Genre: Comedy / Roguelike / Run-And-Gun
Platform: PC and Consoles.
Target Audience: Magical-girl anime fans, Action Movie fans, Those that like dynamic narration, me :) . Projected to be 16+.
Game Description:
Try thinking about a character from a movie you’ve seen years ago. Now, try and remember everything about them. If you looked them up on their show’s wiki page or rewatched it to check if you’re right, would you truly remember everything correctly? Human brains are great at turning complex things into much smaller and simpler concepts for memorization, but wether they can perfectly reconstruct those simple concepts depends on the person… and for those that draw their power from memories, this flaw in the human brain is their key to gaining awesome powers to kick criminal butts with!
In An Orphan’s Guide to Godhood you play as Tulip, a young orphan boy who inexplicably finds himself with an amulet that grants him the power to turn people’s memories of him into supernatural abilities. Abilities he uses to stop various thugs and villains in his city from carrying out their evil schemes… all before bed time.
Much like many other roguelikes, Tulip’s set of powers would be different each time he sets out to fight crime. This game would feature 5 districts, each with a total of 5 rooms full of unique enemies Tulip will have to fight through before moving on to that district’s boss. Tulip would also have access to energy-blasts he can fire from his amulet in 5 different directions, punches, kicks and a double-jump.
What sets this apart from other roguelikes though is HOW this change happens, since the type of powers you get are determined by what attack he used to defeat each enemy, and which enemy’s memories his amulet taps into. For example, let’s say he knocked out two goons with kicks, and then knocked a third out with a punch. Once he leaves the room, the camera would zoom in on the enemy the amulet chose to extract memories from, and then show the power-up he’d get from said memory, in this example it zooms in on the enemy he punched, which in turn powers up his punch in some way.
This game would also feature dynamic narration, akin to the one used in Hades and its sequel. Specifically, each time you reach a boss, you’ll find a different string of dialogue depending on certain factors, like the power-ups you’ve gained, or the amount of damage you took during their district.
Music-wise, the game would feature the kind of jazzy tunes you’d expect from a goofy fantasy world, akin to the ones found in Epithet Erased (A youtube animated series I may or may not continue to reference in future Streaks… It’s awesome. Go watch it. :3 ).
Also, here’s the series’ opening, as an example of what I meant earlier.
https://www.youtube.com/watch?v=h97aI5SZHk4
As for the game’s artstyle, there would be no better way to capture the essence of this game’s silly nature than a 2D cartoony artsyle, like the one used in Cartoon Network shows like Ok KO: Let’s be Heroes. (Reference images pasted below).
Generó: 2D plataformer
Plataforma: Consola
Audiencia: Personas que le gustan juegos difíciles, las plataformas, y las explosiones... muchas explosiones. Compradores de 21 años en adelante.
Descripcion del juego: Eres un androide bomba diseñado por el gobierno estadounidense para entrar en facilidades de políticos corruptos, superando todo tipo de mecanismos de seguridad, y unidades protectoras con el objetivo de llegar al punto de detonación y cumplir con el objetivo para el que fuiste creado.
Los controles serían sencillos, utilizando la palanca izquierda para mover al jugador y la derecha para mover la cámara, los botones principales realizarían funciones como saltar e interactuar con objetos, y los gatillos te ayudarían a correr y rodar.
El estilo visual sería pixelado parecido al de Broforce.
Créditos de la imagen: (https://www.google.com/amp/s/www.infobae.com/malditos-nerds/2023/07/31/el-juego-broforce-tendra-una-ultima-actualizacion-gratuita-en-agosto-bajo-el-nombre-de-broforce-forever/%3foutputType=amp-type)
La música tendría una temática de infiltración o misión encubierta. Para mi ejemplo usaré 47 in St. Petersburg - Hitman 2: Silent Assasin