This is a prototype to test a basic game-play loop as discussed here.
The idea is to stay clear of time-consuming development features (art, level-design, proc-gen, story, AI etc.) and focus purely on minimalist features/mechanics that satisfies the game-loop. And absolutely no juice (particle fx etc), though I might make an exception for screen-shake (all prototypes must find a way to incorporate it somehow).
This approach is to test how quickly one can determine if a prototype is worth pursuing, by trying to satisfy the gameplay loop as early as possible.
Levels (9 circles of Hell):
The basic game loop (in words, Maslow's Needs Hierarchy: Level 2, Protection of resources, health, property):
1) protect me and my stuff
2) combine/craft things to better protect me and my stuff against ever increasing threats (customise my experience, my way, so I feel clever, Maslows Needs Hierarchy Level 5: Self Actualisation)
3) collect things to craft better things and make exploring safer/more efficient
4) explore further, while protecting myself, to collect things to craft to better protect me and my stuff
The rough theme is: "Hellish" and is chosen to give context to the player and determine early naming for things like loot pickup and crafted items. Mostly for flavour.
Basic mechanics: Your base/crafting station (soul pedestal) needs to be protected. Escape from hell.
Keep well, K
Playable Build (PC):
Thanked by 1iceblademush