It is a story about a nameless boy living in a small tribe on an island in the endless ocean.
To get a name every child should undergo the complicated rite. The only way to become a grown-up is to expel an evil spirit (which everybody have inside their bodies since birth).
There is a dreadful creature living in the cave with a magic potion in it's clutches. Friends help the boy to hit the road to the cave because the potion can make him stronger. To get to the cave he has to overcome the obstacles.
The boy will come back to the village and undergo the rite easily. Only then he will find out that the potion was not at all magic. He became stronger because he learn not to fear the obstacles and overcame them by himself.
By developing this game I wanted to solve some problems of mine related to immaturity. A boy will undergo the rite. This supposed to mean that I'll grow up and solve my own problems too.
I have to say that I have never made games before. I think that this is the most complicated and interesting thing of my whole life.
I hope that my personal story told through the videogame may be of interest to you.
Thank you so much!
_________________________________
It was copypaste, sorry for that. I do not speak very well in English, but is ready to answer your questions, if any.
It would be interesting if as the game continues the characters animations change to become less childish. I do not enjoy the animation used for movement.
Charles Martin
If I can get past the greenlight, I'm going to finish the game at the end of spring. This is a classic platformer. I try to make the story quality and capacious. A lot of what not to tell, that would not do spoilers, but if you want to, I can briefly mention something. (I worked a lot on the plot. For him I am calm)
This is a small game, lasting 1-2 hours. No longer. As soon as the game carries out its task, the player passes the main idea, it immediately ends. No artificial stretches.
Jackson Brown
Main and why.
Josiah Watson
Best of luck to you OP. Sup Forums is actually pretty kind to game devs showing off their own games, so no need to be shy about it.
Owen Phillips
Keep calm. I'm just learning everything, but I have a quality standard. And conscience. Now I'm also not very happy with the quality of the animation, not letting the game until you do what I will be proud of. Thank you.
Owen Lopez
...
Brayden Ross
>Best of luck to you OP. >Sup Forums is actually pretty kind to game devs showing off their own games, so no need to be shy about it. I am very surprised. I recently "rehearsed" is on the board of the country, and there I was dodging stones (but everything went well). I really like those players (would hope)
Daniel Martin
Noting ment to be rude. You could show your own maturity and growth of being a developer as the game progresses.
Like as you learn new animation tricks the main character begins to use them instead of the current animation.
So at the end of the game there would be a visible difference of how the character and yourself matured.
Jaxon Anderson
This is a great idea !! I really like it! This is very similar to those techniques that I use in development. Thank you
Adrian Miller
Is this another "le life story 2deep4you non existent gameplay" """""""""""""""""games"""""""""""""" that all the indie devs are shitting out?
Jose Sanchez
...
Justin Diaz
>Is this another "le life story 2deep4you non existent gameplay" """""""""""""""""games"""""""""""""" that all the indie devs are shitting out? There is nothing wrong in the fact that the author is laying himself in his story, if it is well exist without being tied to it. "Ostrova Koshki" is going to be independent from me.
Alexander Ramirez
fuck you got me there tovarisch Best of luck to you then.
Kevin Ortiz
Might be a bit of a stretch but something I wanted to see explored in games like Limbo.
At the end of the adventure the player needs to return where they started. Most games scroll right.
However the end of the journey just ends. The player returns to the start by going through the game backward, scrolling the game to the left.
Areas could be redesigned or played in reverse. Using all the tricks and abilities the player learned to do old puzzles in new ways or with a different twist.
Could tie it in with the ocean/ice island theme by having the water level raised.
Robert Morales
Perhaps Ozu become a favorite for many players. Such sensation. I like him too.
Evan Adams
> (You) >fuck you got me there tovarisch >Best of luck to you then. Spasibo.
Bentley Sanders
I would like some examples of game mechanics you're planning
Zachary Rivera
>Could tie it in with the ocean/ice island theme by having the water level raised. You reveal part of the story! For those players who want a regular platformer, I would not bother plot.
But if the player is careful and want to learn the game, he finds out that I talk about in the game many things troubling me. For example about the inevitable end, and the rising water level, which sooner or later will erase all - the thing with which I want to tell it.
