
Spotify playlist (shades epic and techno):
– Dishonored 2 Main Theme, Daniel Licht
– Storm, Worakls
– Anything by Backmill
3 Directions:
– You spawn in a dark shifting landscape. It feels like somehow reality was torn: the borders of objects are fuzzy, static. You hop between drifting platforms in the air. There are echoes of some larger structure, but reality shifts too much in the distance to make it clear. Locally, you can tell you are standing on some large structure, with multiple paths through. The driving narrative force of the game is figuring out how the world got messed up. The main mechanic is navigating both the future and the past by shifting between the two.
– Character is going on a journey to reclaim something lost to them in the past. On the way, they can go back in time to make small changes (i.e. bury a needed item) that cascade into the future. The driving narrative force is the thing the character lost, and their plan to get it back by going back in time.
– Character is trying to change the present for the better. To do this, they can go back in time, but their actions have drastic consequences that affect the future. For example, if they go back in time and win a fight, but a supporting character dies, that character’s death drastically changes the future. In this setup, the future environment needs drastic aesthetic changes depending on choices made in the past. The goal of the game is to figure out the sequence of choices that bring about the future you want, or maybe the best possible future among many nuanced options (similar to games that have different endings based on the players choices).

