What it is
MYU is a game design document for GACCI 2026 (Game Analysis Creative Challenge of Ideas), held by BINUS. The player is a high school student who is friends with Myu, a mysterious girl who turns out to be able to cross into Elsewhere: a surreal world that shapes itself out of human minds.
The game has two sides:
- The real world (2D, top-down). A day has 24 hours. Big actions take time, so the player has to choose between school, clubs, part-time work, and relationships with the people around them.
- Elsewhere (3D, third person). Exploration, parkour, and fast combat. The perspective can shift with the situation, for example to a 2D platformer or a text mode.
The main references are Persona for the two-world structure, Hello Charlotte for the mood of the town, and Elden Ring and Zenless Zone Zero for combat.
The Concept system
School subjects come into the game as mechanics. The player collects Knowledge in the real world, for example by marking the right sentences in a text, then assembles it into Concepts in Elsewhere:
- A correct and complete combination produces a Perfect Concept.
- A partly correct combination produces an Imperfect Concept, rough but still usable.
- A combination that doesn’t fit together produces a Fallacy, which turns back and hurts the player.
For example, sodium and chlorine paired according to their valence become the Concept “Salt”. A wrong chemical reaction fails in the shape of its own failure, not just by taking away health at random.
What was calculated
The balancing section is written down to the numbers and checked again by calculation, including:
- sleep hours and fatigue,
- two resources in Elsewhere: Consciousness as health and Sanity as the grip on reality,
- a parry and block system tied to Myu as a partner,
- the weekly pocket-money economy.
A few holes were found during the checks and patched right away. One of them: the highest spending goal turned out to be reachable with pocket money alone, when it was supposed to feel out of reach.