Before The Train Leaves

An interactive story about goodbyes, choices, and what lingers after

On a station between departure and hesitation, players uncover memories and decide what to hold onto before everything moves on

Boundaries That Shaped the Game

This is my first solo game, created in Figma over few days. With no prior engine experience, I pushed the limits of the tool I knew to explore narrative design and emotional choice-making. The project became both an experiment in game design fundamentals and a personal story about how small interactions can carry deep meaning.

Game Design

Narrative Design

Visuals

Character Design

Inspiration

Where the Journey Began

I drew inspiration from Dear Devere, a visual narrative game told entirely through letters. I was fascinated by how simple interactions could carry such emotional weight, and I wanted to explore that same intimacy using visuals and choices to let a story unfold quietly, yet powerfully.

Dear Devere

Steam

Mechanics

Conversations, fragments, and time

Players make small choices in dialogue, gather scattered memories, and feel the weight of an inevitable departure.

01

Dialogue choices → shape the tone of goodbye, not the outcome

02

Atmospheric time → departure is felt, not forced by a timer

03

Linear journey, emotional branches → the train leaves, but the meaning shifts with choices.

Character Design

People, Not Just Play Pieces

Details

You

The characters are intentionally abstract. Named You and Them, they invite players to project their own relationships into the story. The departing figure is shown as a silhouette, open to interpretation, while the shifting color of the gem reflects the evolving emotions between them.

Them

A spark of mutual feelings, fragile yet present.

A deeper bond, love in any form it chooses to take.

Emptiness between them, where nothing remains.

Environment Design

Not just a backdrop, but a silent storyteller

Minimalist environments supported the story without distraction, keeping emotions and choices in focus.

Inspired by Toem

It’s all packed. Feels... heavier than I thought

Them

This is it, I guess

Them

Narrative Design

Story That Linger After Silence

Every choice shaped silence more than dialogue. By keeping what’s unsaid at the heart of the story, I aimed to make players pause, reflect, and feel the tension of farewell.

It’s all packed. Feels... heavier than I thought

Blueprint - players flow through the game

Reflections & Learnings

Looking Back, Moving Forward

I learned the value of creating first and refining later. Mixing visuals, sound, and interactions showed me how different elements come together to form a complete experience. Collaboration expanded the project beyond my own skills, and I realized that limitations can actually spark creativity.

ProtoType

Testing the Story in Motion

Collaborated with a friend to bring the game to life using Cursor. Over a few days, we added music, interactions, and polish. Transforming the concept into a playable experience.

Credits
Coding: Vaibhav Singh
Music: Aryan Singh (a.k.a. Circle Tone)

PlaYTESTING

Learning from Players

Players often moved faster than intended, missing subtle narrative cues and feeling unsure about what to do next. Some sought a richer storyline to stay emotionally engaged, while others wanted clearer feedback after each decision. These insights highlighted pacing and feedback as key areas for improvement. I made minor UI refinements for clarity but chose to retain the original structure to preserve the game’s raw experimental nature.

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