·One More Side·
Genre:3D Puzzle Adventure and Exploration Game
Engine:Unity
Platform:PC
· Players who enjoy puzzle-solving, adventure, and exploration games
· Indie game players who are passionate about discovering and experimenting with new mechanics
High Concept:
One More Side is a 3D puzzle adventure and exploration game. The protagonist returns to a space that feels both familiar and unfamiliar, and acquires a strange ability to shift perspectives. By using this ability—along with navigating unique terrain and spatial structures—players can unlock new areas, explore deeper into the world, and gradually uncover the story of the protagonist and the land itself.
One More Side constructs a mysterious environment defined by fantastical spatial logic yet grounded in familiar, real-world elements. Its chapter-like spaces—each a self-contained vignette that subtly connects with the others—collectively form a fragmented but coherent landscape of the protagonist’s memories of the past and of home. As players freely explore and carve their own paths forward, they are invited to immerse themselves in the protagonist’s memories and emotional landscape.
Perspective/Dimension Shifting:
By switching between different dimensions—2D and 3D—the spatial layout transforms, revealing new structural relationships and logic. At certain positions, switching perspectives allows players to split or connect parts of the environment, thereby opening new paths. Throughout the entire game, players can freely shift perspectives and dimensions at any time and in any location.
Throughout the gameplay experience, players can freely move and navigate the environment with full manual control (rather than point-and-click movement). This enhances interactivity and freedom, highlighting exploration and adventure as core elements of the game experience.
Interacting with NPCs found in various locations serves as a narrative anchor and a key exploration objective. Reaching the NPCs—often requiring players to use the game’s core mechanics effectively—and speaking with them constitutes the primary storytelling method of One More Side.
Perspective Switching System:
1. Core Principle
The game uses an orthographic projection, under which objects that are not physically connected may appear connected from certain viewpoints and therefore become traversable. Players can freely switch between two camera modes at any time: Front View (2D) and Isometric View (3D).
Fundamentally, this illusion emerges because objects in an orthographic view do not follow perspective rules (no size change based on distance). As a result, the following phenomenon occurs:
Two objects that share the same size and appearance but exist in completely different positions can look visually identical under an orthographic camera, to the point where they appear to overlap. In other words, any given object can be visually “replaced” by other objects of the same size located elsewhere. This can make distant objects appear close together, producing intentional spatial illusions.
For example, as shown in Figure 1, Object 1 and Object 2 are physically separated and far apart, whereas Object 3 and Object 4 appear to be connected. However, after switching the camera (Figure 2), Object 1 and Object 2 now appear to align and form a continuous surface, while Object 3 and Object 4 are revealed to be unconnected.
Figure1
2. Implementation Approach
(1) Three Camera States
The game operates under three camera states: 2D,3D, and Rotating.
An enum is used to store these states and track which state the game is currently in, enabling real-time management of perspective-related game logic.
(2) Collider Sets:Every interactable object in the game—especially floors or platforms the player can stand on—uses a parent–child structure.
Each object contains:
· its real (world-space) collider, and
· additional colliders corresponding to different camera states (2D collider and 3D collider).
(3) Player Repositioning During Rotation:
As described earlier, orthographic projection creates visual illusions in both 2D and 3D modes. This means the structures the player sees do not reflect the realspatial layout.
Consequently, in either mode, the player may appear to stand on a surface that they are not physically on—they are actually standing on the collider specific to the current camera view, not on the real collider.
When the camera begins rotating and enters the Rotating state, the screen transitions between 2D and 3D. During this rotation, the true spatial relationships of the objects become visible. Therefore, the player must also return to their true world-space position, standing on the real collider instead of a perspective-specific illusion collider.
Thus, when a rotation starts, the player is forcibly repositioned onto the real collider.
After the rotation completes, the player is placed onto the corresponding position on the corresponding collider of the new camera state, preventing inconsistencies or “breaking the illusion.”
(4) Position Correction:
During the transition from 2D to 3D, the player loses depth information (no Z-axis data in 2D). In theory, as long as the X and Y coordinates remain unchanged, the Z value could be anything.
