Back again, this time only after two months! I may only be doing this at the moment as its rather fun, but I have to thank the 9 subscribers I actually have, great to see that some of you might find what I do or think is interesting. Again, a great thanks! Hope you all had a great weekend!
Today I made a few fast digital drawings of two rather odd ideas I have had, they are basically very small games, mini-games or flash-like games if you like. The point is more of a visual exploration rather then very advanced game design, where the player gets to experiment with a space that is not really game like, but more or being ”inside” of a drawing (although you could argue that every 2D game is just that). The game-play is simple point and click for now, with the goal to experiment with what is visually available. The visuals will then change or react to what the player does. What I want them to become is almost like a short story i guess.
Great examples of this method can be seen (as i mentioned) in allot of shorter flash/online games. whats frustrating is that I know 4 very good examples from what I can only remember one, with all of them being rather deep without having very complex game mechanics at all. Two being about life, another of exploration and the last one a grim view of North Korea. If I do find them I will make a short update.
The one is do remember is One Chance (on Newgrounds), I love this game (slight spoiler here), as its extremely potent in what its trying to do. The game itself is a very simple “walk and pick a choice”, however as the game is only playable ones (if you don’t cheat i guess), it putts enormous pressure on its player to choose his action during the game, what you pick is what you get. yet, whatever choice you take the game goes on, no ending is a “wrong” ending. A very short game capable of making the player feel a great dilemma and regret, that many more high profile games really struggle with. All this with the simple use of a forced limiter that stops the otherwise very “must have/know it all” mentality. This way some things will always remain unknown and therefore always remains very fascinating even after finishing it. Playing this game more then ones, in my opinion, spoils the experience.
My games might not not reach that depth yet (and as mentioned, more of a visual exploration), but want to try and engage the player in choices that cant be changed. Placing a permanent mark of whatever action he/she chooses to do. The Tree (first image) is just what it looks like, its a tree. My idea is to have a constant timer that spans a year in time with the tree changing along the way. There is no way to turn back time, or possibility to pause. Would the player leave the game on the time will continue, in-till the tree has reached its end by itself.
The other game (the tree islands) I have a little more interactive plans for, with the player maybe taking control of a actual character trying to survive as long as he can on the islands using whatever small resources are available. Kind of a mini-survival game, CANABALT is a good example of this. Trying out alto more visualizations for this game tho, as I am not happy with the cartoony look.
Hope to update a bit more later on in the week of the Grove project, as well as other stuff! In till then, have a great week!