When Rosemary discovers a photograph of a forgotten friend, she is driven back to her old haunts to piece back together her memories and unravel what happened to him.
There are many ways in which memories can be triggered: a smell, a song or a familiar face can trigger off memories. In our game, the player has to see the world as Rosemary remembers it, compare it to what it looks like in the present, and find what objects or people may help her remember information.
The player has to interact with her memories, represented in a photo album. The mechanics of this part of the game are inspired by the memory palaces, as described by Quintillian. Her memories are represented by photos, which reveal more information when placed in their corresponding slot, changing how Rosemary remembers her old town.
In the end, Rosemary is an exercise in nostalgia, since it's inspired by the feelings of going back to one's hometown, and reviving events that one may have forgotten.
This program received 4 awards
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