To resolve this, a Handle Position script corrects the Z position:
· If the player’s current location overlaps with the real collider’s area, their original Z value is preserved.
· If the player stands on a region where the 2D collider diverges from the real collider, the script manually assigns a corrected Z position to ensure the player is placed at a valid depth.
(5) Edge Cases:
The player is allowed to switch perspectives only when:
· the character is standing still,
· not in dialogue with an NPC, and
· the previous perspective transition has fully completed.
Basic Dialogue Functionality
A Base Dialogue script handles all core dialogue behaviors.
For each NPC or interactive object requiring dialogue, an Item Dialoguescript—derived from Base Dialogue—is attached. This allows each character or object to store and manage its own unique dialogue content independently.
Dialogue Recording and Review
After completing a dialogue with an NPC, the conversation is recorded in real time for the player to review later. When the player interacts with the same NPC again, previously seen dialogue will not repeat.
Some interactive objects have very short dialogue lines that are not recorded and cannot be viewed afterward. These lines may be triggered repeatedly through interaction, as they are designed to be lightweight and non-persistent.
Level & Narrative Design
The game adopts an overall linear structure. While players are free to move within each scene, the macro-level map layout follows a clearly linear progression, with locating and conversing with NPCs serving as the primary driver of narrative advancement.
The game is divided into two major chapters. Each chapter is further segmented into multiple sections, defined by distinct small-scale scenes and the dialogues that occur within them.
Chapter1:
Section 1 (Beginning):
[Black Earth]
You have finally returned to this land of black earth, now buried beneath in white snow.
Back then, you left without looking back, as if every inch beneath your feet was a shackle, and somewhere beyond was a world fresh and waiting.
You were too young. A child sees the world only in thin slices.
Now, after all these years, perhaps you can sense more—
the stretching of time and space, and the past that once drifted so lightly into the history books, slowly fading away.
Narrative:
The protagonist returns to a place that feels both unknown and deeply familiar. Here, they encounter a bird who understands their memories and inner thoughts. Under the bird’s guidance, the protagonist learns the ability to switch perspectives—to observe the space from a higher dimensional viewpoint.
Core Objective:
Reach the first NPC, interact to trigger and record the dialogue [Black Earth], and unlock the perspective rotation mechanic.
Path:
The game begins with the player controlling movement via WASD and jumping with Space. Walk continuously to the right until encountering the first NPC and trigger the dialogue.
Section 2:
Narrative:
The protagonist arrives at the rooftop of an old apartment block—a place they once visited with their mother during childhood. Being here again evokes memories of the things they saw and thought back then.
Dialogue:
[The Apartment Block]
When your mother took you up to the rooftop, it was the first time you saw the world from such a height.
The burning factory. The wide concrete housing blocks.
You thought everyone in the world lived inside these little grey boxes stacked on top of one another.
Core Objective:
Use perspective switching to reach the rooftop and talk to the NPC, triggering the memory [The Apartment Block], then proceed to the next area.
Path:
Switch to 3D perspective, reach the lower platform at the base of the building (A), and walk in 3D perspective to the connecting point (B).
From here, the player may ascend the staircase in either 2D or 3D perspective to reach the rooftop (C) and interact with the NPC.
Alternatively, the player may stay in 2D perspective and directly walk right to proceed to the next area.
Section 3:
Narrative:
Leaving the apartment block behind, the protagonist arrives at a distant spot and recalls a childhood memory of walking a long way with their mother to bury their pet dog Huihui.
Dialogue:
When Huihui died, you held it in your arms as you and your mother walked a long, long way, then buried it in the earth.
Core Objective:
Use perspective switching to reach the gravestone at the end of the path and interact with it to trigger the memory. Then proceed to the next area.
Path:
Enter the area in 2D view, and cross the connector to reach the next platform (A).
Continue right in either perspective to reach the gravestone (B). Interact with it to trigger the memory.
