Checkpoint 1: Concept Doc

Emotions:

  1. Awe-inspiring
  2. Intrigue
  3. Adventurous

 

Playlist:

https://open.spotify.com/playlist/3ZQjU02mvzbkv170GU68Ir?si=9d0bc823117c4b50 

Platformer:

You’re a fallen god looking to reclaim your powers which you must do through levels of a platformer. Along the way, you run into your subjects, getting a sense for what their life is actually like and understand what being mortal is like. A narrative can branch out as the game progresses where a love interest from the start when you’re both mortals is strained as you gain more and more of your powers back. Each level follows a standard progression of attempting to make your way through whatever obstacles are in your way, whether it be jungle, mountains, farms, or warring civilizations. For this one, the main difficulty would be in getting the physics to feel right and making sure the levels don’t become redundant.

 

Puzzles: 

The same premise follows except this time, to get your powers back, you’re traversing your own shrine. The narrative arc in this case is exploring how you’re remembered and honored in a very intimate setting. In order to progress, you must solve some set of puzzles to make your way through the temple, unlocking doors, secret passageways, and avoiding traps. For this idea, the main focus would have to be in creating a variety of puzzles and balancing them so they follow some sort of difficulty progression without any ones that are too hard or too easy.

 

Builder:

In a Minecraft-esque style, this game would involve collecting resources and building a shrine to transport yourself back to the rest of the gods. As you progress by mining stone, chopping trees, trading with locals, and building your shrine, more and more challenges in the form of weather, attackers, and hallucinations are thrown your way as the gods that kicked you out start to notice. The narrative here would be in the struggle of being a mortal having to build, as well as in interactions with other people who you’re trading or building with. Some decisions would have to be made in order to ensure it doesn’t feel too boring and that you can get creative with building, but also that the mechanics make sense and you’re naturally guided towards the end. The main difficulty of this game would be scoping and getting the game to actually work.

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