Synopsis/Story
Spoiler
*Very much work in progress, so the is just minor summaries that will be updated later*
They say a picture's worth a thousand words... So here's the storyboard for the game's intro with a few extra words tossed in... It starts off with Miranda. A young woman living with her mother in their estate by the lake. As per usual her father is out of town on business, and typically doesn't return for weeks. Though when he does, he always brings Miranda gadgets. Miranda's a bit off, and honestly scares guys away more than entices them. But on the other hand, it's not like there are many guys in the countryside for her to entice anyway.

Late one night Miranda sneaks out to catch a meteor shower. Sure her mother says the forests are dangerous and full of malevolent spirits. But hey she's got her gadgets, some silly ghosts or whatever aren't going to keep her from seeing it.

Thankfully her disobedience keeps her away from the house while it's ransacked by unknown assailants. Let's just say there are no survivors... Well except Miranda of course. What she sees here will haunt her for a very long time to come.

Escaping the blaze, Miranda reaches an overlook and finds temporary safety from the fire. Realizing she'll die alone in the wilderness, she resolves to try to travel around the lake to the safety of the nearby town.

She really doesn't get very far though as the rocks give way, and she plummets into the darkness.

At this point she falls and the puzzle pieces in the background hint at what she saw in that house...

But alas, her memories are cut short before revealing much by a very sudden stop at the bottom of the chasm... Miranda dying, fades into unconsciousness.

A beating heart causes her to waken, but instead of being in a pool of her own blood in dark chasm... She's in a vibrant world she'll later come to learn is Omnia. A bright and perfect world holding a very sinister secret.

From this point on, you must guide Miranda through worlds themed around denial, anger, bargaining, depression and acceptance as she comes to terms with what happened. All while being chased by the dark specter of the Nihil. A massive wall of darkness slowly eating the world behind her. If it catches her, she'll be eaten too and then they'll be nobody left to remember tomorrow.
It's probably better than you start running now. :LZSwink:
They say a picture's worth a thousand words... So here's the storyboard for the game's intro with a few extra words tossed in... It starts off with Miranda. A young woman living with her mother in their estate by the lake. As per usual her father is out of town on business, and typically doesn't return for weeks. Though when he does, he always brings Miranda gadgets. Miranda's a bit off, and honestly scares guys away more than entices them. But on the other hand, it's not like there are many guys in the countryside for her to entice anyway.
Late one night Miranda sneaks out to catch a meteor shower. Sure her mother says the forests are dangerous and full of malevolent spirits. But hey she's got her gadgets, some silly ghosts or whatever aren't going to keep her from seeing it.
Thankfully her disobedience keeps her away from the house while it's ransacked by unknown assailants. Let's just say there are no survivors... Well except Miranda of course. What she sees here will haunt her for a very long time to come.
Escaping the blaze, Miranda reaches an overlook and finds temporary safety from the fire. Realizing she'll die alone in the wilderness, she resolves to try to travel around the lake to the safety of the nearby town.
She really doesn't get very far though as the rocks give way, and she plummets into the darkness.
At this point she falls and the puzzle pieces in the background hint at what she saw in that house...
But alas, her memories are cut short before revealing much by a very sudden stop at the bottom of the chasm... Miranda dying, fades into unconsciousness.
A beating heart causes her to waken, but instead of being in a pool of her own blood in dark chasm... She's in a vibrant world she'll later come to learn is Omnia. A bright and perfect world holding a very sinister secret.
From this point on, you must guide Miranda through worlds themed around denial, anger, bargaining, depression and acceptance as she comes to terms with what happened. All while being chased by the dark specter of the Nihil. A massive wall of darkness slowly eating the world behind her. If it catches her, she'll be eaten too and then they'll be nobody left to remember tomorrow.
It's probably better than you start running now. :LZSwink:
Gameplay
Spoiler
The basic premise of the level is to collect all the puzzle pieces by getting them to the portal and assemble an image of the next area, then make it through the portal before it's eaten by the Nihil. Which is that darkness that's slowly consuming the map from the left. (I've got it coded to come from other directions as well, but that's not shown here).
The Nihil will also hurt the player and send them flying away from it. However you can combat it by bringing a hourglass to the portal. Doing so will return it to it's starting point, and regrow the map. There is of course a limited number of hourglasses on a map. So it's very possible to render a level impossible by using them all up too fast.
At this point, people probably know about the paths... They pull objects along them towards the player, and they also hurt stuff. However a path explodes if it is touched by an enemy, and thus anything it's pulling is no longer being pulled. So you'll have to loop back to reclaim control of whatever you're collecting. There's also a path power up that increases your maximum number of paths for the map by one per power up.
Finally I'll mention the "Denial" power which is the glowing ball of light. It has limited use, but is regained over time. Using it destroys all of your current paths, however you ignore all terrain, hurt mobs you touch and can kind of pull objects though not as well as you can with the paths. It's also twice the movement speed. However if it runs out and you're over an impassable area, you're thrown back to whenever you first initiated it. Which can be quite the time waster.
As a bonus here's a screenshot of a later combat area...
Worlds
The real world....
Your home in the mountains. Features rocky foothills full of mountains, trees, streams, lakes, and chasms. A harsh wilderness of a country, but full of incredible natural beauty. This area is largely going to serve as the tutorial, and setup for the story. It's 100% complete in level/map design... I'm merely working on animations and story for it at this point.