Afterward, backtrack and switch to 3D view to see a recessed lower platform. Jump down to reach the next area.
Section 4:
Narrative:
The protagonist arrives at an underground station and boards a train leading toward the next space—symbolizing the progression of time and memory.
Dialogue:
(none in this section)
Core Objective:
Enter the underground area, reach the station, board the train, and transition into the next chapter.
Path:
Enter in 3D view, descend gradually to the lowest level(A) in any perspective, then in 3D view walk to the platform edge(B).
When the train arrives and stops, board through the front door(C).
The train departs, automatically transitioning the game into the next chapter.
Chapter2:
Section 1:
Narrative:
The train arrives in a new area. The protagonist sees an enormous apartment building and industrial facilities nearby, recalling how these constantly operating machines and steel structures once filled their childhood world.
Dialogue: [The Old Factory]
The truth is, you never really knew what these giants were. They existed like some kind of common knowledge, or an axiom—as the ever-present backdrop of life itself.
Core Objective:
Reach the industrial facility, use perspective switching to climb to the top, interact with the NPC, and record the memory [The Old Factory]. Then proceed to the next area.
Path:
After getting off the train, walk right through the residential area until reaching the facility.
Switch to 2D view and climb the staircase (A) to the second floor.
Then switch to 3D view and climb the next staircase (B) to the third floor.
Interact with the NPC near the chimney.
Afterward, jump down in any view, switch back to 2D view, and continue right to the next area.
Section 2:
Narrative:
The protagonist reaches a fork: they may continue forward or descend into an underground space.
In the underground area, they recall how they eventually left their hometown for a large city.
Returning to the surface, another memory emerges—walking this same road with their parents to visit their uncle for the New Year.
Continuing forward, upon passing an abandoned station, the protagonist hears a radio playing the folk songs their parents loved.
Dialogue:
(Underground) [The Big City]
Later, like most young people here, you left for a more fashionable city.
Even as you departed, you couldn’t say you truly understood your hometown.
Your childhood slipped away as you longed for somewhere beyond this place, yet how far had you walked across the land beneath your feet? How many places had you truly seen?
Just as your parents once chose to put down roots here, you too are walking toward whatever future awaits you.
Like so many others, you drift step by step farther and farther away.
(Railing area)[Happy New Year]
When the New Year approached, you went with your parents to visit your uncle.
Every household was lively with celebration; some children had already set off their firecrackers.
Snow still drifted from the sky, but you didn’t feel cold at all.
This was the happiest day of the year for you—and the last stretch of road before reaching your uncle’s house was the happiest moment of that entire day.
(Abandoned station) The radio was playing your parents’ favorite folk songs.
They often asked you to sing for them, and you always refused.
But after hearing them so many times, you could actually hum a line or two.
Core Objective:
Use perspective switching to descend to the underground area and interact with the NPC to record [The Big City].
Return to the surface, interact again with the NPC to record [Happy New Year].
Continue forward to the abandoned station, interact with the radio to trigger the memory fragment, then proceed to the next area.
Path:
Reach the fork (A).
Switch to 3D view and descend the staircase to the underground level.
At the lowest platform (B), switch to 2D view to reach the very bottom, then switch back to 3D view to interact with the NPC on the upper platform (C).
Return to the fork (A), switch to 2D view, and continue right to the upper platform.
Proceed in any view and interact with the NPC at the railing and then with the radio in the abandoned station.
After completing the interaction at the station, walk right to enter the next area.
Section 3:
Narrative:
The protagonist crosses a desolate snowy expanse and arrives at a construction site.
They recall passing this place long ago on the way to their uncle’s house—back then, machines roared and thick smoke filled the air.
Dialogue:
As you walked, the sky darkened.
The roaring machines and billowing white smoke swallowed the slanted sunlight, making everything seem even larger.
You remember your mother lifting you high above her head—she asked what you could see from up there.
Everything felt impossibly vast.
You told her you could see a patch of crimson sunset in the distance.
Core Objective:
Reach the construction site, interact with the NPC to trigger the memory, then continue right and use perspective switching to enter the next area.
