Goldfish Syndrome

Goldfish Syndrome

Indefinite Hiatus

Goldfish remains an unfinished chapter, a project we were deeply passionate about. We were riding high on the momentum of a successful demo. But right after that peak, we hit a sudden wall: one of our core developers decided to quit the project.

It was my first time facing a team breakup. I didn't know how to handle the loss of a key pillar, and the creative momentum shattered. Currently, the project is on indefinite hiatus.

Status: Indefinite Hiatus · Tools: Unity, Custom Internal Tools
Roles: Programmer / Designer / PM

Goldfish Syndrome - Hero Art

Project Overview

But a paused project is often the best teacher. Looking back, the time we spent on Goldfish was not wasted time. It forced us to confront advanced challenges in narrative design, technical pipelines, and team dynamics. We walked away with a treasure trove of design insights that have shaped how I approach development today.

Goldfish is a node-based visual novel designed with three main chapters.

Chapter 1

For Chapter 1, we took a bold stance: it is strictly a Narrative-Driven (or 'Experience-First') chapter. Because of this, structure and pacing became our absolute priorities. To ensure the emotional delivery landed exactly how we intended, we inevitably had to make a difficult trade-off: sacrificing Player Agency.

To put it bluntly, the presentation of this chapter leans heavily towards a traditional Visual Novel, rather than a highly interactive game. We guided the player's hand to tell a specific intro story.

Chapter 2

In Chapter 2, we shatter the linear structure introduced a new core mechanic: Honda's Notebook. Since the player assumes the role of Honda (the psychologist), this notebook becomes their tool to directly manipulate the narrative world. The game also begins to bleed into reality here, characters start to gain awareness, eventually becoming able to see and interact with the UI itself.

Chapter 3: The Meta-Narrative Payoff

Everything culminates in Chapter 3. This is where the Meta-fictional elements are fully revealed, leading to an emotional crescendo. The logic established in the previous chapters collapses to make way for the raw emotional core of the story.

Honda's Notebook Mechanic

Design Pillars

Design Pillar 1: The Meta-Element as a Narrative Weapon

Design Pillar 2: The Psychoanalytic Lens

Design Pillar 3: The Existential

Meta-Element Intrusion Visual

Design Obstacles

Obstacle 1: The Trap of Premature Agency

Obstacle 2: The Controversy of Forced Complicity

Obstacle 3: The "Black Box" Pipeline (Invisible Logic)

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second image
BEFORE: RAW CODEAFTER: VISUAL EDITOR

Character Profiles

Natasha

1. Natasha: The Meta-Vessel

Archetype: The Awakened / The Glitch

Yori

2. Yori: The Feral Catalyst

Archetype: The Outsider / The Wild Child

Tumugi

3. Tumugi: The Repressed Mirror

Archetype: The Perfect Victim / The Martyr

Retrospective: The Ghost in the Machine

Writing this post feels like archiving a memory. Goldfish was ambitious. Perhaps too ambitious. We tried to weave Existentialism, Psychoanalysis, and Meta-horror into a single narrative tapestry.

We built complex systems, fought through pipeline nightmares, and designed characters that were meant to question the very nature of their existence.

It hurts that we couldn't see Honda, Natasha, Yori, and Tumugi reach their final destinations. The project is frozen in time, a snapshot of who we were as developers at that specific moment.

But as I look at the Visual Tools we built and the Design Pillars we established, I realize that Goldfish didn't die in vain. It taught us how to structure complex narratives. It taught us the danger of unearned agency. And most importantly, it taught us how to survive the heartbreak of a team changing shape.

"The code is dormant, but the experience is alive. We are carrying these lessons into our next project."

Goldfish may be asleep, but we are just waking up.