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Hear Her

Introduction

“Hear Her” is a short narrative puzzle game set inside a quiet home. You move through each room, interact with simple objects, and uncover small sounds and pages that guide the experience. The atmosphere is calm, and the interaction stays light and intuitive. The concept is inspired by the emotional process of grief and by the idea that certain connections continue in new forms after loss. Everyday objects become carriers of memory, creating a gentle way to explore digital mourning inside a retro Taiwanese household. The entire experience takes only a few minutes and is meant to feel personal and intimate.

Role & Scope​​

  • Role: Independent Game Creator

  • Project Type: Solo project, independently designed and produced

  • Deliverables: Game structure, puzzle flow, visual design, UI, and narrative integration

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Hear Her

Gameplay Overview

Objective

Players explore an apartment and uncover traces of memory left behind by a deceased mother. Progress is made by interacting with meaningful objects, solving light object-based puzzles, and piecing together clues across different rooms.

Core Gameplay

  • Observe: Players explore the environment, notice meaningful objects in each room, and identify potential narrative clues through visual and spatial context.

  • Interact: Players click and experiment with selected objects through light, object-based puzzle interaction, discovering how clues relate across different spaces.

  • Memory:  Interactions reveal fragments of dialogue and contextual memory, allowing the player to piece together information that guides the next step in progression.

  • Reflect: The player reconnects earlier clues with newly revealed memories and continues exploring, gradually advancing through the game by revisiting spaces and re-engaging with objects.

Key Features

  • Object-Based Puzzles: Players identify relevant objects, experiment with interactions, and combine contextual clues to progress.

  • Environmental Storytelling: Scenes convey narrative meaning through everyday items rather than explicit dialogue or cutscenes.

  • Minimal Interaction System: A single-click interaction model keeps the focus on atmosphere, pacing, and subtle emotional expression.

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Scene Setup

Level & Scene Structure

The game takes place across three domestic spaces — the living room, kitchen, and study. Each chapter introduces a small puzzle sequence, such as locating the source of a sound, gathering clues for a radio frequency, or restoring objects in the study to reveal a message.

End Sequence

​​The final interaction involves restoring a diary and assembling memory-related objects, revealing the mother’s final message and closing the narrative loop through reflection rather than a dramatic ending.

Hear Her

© 2025 Jimmy Liu. All rights reserved.

Type
Designer 

Game Design
Jimmy Liu

© 2025 Jimmy Liu

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