ATLAS is a top-down adventure puzzle game set in a planet with only ruins of the past civilizations/life forms that inhabited the place.
There is a strong focus on exploration in a non-linear fashion, meaning that the world is pretty much open from the start and you choose where to go next.
You are an stellar nomad, not by choice, but by the peculiar perks of your own existence(let's put it this way).
You wander the universe looking for knowledge that might give you answers about yourself.
The puzzles of ATLAS are based around the idea that your knowledge and experience in the game are the key for progression instead of abilities (i.e.: a huge gap and not having double jump).
But how do you make this gameplay-wise you may ask, that's a good question little jimmy, I'll explain it to you.
You have a set of symbols that combined in certain ways produces certain effects OR allow you to "decode doors".
(you can think of it in terms of a cyberpunkish full metal alchemist, see gif below).
Those are very simple examples, things tend to scale in complexity as you find new symbols allowing you to find new effects. You explore the world looking for combinations to have the right effect in the right place.(spoilers: some puzzles have multiple ways of being solved)
Those effects go from the basic "explode things around you" to more complex ones like accessing inverted dimensions or detach yourself from your physical body.
areas tend to be diverse, here's a concept for the desert area.
Tha main focus is to create a nice ambient to explore and to feel immersed. Even with the mysterious mood the game might set, it's generally a peaceful experience.
The game is being made by
ya boy MAVW, Mark Sparling(music) and Zanini(concepts)
useful links:
@hellomavw@Markymark665Zaninidevlog