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This is a demo I made to help my game achieve Greenlight on Steam.
It is not stripped-down, all the playable content developed so far is available for download.

The gameplay is intuitive, but it is entirely story-driven. You may not know what to do next if you don't read the notes within the game.

There is a mix of elements that is not usually seen together. You play in an environment filled with fantasy and suspense, while using magic and combining items to get through the obstacles. The story behind the main character is a romance. It is not a full drama with the sole purpose os increasing the tension (the gameplay will do that for itself). My intention while writing it was to make it touching and emotional. The piece of story seen in the demo can actualy be interpreted as a synopsis.

Features intended for the completed game

(This can also be seen on Steam Greenlight and Indiegogo campaigns)

Spellcasting.
There will be spells to help you overcome the challenges. Some of those are already in the Demo, like the Spark, Telekinesis, Twin Wisps, and the Scrolls of Teleportation. Some examples of what I intend to add are Invisibilty, Haste and Illusion. Almost all spells will be geared towards hiding and escaping.

Chalenging gameplay.
You may have noticed that there is a health bar in the demo that is never used. Well, I may actually take it out of the full version and make it a one hit kill for some creatures attacks. There will be no close combat: all spells in the game will be used as support to hide, escape and light your way. There will be few and specific ways to eliminate your threats (some parts might not have any at all). This will increase the tension during gameplay.

3D models.
As you can see in the Demo, all entities (items, main character and monster) are 2D sprites and rigs. I'll do my best to have a 3D model for every entity whitin the game.

3D sounds.
All sound effects in the game will have a 3D spatial blend. It means that if you hear something, like heavy footsteps or breathing, there actually IS something nearby. I will not throw random noises to make cheap jumpscares. Beware: if you can hear it, it can hear you.

Individual creature AI.
Every monster and critter will have its own behavior. Monsters will not act just like the one in the Demo (if you wake it up, it's over). They will pursue you if they spot you. They will see light moving: you can hide behind a wall, but if you are holding a lit candle they will spot you. They will hear you, if they are close and you make noises like footsteps or snap your fingers to cast a spell, they will also spot you. These behaviors will not be all in the same creature.

Camera control.
In the Demo the camera is static. It follows the main character and that's all. On the final version you will be able zoom in and out and rotate it around the main character. This will allow a better exploration of the environment.

Story based.
There will be important texts scattered through the game. Some of them will serve as tutorial, giving you tips of what you should do while telling a story. This can already be seen in the Demo.

Aspect Ratios.
The Demo screen is stuck on 4:3 resolutions. There will be no limitations towards this in the future.

Thank you for the content creators on opengameart.org!
Sound and music taken:
Churchbell by Ulrich Metzner
Dark ambiance by Socapex
Soliloquy by matthew.pablo

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