Intro
Bugged is a retro 2D, non-linear, interactive simulation created by our team: Wang Ao, Muhammad Arif Zailani, and Kenneth Chan.We explores the development of Bugged, highlighting the challenges we faced, the innovative strategies we employed, and the extraordinary results we achieved. In this game, you step into the shoes of a vigilante using a spy bug to monitor a high-profile criminal. Cross-reference the information you gather with news and social media to uncover the truth and report it to the police before the criminal catches on.
My Role
As the System Designer for Bugged, my role was pivotal in crafting a cohesive and engaging gameplay experience. I meticulously designed the interactive systems, creating shortcut windows on the task manager and desktop to streamline player actions. By harmonizing these systems with the game's overarching vision, I ensured that every piece of information and interaction contributes to the player's immersion. This seamless integration enriched the depth and engagement of every player's adventure, allowing them to uncover the truth more effectively.
Approach
To address the challenges in developing Bugged, the following strategic approach was taken:
Systems-Driven Design: The design focused on creating interconnected systems that allow players to piece together information from various sources. This included developing intuitive interfaces and shortcuts for efficient navigation and information cross-referencing.
Seamless System Integration: Each system was meticulously designed and integrated to ensure they worked harmoniously. This included implementing shortcut windows on the task manager and desktop, enabling players to easily access and manage game information, enhancing their ability to uncover the truth.
Iterative Design Process: A continuous process of testing and feedback was employed to refine the systems. Iterative improvements were made based on player feedback and in-game testing, ensuring the final experience was cohesive, engaging, and allowed for a multitude of emergent stories and outcomes.
Player-Centric Accessibility: Special attention was given to accessibility and pacing to ensure that players of all skill levels could enjoy the game. The design aimed to create a balance where the experience was challenging yet rewarding, generating a variety of emergent stories, endings, and moment-to-moment experiences.
Results
The development of Bugged yielded significant outcomes:
Immersive and Engaging Gameplay: Despite the challenges of non-linear storytelling, Bugged delivers an immersive and engaging gameplay experience. Players are drawn into the world of espionage, where they must carefully analyse information from the spy bug and other sources to uncover the truth. The game's multifaceted logic puzzles and emergent storytelling keep players invested and engaged throughout their journey.
Innovative Design Solutions: Bugged showcases innovative design solutions to overcome the complexities of non-linear storytelling. The seamless integration of self-handling systems and interactive elements creates a cohesive gameplay experience that challenges players to think critically and solve puzzles. By incorporating non-diegetic systems and meta dynamics, the game offers a unique and immersive gameplay experience that sets it apart from traditional narrative-driven games.
Learning and Problem-Solving: The development of Bugged
serves as a valuable learning and problem-solving experience for the team. Despite facing challenges such as accessibility and pacing, the team successfully navigated through the design process, ultimately creating a game that pushes the boundaries of interactive storytelling. The iterative design process and emphasis on player feedback allowed the team to refine and improve the game, leading to a final product that is both compelling and thought-provoking.
Conclusion
Bugged emerges as a thrilling dive into retro 2D interactive simulations. The journey was riddled with challenges, especially in cracking the code of non-linear storytelling and system design. Yet, we embraced the chaos, pushing the boundaries to deliver an experience that pulls players into its web of intrigue.
From navigating the labyrinth of multifaceted logic puzzles to wrestling with the intangible nature of non-diegetic systems, every hurdle was an opportunity for innovation. We didn't just craft a game; we sculpted an ever-evolving narrative landscape that sparks debate on the fine line between systemic design and scripted aesthetics.
However, beyond the buzz of discussions, Bugged stands as a testament to our relentless pursuit of growth and our willingness to dive headfirst into the unknown. This project wasn't just about delivering a game; it was about embracing the journey of learning and problem-solving, leaving us enriched and enlightened, ready to tackle whatever challenges the future holds.




