Ready, aim…
I’ve had some time after development to reflect on the prototype I made, and have decided what to do next.
Even though it kind of works as a proof of concept, it doesn’t include all the features necessary to express what I believe is possible: an anti-violence action game that uses energy exchange as a metaphor for human relationships. To do that, I’ll need to:
- Improve the core game loop/mechanics. Varied creature ailments need to be tightly related to discovering the cures and the health of the environment.
- Progress the character/environment/UI art and design to the high standard I envision. The visuals will be a big draw for this game, because that’s where I am more experienced and can lean into, eg: unique creature behaviour as response to trauma and multiple character death animations.
- Implement proper sound and music. This is integral to the game feel, and will also be part of the mana puzzles that reveal the cures.