The World Ends in 3 Minutes is an outgrowth of my wish to convey a tightly-controlled narrative in games. This game approaches the problem in a brute-force manner- by restricting the playtime to 3 minutes of less. This is explained in the story via an apocalyptical setting. By doing so, the exponential explosion of interactive possibilities is contained, and the author can sculpt each interactive possibility to maximum effect.
A secondary goal of the game is introspection. The game subverts the concept of “winning”, and the player is forced to come to terms with the fact that each play-through will reach the same ending no matter the consequence. This curtails the “play to win” mindset and force players to make decisions on a personal level.
While the game is essentially a time-restricted sandbox, collectable tokens from each designated story branch encourage the players to explore all narrative possibilities, and to complete a macro impression of the game world. The development process of the paper and digital prototypes were 1 week each. I was the sole programmer and writer, with help on the art side by two artists from the IGF team.