"Fend off against hordes of elemental Golem forces as you fight to harvest resources with the hope of restoring your planet."
Overview
Your mining vessel, Custodian, has come across a planet rich with resources your withering home planet desperately needs to continue sustainably. Upon arriving though, it’s become increasingly obvious that this planet possess some sort of sentient life-force which aren’t too chuffed to find out their planet is being stripped away of it’s lushness. It’s not long before an army of sentient golems are following your every move on the planet, trying everything they can to stop the operation. Can you survive their onslaught?
Key Themes
Regarding the mechanical key themes, we’ve got a heavy stance on ‘type matchups’. The player is able to switch their tower’s element in accordance to the enemy golem’s element to gain a damage advantage on them. This is present across all levels. The story’s key themes include moral and political questioning from different angles. The character’s have very varied outlooks and backgrounds so their interactions with each other will keep a rotation of varied ideas for the player to consider when playing the game.
Core Mechanics
These include fixed placements for our towers for each level as this helps us balance the waves according to how difficult we want them to be. There are going to be 4 different types of tower, designed by each person respectively, which all serve different purposes concerning range, speed, utility.
"You awake in an attic, bound with no recollection of how you got there. As the reality around you settles in there’s only one thing on your mind; escape."
Overview
In our game you awaken in the attic of a seemingly desolate house, though as you navigate through the building it becomes increasingly clear you aren’t alone. There’s a manic old man on the loose, patrolling the building in pursuit of you to make sure you don’t escape. Luckily for you, his old age and subsequent fragile memory explain why clues and objects that can be used toward your escape are scattered throughout the house. Can you escape captivity and live to tell the tale?
Key Themes
Some Key Themes that come to mind throughout the whole game is a tense, uncertain atmosphere. Whether that be from where and when Grandad is going to show up next or anticipating a scripted scare. Being a horror game set in a house, the floors are all quite dark forcing the player to tread carefully which is another recurring theme.
Core Mechanics
Sprinting with a visual stamina bar is one of the few consistent mechanics throughout the whole game. Same for keys to various locked objects that can be found throughout the levels. Though the main core mechanic is using all of these to avoid the patrolling AI, this core mechanic I feel leads into our Form Follows Function. Some levels have unique mechanics though. My level uniquely has a Flashlight, Toby’s has a Key Pad while Caitlin’s has a Night Vision Camera.