Anthony Cooper
>I would like some examples of game mechanics you're planning I know how very little, and did not want to go deep into the new mechanics. I want to learn how to keep the integrity of the small game, carry out their tasks. The main idea, give the player the opportunity to pass a ritual (it will likely lose), and then give it again, but after the passage of the cave. I want that player to feel through the gameplay, as the character become stronger. No tricks.
By this all extremely simple mechanics. Just jump. A jump and a good level design. That's my goal for this game.
Mason Brooks
Good luck OP. Game sounds interesting, I hope you have success.
Ryder Reed
>Good luck OP. Game sounds interesting, I hope you have success. Oh, Thank you. I hope too)
Austin Green
Making sure the character is fun to move and control should be your major focus.
Everything else can be amazing. But if the core mechanic of moving the character is not fun the overall experience will not be fun.
>But if the core mechanic of moving the character is not fun the overall experience will not be fun. Thank you, I understand. It seems that Miyamoto said the same thing when he made Super Mario 64. Keep this in mind.
Camden Walker
twitter.com/chtozachelovek/status/835592524165152768 By this tweet attached GIF, where I'm going through some of the initial levels of the cave. Much can be understood. I like, but I want to make the animation better.
Samuel Wright
There was a really interesting scene in that Two Brothers game. Where a character who dies in water becomes able to swim.
It is interesting for something that used to be an obstacle, have the way the player interacts with it change.
Isaac Ortiz
If you are interested in the game, then follow it, that would not be forgotten. (I do not want to lose such good players, seriously)
>Sup Forums is actually pretty kind to game devs showing off their own games, so no need to be shy about it. There's threads for it all the time, there's even one up right now
Wyatt Evans
>There was a really interesting scene in that Two Brothers game. Where a character who dies in water becomes able to swim. >It is interesting for something that used to be an obstacle, have the way the player interacts with it change. It is a good idea, I heard about it in The last Guardian, when (here's a large animal) was afraid of stained glass with the eyes. It was the rule of the game. The animal simply died away in fear. I will not speak further. If you've played, you know what I mean.
I am glad that such interesting (and important) ideas that I can use even in his little game! Games are amazing
Charles Jones
Oh! Thank you! I will try to look inside.
Joseph Cruz
I am very pleased to overcome the language barrier and understand you.
For over a year I have been working on the game and it is very scary, and will be pleased to invite you there someday. Thanks, I really appreciate the opportunity to be a game developer. I'm glad you like what I'm doing so hard for you.
Benjamin Brown
If you want to make a game about maturing you need to find ways to reinforce it though visuals and gameplay.
However while making a game you will learn a lot about yourself and see your own skillset improve. Embrace what you created and build upon it.
I would try to archive all builds of your game, and never lose art or design ideas you created, even if you don't think you will use them.
Being able to reflect on these I believe will give you a greater understanding of yourself. And just be interesting if you ever need to build a profolio of your work.
Noah Nguyen
Welcome sandorka to the worst place on earth, please enjoy your stay
Interested in your game, keep posting
Julian Sanchez
Can you fuck cats on cats island?
Nathaniel Ward
you're cute don't give up! make a great game for us to play
Oliver Collins
faggot
Oliver Hill
Many thanks. I chose a story about growing up just because I understand that I will grow at the same time as work on the game.
The boy has to become an adult - I have to find their place in life The boy goes down to the cave - I throw a regular job Boy overcomes obstacles cave - I'm working on a game And so on.
I understand what you say and do it already. Thank you for this understanding. All are grown in different ways. And I really like the way I chose. This year has been the most serious for me and the most beloved.
Gabriel Sullivan
Yes, if I myself am a cat. But I'm not a cat.
Anthony Ward
There is a book created by the guy who made Rimworld. Designing Games: A Guide to Engineering Experiences.
I haven't read it yet. But I know he's a smart guy. There might be some interesting things in there you could apply.
Josiah White
many thank you I think I need to seriously think about a small community of the game, for those who would like to follow the news. And know that when the game is ready. I do not know which place to choose. You tell me? Where usually do it?
Ryan Howard
where do you think you are
Jeremiah Martinez
I will try to look here and to speak on other topics, in addition to games. This will help me to learn better English. I want to make it part my day.
Asher Roberts
you're cute don't give up!
Jack Lee
I think the journey back should be as important as the journey forward. Not only in the sense of easier progression but also how you perceive some of the obstacles.
