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I will try to summarize, what the gameplay is about.
In Hero of Many you control the shiny round shaped hero. You navigate him through environment by
simple one-finger touches.
As you can see in the trailer, he is followed by sperm-like followers which you can find during exploring the cave. The
hero himself is very vulnerable and he can't inflict any damage to enemies. On the other hand the
followers can fight, but they can't push heavy things which is something you can do.
There is an aura around the hero which means two things - health of the hero and influence over followers.
Within aura they will follow you and the bigger it is the braver your friends are, plus it is easier for them to return back to you during battles.
Battles are based on "local outnumbering". Both friends and enemies don't sustain too much damage. If there are two or three against one, the one dies very quickly. Your main power as a hero is to keep a flock of followers in relatively small area. Which gives you an advantage against disorganised swarms of enemies (until you meet their leaders too
)
Followers will level up and become stronger and the
hero learns new powers. For example "knockback" - a blast which kicks enemies away from you.
Besides these, there are monsters (bosses), some environmental puzzles and a lot of small things to interact in the environment.
Main goal of most levels is to overcome various obstacles and fights and
find a tunnel which takes you to the next level. Some levels are linear, some are not, and in some levels you will have to perform a special task to get through.
We tried to have a game with
no words and with minimal GUI. Everything is controlled by simple touches and gestures and the story is told rather through events and interactions than through dialogues.
To create a story under these limits was quite challenging, I worked on many stories for games, but never anything like that.
Hopefully I gave you more insight into Hero of Many. If you have any questions, feel free to ask!