This game will be a 2D base builder where players control a humble Dwarven holdfast. They must expand their settlement above and below the surface of a great mountain. Expanding the settlement will lead to greater riches and challenges for example: expanding on the surface gets you access to certain resources and trade options with humans but will leave your settlement exposed to attackers while expanding underground is slower, safer and grants better access to mineral resources but digging too deep will lead to... unexpected consequences. (Finding goblins and Balrogs)
As you expand your settlement you will gain access to increasing powerful units and buildings for example: Throne rooms, Treasure rooms and steampunk automaton units.
The players can build buildings above ground and rooms below it. Rooms can produce workers and soldiers to gather resource's and fight off any threats.
Game Features
The Birthday is a first person psychological game, set in the middle of the bush. Its your fathers birthday, and for the occasion, you and him have gone up to your under-construction Holiday House, sitting in the middle of dense bush overlooking the ocean. A truly magical place. As you explore the framework of the house, your father says he needs to check on the seats in the small picnic area down the side path. You watch as he turns the corner. What should be a five minute trip turns into half an hour, before you decide to race down to find him. All you find, sitting on one of the chairs, is the hat he was wearing. There is only one place he could have gone; into the bush. The house is located in the corner of a 14 Hectare property, made almost entirely out of native plants, that you as the player are free to explore at your own will. But make sure you hurry to find your father. There is only a few hours of daylight left, you don't have any sort of survival gear, and you know from experience that there are wild pigs somewhere in the area. Players must use logic, reasoning, and good observation, if they want to make any headway in there search. Maybe they caught a glimpse of a shadowy figure far away? maybe they found their fathers Watch, caught on a tree? All you know, is that this will not be your fathers Final Birthday.
Image Source: https://c1.staticflickr.com/9/8324/8104437552_9f4cc4cdbd_b.jpg
A semi-turnbased RPG in the vein of some of Final Fantasy's more recent ATB systems such as in XIII. The player is a customised character, but within the idea of a solitary, very resourceful warrior who tries to overcome impossible odds by using everything down to the tiniest resource to win.The setting is some sort of wasteland, most like Shadow of the Colossus's deserted plains after a series of natural and unnatural disasters shattered the earth and splintered the terrain into pieces. Twisted creatures from these fallouts roam the land, and with survivors few and far between, the warrior has taken it upon themself to be the single hand to make the area safe again.
Similar to Colossus, the main focus is boss battles, but there are still smaller enemies to supplement as it's not primarily about battling bosses but rather collecting and converting resources in preparation for those battles, then the boss battles, where the player can use everything they've prepared to attempt to succeed against far more powerful opponents.
As an example, the player has defeated the previous boss, and sees that the next fragment of earth is charred and the sky is dark. They decide the next zone is fire-based, look through the books they've collected along the way - books of alchemy, first aid, leatherworking, and so on - and see the alchemy book has a recipe for a potion of resist fire, and the leatherworking book has an antifire cape recipe in it. They backtrack to the last wasteland merchant to buy some empty phials and some thread, then hunt down imps for their leather and ashes, as well as some fireslimes for their fiery ooze. They combine the ooze with the ashes and water to make a potion of resist fire, and use the potion in combination with some imp leather and the thread to make an antifire cape, then make some more resist fire potions. They combine linen cloth with ground-up blasting powder from mining and use more thread for a wick to make some stun grenades, as they've been doing so far, then set off after selling their boots and buying some better ones from the merchant with the rest of their gold.
Defeating the boss of an area will clear it of many of the monsters and the rest will be easily avoidable when passing through, making it much safer, but the monsters are still good for experience and ingredients until you defeat the boss.
The twist to the game, and the reason for its name, is that remnants of the deceased linger where they died, as restless as the destroyed earth they walk on. They continually re-enact the scenes leading up to their deaths, like a spectral projection from the past into the present. These are sometimes contextual clues to warn the player when they get near hazardous terrain, to fill in the story or atmosphere such as seeing a group falling after a natural bridge collapsed when the player comes up to its remains, and so on. But the most important reason for their being there is during the boss battles. The remnants will phase in and out of the player's fight as though battling alongside the player, but without being aware of the player's presence - they're fighting the boss in the past, and as they die to it you can see where they went wrong and learn from their mistakes during your own battle. The fire boss might curl up, ready to counterattack the player with a massive attack if they swing at it, but if the player waits just a second they can see someone in the past trying exactly that and being incinerated, so the player might instead choose to throw their stun grenade to draw it out, then attack, and so on.
