MiSide MiSide

Bebder

Advertisement

Bebder takes place in a constructed world that mirrors modern life through exaggeration and satire. The player starts as a single character who becomes involved in a growing conflict against institutions that represent power, commerce, and conformity. The world is composed of connected regions that resemble familiar environments — offices, stores, and streets — but each behaves according to its own twisted internal rules. The structure of the setting reflects order built on chaos, where every location functions both as a space to explore and as a comment on the systems it imitates.

Advertisement

Bebder takes place in a constructed world that mirrors modern life through exaggeration and satire. The player starts as a single character who becomes involved in a growing conflict against institutions that represent power, commerce, and conformity. The world is composed of connected regions that resemble familiar environments — offices, stores, and streets — but each behaves according to its own twisted internal rules. The structure of the setting reflects order built on chaos, where every location functions both as a space to explore and as a comment on the systems it imitates.

Gameplay and Functional Systems

The gameplay of Bebder is built around the framework of a traditional role-playing game but uses it to create commentary instead of simple progression.
The primary structure includes:

·         Exploring compact areas to find resources and hidden interactions.

·         Participating in turn-based battles with simple attack and defense mechanics.

·         Managing a small group of characters with distinct abilities.

·         Advancing through scripted events that combine humor and strategy.
Each of these elements repeats across multiple stages, but the outcomes often subvert expectations. The familiar loop of exploration and combat becomes a tool for highlighting the artificial nature of progression itself.

Narrative and Thematic Direction

The narrative of Bebder develops through dialogue, short scenes, and the player’s encounters with unusual figures. Every conversation contains fragments of commentary about routine, labor, and control. Characters act within systems that no longer make sense yet continue to function. The player moves through these broken structures, following a storyline that blends absurd logic with the recognizable language of everyday life. Rather than following a linear plot, the game unfolds as a sequence of cycles — repeating, breaking, and reforming the same themes through different characters and spaces.

Visual and Technical Composition

Bebder uses a retro visual approach created through the RPG Maker engine. Maps are rendered in 2D pixel art, composed of tiles that define small, easily navigable areas. Characters and objects use minimal animation, while combat occurs on static battle screens with clear menus and text feedback. The soundtrack consists of looping digital tracks and short sound effects that reinforce rhythm rather than emotion. The simplicity of presentation allows the structure and tone to remain clear — a consistent interface that supports repetition and recognition without visual distraction.

Discuss Bebder

Comments (0)

Leave comment