As there are five stages of grief, there are also five imaginary worlds...
It's the bright colorful world you see in 90% of the screenshots. It's perfect, except when it's not. The plan is to slowly reveal the machine underneath it until you come face to face with the machine heart of Denial itself. Omnia is perfect, the problem is with you. You will be perfect!

Here's the first map of the new style for it...

A hellish world of violence, and rage. If looks like it stepped out of Diablo... That's Insania. Expect to see destroyed buildings, fire, and blood. Here everybody appears as your enemy, even your friends. Better be careful who you hurt, lest you regret it later.
A hellish world of violence, and rage. If looks like it stepped out of Diablo... That's Insania. Expect to see destroyed buildings, fire, and blood. Here everybody appears as your enemy, even your friends. Better be careful who you hurt, lest you regret it later.
I'm working on the initial concept map for this one right now. Artis is a world in the clouds... However it wants you to stay, and is willing to change for you. So as you progress Artis will become more and more accommodating to you. So much so that you might not be able to leave at all, and really Artis is fine with that.
Mechanically the world will visually change as you accept or deny Artis' offers of help. If you deny an offer the world gets harder, but Artis becomes weaker. If you accept the offer the world becomes easier but Artis becomes stronger. Artis can be the hardest world in the game or the easiest, it's your choice. Will you take it's Artis' Deals? And if you do, will you be able to defeat it in the end?
Mechanically the world will visually change as you accept or deny Artis' offers of help. If you deny an offer the world gets harder, but Artis becomes weaker. If you accept the offer the world becomes easier but Artis becomes stronger. Artis can be the hardest world in the game or the easiest, it's your choice. Will you take it's Artis' Deals? And if you do, will you be able to defeat it in the end?
A dark, dull and lifeless underworld. Negantia slowly drains the life out of those silly enough to visit it. You'll need to keep moving as the very light is being drained from your screen... If it goes dark, Negantia has you. Welcome... to nothing.

Standing tall above other worlds, Tempus is a massive grandfather clock reaching to the heavens. You'll need to climb it's clockwork interior to find the top, where you'll come face to face with your salvation or downfall. And a choice so horrible, you might not accept it. But don't worry, you don't have to... You can always stay forever. After all who would accept such a choice?
About Testing and Demos
Spoiler
I fully expect "Denial" or chapter 1 to be the demo, a lot of it is being planned, but I'll be definitely post it here so people can give it a shot, along with Itch.io, and Steam (eventually). So everybody should get a chance to test it. Though I might have a smaller prototype demo available earlier just to get people's impressions/ideas on stuff. I don't have a great timeline for any of this though. Hoping to release this year, but it takes as long as it takes, all I'll promise is the demo is coming out sometime this year. So just keep an eye on the thread, or my YouTube.