Path:
Continue walking right until reaching the NPC at the construction site (A).
After the dialogue, proceed right and switch to 3D view to reach the upper platform (B).
Switch to 2D view, drop down to the platform below (C), switch back to 3D view, and proceed to the next area.
Section 4:
Narrative:
The protagonist reaches the old house where their uncle once lived.
The uncle has long since moved south, yet refuses to sell or rent out the house.
Dialogue:
[The Old House]
Your cousin married and settled in the humid south, so your uncle’s family moved there long ago.
He kept the old house, never sold it, never rented it out, said that he would live in it again when he returned.
But everyone knew he seldom came back anymore—only briefly for important holidays.
Perhaps after living in the warm, damp south, one can no longer bear the bitter cold of this land.
Your parents still visit regularly to clean the house, as if your uncle were coming back tomorrow.
Core Objective:
Reach the old house, interact with the nearby NPC to record [The Old House], then use perspective switching to proceed to the next area.
Path:
Enter the area in 3D view.
In any view, interact with the NPC beside the old house (A) and approach the door (B) to trigger additional information.
Then switch to 3D view and descend via the staircase (C) to the right of the door to reach the next area.
Section 5:
Narrative:
The protagonist arrives at another abandoned station and recalls passing it when they first left their hometown.
After leaving for the big city, their feelings toward home gradually became more complicated.
Leaving the station behind, they traverse a winding set of paths and continue toward a distant destination.
Dialogue:
Most of the time in the south, you don’t really mention this place.
You tried everything to blend in, to live as calmly and naturally as the locals.
But sometimes, secretly, tears well up in your eyes, and you feel that one day you will return home.
You say you love this land… and yet you remained far away.
But still—you love it.
Core Objective:
Use perspective switching to reach the abandoned station, interact with the NPC to trigger the memory fragment, then continue forward through the complex pathways to reach the lower level and enter the next area.
Path:
Descend the staircase to reach the lower platform (A), then switch to 2D view.
Walk to the abandoned station, interact with the NPC, then continue to the next platform (B).
Switch to 3D view to reach the upper platform (C).
From here, you may continue downward or switch to 2D view and proceed right to the next platform (D).
Switch to 3D view again, climb the staircase to the highest platform (E), switch to 2D view, descend to the lower area, and enter the final stage.
Section 6 (Ending):
Narrative:
After a long journey, the protagonist finally arrives at the faraway station where they once boarded a train and left home.
They board the train again, gradually realizing they are inside a dream—and will awaken far from their hometown.
Dialogue:
Trains continue to leave, one after another, carrying people to places near or far, for a while or forever.
The air is sharp and dry.
Suddenly you realize you can’t quite recall the words of your hometown dialect.
And only then do you notice that you haven’t seen a single person on your way back—not a voice, not a conversation, nothing but the machines rumbling on.
Perhaps this is all just a dream—
and when you wake, you will find yourself once again in your rented room, trapped in the humid heat of the monsoon season.
Core Objective:
Walk forward to the ticket booth, interact with the NPC, then board the train to complete the game.
Path:
Enter the area in 2D view, continue right in any perspective, reach the ticket booth at the front of the train, and interact with the NPC above it.
After the dialogue, walk to the nearest train door and board the train to end the game.
Art Design
Music Credits
Asset Sources
All art assets are original. Character illustrations were created in Procreate, while environments were modeled and built using Unity ProBuilder.
Art Style
The game adopts a visual style dominated by red, black, and white, characterized by strong geometric forms. The aesthetic is partially inspired by Suprematism, aligning with the game’s mechanics, which revolve around perception, spatial structure, and geometric logic.
In addition, the post-industrial atmosphere of the in-game environments and architecture reflects the prototype of the setting—a “northern industrial town.” This draws loosely from many cities in northern China that once thrived on heavy industry but now face population decline.
Music
Background music was created with assistance from Suno AI.
Sound Effects
All sound effects are sourced from https://opengameart.org/