>Scary beast thats confusing in form becomes realistic and less frightening as the story continues
Or
>The group commenting on areas they passed in which they argued or fought against eachother, reflecting upon their actions, apologising, etc
Matthew Bell
My solution is more similar to the first option. Teach spoilers here do, and I tell you something. %Something like this? %
Nathan Collins
I'm thinking like how some games make a early boss into a normal enemy later.
Exploring themes and issues the player or character had early in the game after learning more about the world or gaining a new ability I find fun.
Doing this in ways that don't recycle old bosses is best.
Think like the dragon on the bridge in the first Dark Souls. You are likely going to die to him at first add he surprises you and kills you on the bridge. But when returning to the area you look more closely and find another path you missed while he was attacking you.
You overcome this challenge not by fighting him, but by learning how to avoid it entirely.
You can return later in the game to kill him seeing how you improved both through better equipment and skill.
Jose Hall
press ctrl+s on your keyboard then write
write here
Owen Garcia
Good luck to you. I wish the best for you!
Connor Flores
Write [/spoiler] insert text here [/spoiler] without the backslash on the first [spoiler.] ALternatively use CTRL + S
Josiah Thompson
If this gets popular, i don't want you to forget us
Jacob Powell
Here I open one of the important ideas for the game, but I do not really cherish it, because I have other secrets left. I would read it on your site) I associate myself with the boy in the game for themselves. But for a player, I associate myself with the beast of the terrible cave, which has long been waiting for it for a long time alone. (I think that in English it sounds very epic, I'm sorry)
I want to invest in that scene a lot of effort, a lot of sincerity. And the truth is that the animal no longer exists there. As I will not be next to the player.
The beast was a lot a lot of time that would be ready for the appearance of the player, so that would have to consider all options for its behavior and at the same time help him, give him a potion.
With this I want to speak on the role and power of art and creativity in life. On the possibility to talk in this way. Disclosed. Imprinted themselves.
This is something that really excites me. And to create a space in which I literally can be the Beast of the caves, it's amazing. No matter how the game will be popular, no matter how the players react to it. It only works if I'm honest. I hope you enjoy it. (Really looking forward to you at a party, even though we do not know)
William Taylor
>You overcome this challenge not by fighting him, but by learning how to avoid it entirely. Этo тoжe нpaвитcя мнe. Я хoтeл избeжaть кoмбaтнoй кoнфликтaции c бoccoм, cдeлaть этo нeпpивычным. Cдeлaть этo бoлee пoхoжим нa жизнь. Beдь я нe бью cвoи пpoблeмы, я cтapaюcь c ними paзoбpaтьcя инaчe.
Carter Walker
Oh sorry! Forgotten and wrote everything in Russian
This, too, like me. I wanted to avoid the combat conflict with the boss, make it unusual. Make it more like life. After all, I do not beat my problem, I try to deal with them differently.
Michael Murphy
>anyone actually picking tubsy
hes infected with parasites that literally turns the snail into a zombie
Carson Morales
The perception of the beasts could be interesting. Many games have the player use a monster to solve a puzzle. Or use a enemy as a platforming mechanic. Like those Mario maker levels that have you follow a goomba to help solve puzzles.
Having this perception change during the game could be fun to play with. I'm not sure how as I'm not a game designer.
Like if the abilities the player learned in a game were the same as the enemies they were fighting used. I think I seen this used once before in a game.
David Bailey
I do not forget, even if the game fails! (I make screenshots in memory) Today is a very important day for the game, I like that the first time I communicate with foreign players. Back to the development of tomorrow will be 10 times more likely.
Wyatt James
Sup Forums isn't your advertising platform you fuck.
Luke Torres
In a way we are the monster and you the player/developer is fighting against it right now trying to talk to us and ask us for ideas
good luck on your game
Matthew Ross
I like your ideas OP, good luck on your endeavours. You're already better than a majority of devs that have appeared on Sup Forums in my books
Jacob Rogers
the style reminds me of an untitled story. not seeing much actual gameplay in the trailer though kinda puts me off.
Kevin Barnes
Haha. No worries friend, we're having a fun discussion.
Jason Flores
>Not shilling >Thread is better then the majority of sonynigger and nintentoddler threads that are shitposted constantly on here. Stop trying so hard to fit in newfag
Joshua Brown
but can russian win??