The game is mainly a spectacle strategy, and the reward for playing is the scenery and vistas, as well as seeing all the different bosses and figuring out how to defeat each one, and finding as many uses as possible for everything around the player. It would be a game for people who enjoy min/maxing, roaming vast landscapes, analysing everything and theorising about what might be possible, and thinking outside the box when it comes to fighting powerful bosses.
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Image: http://www.newgrounds.com/art/view/keepwalking/frozen-desert
A game where you play as different kinds of birds that you need to fly to get your head through breadcrumbs. The game would be 2D side on but switch to 3D as you flew the bird.
Different types of birds would be used to aim and get through the breadcrumbs depending on the different levels, each level will have different obstacles. When the bird gets their head through the bread they eat it to gain XP. Each bird could have different attributes and aesthetics,
Towards the harder levels of the game more difficult obstacles such as Cats – capable of leaping from surrounding objects to kill the pigeon would be more frequent. The game would also feature a free fall mode where the birds would have to avoid danger and stay alive as long as possible.
If the player grabs a floating chicken that is in all of the levels at one random point they would transform into a chicken and do karate. http://orig10.deviantart.net/e08e/f/2015/246/3/7/daily_paint__1017__bread_head_by_cryptid_creations-d98adcs.png
This is a free runner game where the player plays as a magician trying. To portray the fact that being a magician it isn't a easy path. So in this free runner it tries to represent by using magic tricks to run through the free runner.
The magician that the player will be playing will be holding a magic hat and in that hat there are many unexpected and surprising things that the player can pull out. So from using these things that the player has pulled out from the magic hat, the player is about to use them to help him/her to run further. As well as earning points.
Examples of the things that the player can pull out of the hat includes, magic cards to throw to destroy obstacles, long walking stick to guide the path, rabbit to ride on, birds to fly and much more.
Ultimately as the player is given a high score when the player dies and this high score is translated into coins. Coins are for the shop which can upgrade the tools for the player.
Image Source : https://s-media-cache-ak0.pinimg.com/736x/d1/8a/1f/d18a1f6ba4bf6e9a273f4222a3275230.jpg
Set in the same world as The Wall, Nightmare is a first person survival-horror game based around noise.
Set in an alternate world where the player never leaves the city in The Wall, The city eventually comes under attack from a horde of Nightmares, mutated humans that ravaged the earth 60 years ago, leaving few scattered and heavily defended settlements left. In The Wall, the player leaves one of these settlements and discovers a way to kill the remaining hordes of Nightmares, which have been hibernating.
However, in Nightmare the player never leaves, and in the confusion of the attack, a single creature breaks through the defenses of the city. Though the remaining mutants are repelled, the single intruder stays throughout the night, and begins a slaughter. With the survivors retreating to the bunker in the center of town the player must travel from the edge of the fortified town to the bunker before dawn, as at dawn the city will be cleansed with Napalm-traps to kill the creature.
The player must traverse the map in darkness, trying to conservatively use light, and acoid the creature. It can see, hear, and smell better than you can, and only silence can lull it back into a calm state. The game itself must be played with a microphone enabled, and any noises picked up directly effect the game, bu increasing the range that the Nightmare cans find you from. In Nightmare, it really does pay to hold your breath when you're hiding in a closet and it's in the room. It can also see light that you create, such as torches and flashlights, so you must use them sparingly and tactically unless you want a quick death. They can however, be used as distractions and traps in most situations, balancing the game. The creature, like that in Alien:Isolation, cannot be killed, as there are no offensive abilities in the game and the Nightmares are so adept at combat you'd be stupid to try if you could.
The Nightmares were inspired by this dead-space concept piece: https://s-media-cache-ak0.pinimg.com/736x/8a/a5/22/8aa52291c1069bcf3edcb0ebeb0eb912.jpg
This is a fast paced race game that involves gorillas, huge birds, spoiled bananas and crazy roads. So the game is basically similar as any racing game with the only difference that instead of cars you will ride gorillas, but not common gorillas, but instead gigantopithecus, these were the largest known apes that ever lived, standing up to 3 m and yeah, you will be able to ride them!, so in each match you will face players from all over the world riding their gorillas, there will be pickups along each race track, some of them will be positive like summoning a huge bird that will carry you to the first place, so if you were losing and manage to grab one of these pickups you can turn things in your favor, but there will be negative pickups as well like spoiled bananas that your gorilla will automatically eat if you pick it slowing him down for a long period of time. After each race you will get points depending on your performance you can use these points later on cosmetics to customize your gorilla.
