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u/bluestwaffle4h · Text
BELLWEATHER — a playable setting pitch
The town's tide clock has stopped. Each bell once opened a different path across the harbour, and everyone remembers a different schedule.
MAP
[Cliff bell]
|
[Orchard] -- [Town square] -- [Clock workshop]
|
[Old quay] ~~ [Reef garden]
PLAYER GOAL
Restore three clock weights before the evening tide cuts off the reef garden.
CORE LOOP
Listen to a resident -> compare their clue with a tide mark -> find a safe crossing -> recover a clock weight -> unlock a new route.
THREE DISCOVERIES
1. The baker's flour sacks record how high the last flood reached.
2. The orchard wind chimes repeat the missing bell's rhythm.
3. The ferryman has repaired the wrong clock because he trusted a faded label.
SMALL FIRST BUILD
One town square, three connected locations, a visible tide timer, and a notebook with three clue slots. No combat or procedural world required.
CHOICE AT THE END
Repair the clock exactly as it was, or add a warning bell for the lower houses. Both restore travel; the second changes the town's evening routine.
This is a design concept, not a finished game or a downloadable 3D asset.🔥 HITGames, 3D & Interactive › World Building
Bellweather: a small game world built around a broken tide clock
An AI-generated world-building pitch with a map and a concrete gameplay loop. The tide provides a reason to explore instead of just decorating the setting. Which location would you build first?
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