Kevin Reyes
I'm digging the style too. Hoping we get to see more of this game later. Hoping to get some solid gameplay videos in the future.
Jaxon Harris
>newfag That's how I know you're one.
William Scott
>Like if the abilities the player learned in a game were the same as the enemies they were fighting used. I think I seen this used once before in a game.
I will explain the main stages of the game.
Village (immersion player in the world, teaching basic mechanics. It is impossible to die, punishment serves micro backtracking)
Enter the cave. The cave consists of a dozen (or more) single-screen levels, which increases the complexity. And the visual style is becoming alarming, as the music.
Enter the "animal room" and there is no one. Only a potion and a note with a request to open after the main test (blah blah blah, now it does not matter) We drink the potion (or not?) - Are becoming stronger. We go back to the village.
At night. the village is empty, no people, all gathered at the other end. Left running, back, This is the same level as at the beginning of the game, but we run the other way and there is no one, and night.
Well, the main boss of the game is a ritual. The design elements that will be used, which the player has learned in the course of the game. The main boss is not a creature! Boss this obstacle. That's what I want to do. Needless WIN SOMEONE, you need to be strong and just show it. (After this, more will be continued for experienced players and those who want to continue. But I will not talk about it)
Henry Jackson
I agree, perhaps this is what I have experienced as well)
Charles Ramirez
Many thanks. I really hoped so. This conversation helped me to identify the many strengths of the game, for what would be in the future, I used them when pitching
Jack Cook
>newfag trying to fit in
Nathan Barnes
Interesting. I'll put it in my backlog. Hope everything works out for you, OP.
Nathan Cruz
I went out of my way to sign in through my browser on two accounts and vote your game down on greenlight, then favourite the page in chrome, as a reminder that if it ever comes out, I'm going to pirate it, play it, then have first-hand reasons to tell people that it's not good, even if it turns out to be pretty decent.
Bonus: I didn't even read the synopsis in the OP.
Bentley Foster
I think I will soon make a small trial without a plot, that you could touch control of the game. Now I understand that it was necessary to pay more attention. I'm doing a game on the flash, a lot of people afraid of it, but the management of it all right, I'm very happy about it. (It's pretty simple and responsive, nothing extraordinary, but nothing wrong with that)
Justin Taylor
>We drink the potion (or not?)
Reminds me of a flash game I played when I was younger. The last level just needs the player to walk right and win, beating the game.
However only on this level could the player scroll the screen left and reject winning. As the reason the game happened was the character wanted to go on an adventure. And collecting the goal would end the journey.
Was a neat trick that gave more levels and a different view on the story.
Logan Ward
I dont know. I am not in conflict with anyone. (I understand your question and tactfully avoided the answer))
Carter Anderson
If the game is made in flash could it be possible to have the test trial playable in browser?
A couple examples of gameplay with a test level for testing movement and interaction with game objects would be nice as a demo.
Thomas Gray
>I'm digging the style too. Hoping we get to see more of this game later. >Hoping to get some solid gameplay videos in the future. No problem. I have quite a lot of developments, I just have not collected them all together. It will be fast. As soon as I pass a greenlight, just I get around to it.
Jonathan Green
There is a video about how the monster hunter team localised the game for English players.
If you are Russian this may interest you. They talk about designing the UI to support other languages and using universal symbols to keep things understandable.
Nicholas Harris
I do not quite understand what you mean. But I can guess that you are ready to play a game later, when it will be ready. And I hope that I work well and finish it)
Grayson Collins
>But I can guess that you are ready to play a game later, when it will be ready that's basically what he said
Dominic Lopez
>I went out of my way to sign in through my browser on two accounts and vote your game down on greenlight, then favourite the page in chrome, as a reminder that if it ever comes out, I'm going to pirate it, play it, then have first-hand reasons to tell people that it's not good, even if it turns out to be pretty decent. >Bonus: I didn't even read the synopsis in the OP. It seems that I do not understand everything. But I ask for help in the translation of his comrades later, and still know)
If you want Pirates of my game, it's likely I'll be the first one to upload it on the trackers. On health) I understand the whole situation.
David Robinson
>Was a neat trick that gave more levels and a different view on the story. It`s very good idea, I would like to play more such games