This is so freaking cute
Trey Poling
Creator of
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I really enjoy this idea. I have a very clear picture in my head of what the game will turn out to be. I'd platform in a gritty world that looks like an old Valve game.
What I hope to see from this game are some polished movement options. This would be a great game designed like a movement shooter but without the guns. Maybe give the player something to hold like a crowbar which they can swing for fun. Or just go full Mirror's Edge with running hands visible. Find ways to attach the player to this environment.
Very interesting idea! From my understanding, surviving will roll credits, but dying will cause you to rebirth with your previous actions affecting the environment. That's a unique exploration of ecology.
I'd recommend looking at the game Otaku's Adventure (bear with me). It expects the players to die and every time they do there is a unique ending. That includes a cool splash screen with epilogue-type text and then the credits roll. What I found interesting about the game is the fakeouts it would play where the player thinks they've found the "true ending." One fakeout made me think that the whole game up to that point was the first act, and then it pulls the curtains on you like saying "fooled ya." You're not making a comedic game, but I think Otaku's Adventure could give you an idea of the narrative tricks you can play.
The tower defense genre is very good at telling simple stories. The narrative serves as a good setup and the player's investment into the gameplay (not losing their progress) compels them to fight for that story.
I'd caution you all to make sure that there's a story to tell. What do you want the player to walk away with other than "pollution is bad." I'd suggest finding powerful ways to make the player empathize. A great challenge and a losing state can go a long way. In Kingdom Two Crowns, another tower defense game, you grow to hate the enemy demons after you lose to them once. Find a way to make the game actionable.
I hope there are more specifics on the gameplay at the end of this prototype. It's concerning that there is no mention of your units, how to place them, and what they do.
Here are a couple of notes specific to your plans:
- Backgrounds can take a long time for artists not specialized in making them. Having different backgrounds per phase may be a lot to ask for. If your style is pixel art, consider using a program like PixaTool to speed up the process
- The "spirit of radiation" enemy concerns me. Nuclear energy is one of our cleanest energy sources. All depictions you see of nuclear energy like barrels of green goop are propaganda. If this enemy refers to something other than nuclear energy, you must make that abundantly clear. I think you should contact an environmentalist for a better idea of the problems which are causing climate change.
I really appreciate you playing my game!! I'll elaborate a little more haha. The game mirrors what a friend of mine went through, albeit with more exaggeration. He's doing very well now and his recovery inspires me every day.
Out of morbid curiosity, I do browse these "incel" spaces from time to time, but I keep it at an arms-reach. This game (or experience?) is my rumination of the subject. And based on your reaction, it seems the message has come across ;)