Inspiration
I was thinking about how actions we generally consider morally wrong can sometimes lead to surprisingly favorable outcomes, particularly when someone is clever enough to navigate the consequences (and perhaps a little lucky). I thought it would be fun to explore that idea through an absurd case of mistaken identity, where the player has to decide how far they're willing to take an opportunity they probably shouldn't have had in the first place. Of course, the game isn't suggesting that questionable decisions are necessarily good ones, just that their consequences aren't always as straightforward as we'd expect.
What I Built
Wrong Person, Right Place is an interactive comedy game where an ordinary person gets mistaken for a wealthy CEO. You decide whether to correct the misunderstanding or take advantage of it, and your decisions influence how the story unfolds and which ending you receive.
How I Built It
I built the game using React, TypeScript, Vite, and CSS, with branching dialogue and a choice system that tracks the player's decisions throughout the story.
Challenges and What I Learned
My biggest challenge was time. I originally envisioned a much more visually rich and interactive game, with illustrations, colors, and more elaborate scenes. However, given the time constraints, I had to scale it down into something closer to an interactive book.
Some dialogue had to be heavily simplified, with entire interactions reduced to short descriptions or titles. There are also still a few bugs and features that are visually present but not fully functional. I had to prioritize getting the main storyline and decision system working over polishing every detail.
On the technical side, this was my first time working with React and Vite. While I was already familiar with the other technologies, learning these tools while developing the game was an additional challenge, but also a valuable experience.
What's Next
I'd love to develop the game into something much closer to what I originally imagined. That means introducing a lot more color, illustrations, and interactive elements rather than relying so heavily on text.
I also want to make the storyline considerably more complex, with longer conversations, more dialogue options, additional branching paths, and a wider variety of possible outcomes. Ideally, I want the player's decisions to influence not just the ending, but the smaller interactions and situations they encounter throughout the game.
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