For my project, I want to have the output be a story told through the players’ interactions. The players are reading a diary and attempting to deduce what is going on / what happened. I want the outputs to look like something out of a visual novel.
Players will interact with different found objects to trigger story beats. After each beat, where the story goes next is up to the players.
I want to have at least three different paths that can be taken.
The first few beats will be the same for each path. There will be a choice that the players have to make that will end up changing the outcome of the story.
For the duet element of the project, I want the game to be played in a way where players have to interact with multiple things at the same time in order for the story to progress.
I will incorporate not only physical interaction with objects, but also have mouse interaction for at least one part of the story.
I want three types of interaction:
- Using the mouse to select one of two objects (or both, I haven’t decided)
- Using the light sensor on the Arduino
- Touching several objects attached to the MakeyMakey
The sketch:

The tech demo is one interactive element, clicking one of two objects that triggers new dialogue in the character.
Question:
The concept of having multiple paths to the story can be scrapped, and the project can still function as I want it to. Do you think this is too ambitious? If not, is there a simple way to do this? Is there something else that you think would be equally entertaining / interesting?
Whoa! A big project that uses everything we have learned so far, with an anime visual novel! I really like that you combined the touch functionality of makey makey with the more advanced inputs provided by Arduino which all of them controls a visual novel. Never played a visual novel like this before, only with a mouse! haha
I find the concept really intriguing. I feel that it would be better to focus more on the visual elements and creating an “escape-room” feel (without the whole escaping part). I think it would be cool if there was a whole room where the two users could interact with the digital environment space and progress the story in that regard.
If the scope is a concern, you can have the option to learn more about the story through optional interactions at each beat, but still have the experience be linear through the main ‘Continue’ input.
I would say if you are worried about scope, try to get the most important aspects of the game first and build up from there. A game that is smaller but more polished is better than one that has multiple parts that are not completed.
As someone who has struggled with scope with projects in the past, considering the complexity of this scenario, I see two options; either you simplify the hardware by reducing the number of inputs or the variety of said input, or you simplify the software by removing questions or certain answers, like you said. Based on your ideas, I think messing with the input would be better for this project.
This seems like an interesting project. It seems like your adding more interactive elements to a visual novel. Also, I technically have a concentration in writing so I can help if possible.