(No name yet) Here it is! This project is now far enough that it's safe to say there will be something playable sometime. It's a platform exploration game in spirit of Seiklus, Painajainen and An Untitled Story. Not terribly original, but don't fix what ain't broken, and of course this one, too, will be unique in its own way.
The objective is to explore the game world and collect all of the orbs of various colours. Sounds a bit too familiar? Fear not, there's a twist! While there are multiple small orbs scattered around the landscape, there exists a special orb for each colour.
This larger sphere grants you special powers and can be activated at will - but only for a limited time. When you run out of juice, you'll be back to your normal, extremely vulnerable self. However, this is where the smaller orbs come in. Each of the small orbs allows you to use the power of the respective type longer.
Entering mysterious places allows you to write your story so far in stars. In other words, doing so saves your game.The game will feature (that is, if I'll ever finish it) six differently themed areas, with all collectibles of the same colour appearing in the same area. Save points will come in handy in transportation between areas. There's one in every room where a special orb was. Just activate a power-up you took from the place you want to go, and a portal will open for you. If you're going back to the starting area, just deactivate your special power.
The obligatory fire-themed platformer level.Then, some words about the design philosophy. This game is going to be mainly platform exploration. For most parts, the player will be given time to think their next move. That's not to say some areas need a bit faster thinking and reflexes, but majority of the game can be played nice and slow - enjoy the ride and clear the obstacle when you're ready. That said, another principle I had in mind is that the player can not defeat any monsters. I believe platform explorations can be made challenging while making the player go pacifist through the game. Last, and possibly least, I want to try to have no words outside the main menu. You don't need any more explanations than what I show from a possible intro (and ending) cutscene.
So there you have it, some mockup backgrounds and a whole lot of words. That's all for now, folks!
Current development status:
- Everything is fully functional (but with placeholder graphics)
- Player physics might still need tweaking, possibly leading to changes in level design
A demo will be released when:
- Graphics