Image from: ARK: Survival Evolved game by Studio WildCard
Game where the aim is to destroy all forms of life on the planet. It is unknown what kind of creature or being that you are playing as but your motive for this endeavor is that you believe that life is the cause and core of what creates all suffering in the world or could be said as living is synonymous to suffering. If everyone and everything could not exist anymore no one would have to mourn for anyone and no one would feel alone. It is presumed that the character you play as is some kind of alien or something foreign to earth mixed with some kind of abstract force of nature. Every expression that comes from life like all sounds and sights or any sensation absorbing information about the world is painful for the player. When you start off, like being born or awakening, you are in a lot of pain while there is so much loudness and life and happenings all around you until you scramble and wander around to smash something that causes a huge explosion which kills everything around you in a huge radius, making everything quiet and black. That would be the tutorial showing you the before state where everything is messed up, and then what you're supposed to do in the game, how you respond to it, and then it would tell you that you still sense that there are areas in the world that are still loud and you have to go travel and fix them until you sense none of it anywhere anymore. It would be similar to Aether by Edmund McMillen in that you have to explore a lot, going to different far away places and then leaving them until all of them are fixed. You would win the game once you have destroyed all life and everything on earth and sense nothing anywhere anymore. You wouldn't destroy individual people or like smash buildings and cities so much, you would really just be finding things that make huge explosions that destroy large areas at a time, besides the whole point is to get rid of suffering and loudness, and when existing life sees other life not exist anymore suddenly it makes them suffer and live more loudly.
Hunter Migration is a 3d RPG futuristic fantasy multiplayer adventure game which will be played predominantly in the third person but also have a first person option for those who want to use it. It will be designed for PC's as well as consoles such as Xbox1 and PS4. Where the world is much greater in size than the earth you know and humanity is a lot smaller in number but technologically far superior and advanced compared to anything else on the planet. In this game you play as a futuristic human hunter among the small population living in a world filled with exotic never seen before dangerous creatures and beasts. As the player you will face daily challenges and hunting contracts to go out beyond humanity's city limits and hunt these creatures for rewards such as new gear/upgrades as well as currency you can spend on other things. There is also a storyline where you must plough through the wilderness and keep going in a small team of your friends as well as npc's to find any other traces of human survival /city's. Eventually you find other cities and pockets of safe zones where humans can survive once you connect these safe zones you can begin expanding the human race and making it safer for humans to live on this world. There will be PvP enabled in the wilderness so if you run into another group of players you can choose to shoot them or side with them in order to survive from various different beasts. In terms of weaponry and armour the game will feature a customisation system that will let you customise and change different parts of your weapons and armour as well as there being melee weapons and long range futuristic guns and various cool futuristic armours. This game will also be designed to look very graphically decent and feature a lot of different biomes.
http://www.deviantart.com/art/Galaxy-Saga-applibot-The-lance-hunter-advanced-357985069
Game Genre: 3d, puzzle, horror, first person
Platform: mobile, pc
Walking in the rain is a 3D first person puzzle horror game, where players must find their way out of a rainy storm. In order to escape, players must find their way through a thick rainstorm and enter buildings. In these buildings are clues to escaping the rainstorm. The map is randomly generated and buildings are placed in random places. Each building will have clues to which building to go to next.
The rainstorm is extremely thick; therefore players are only able to see up to 5 metres in front of them. In Walking in the rain, there lives a monster that hunts when it rains. The rain dulls every sense of a prey, so it uses this as an advantage to hide itself while hunting. Fortunately, they do not enter buildings or shelter. There are small shelters and places to hide in this map.
When players are running in the rain, the monsters will chase. When players walk, they are somewhat stealthy and show signs of confidence. This confuses the monsters and will approach very cautiously. There is a limit to how much you can walk, until these monsters will attack you.
If players visit every key building and find all the clues, they will be able to go to the final safe house to stay safe and dry until the rainstorm passes.
This is a game based on the real live version of leap frog, it is a free for all multiplayer game which involves player leaping from Lilly Pad to Lilly Pad trying to jump over other players frogs in order to sink their Lilly Pad and eliminate them from the game, with the last player standing winning. These will also be dragon flies flying around which the players can try and catch for bonus points.
There will be different game modes, one of these being that every lilly pad can only be jumped on once, so once a frog leaves the pad then it sinks, this will add more difficulty, as instead of trying to leap on your opponents, you could cut them off and force them to sink themselves. Another game mode being that no lilly pads sink and instead as time goes on the area that the frogs can play in gets smaller, forcing them together for a grand finale.
(Image from: http://toucharcade.com/2010/09/14/pocket-frogs-review-much-like-the-cane-toad-in-australia-this-game-has-taken-over-my-household/ 11:41pm 5/09/2015 Author: Eli Hodapp)
Pixel battles is an extremely minimalistic strategy game targeted for PC.
In Pixel Battles your entire army consists of just pixels of player color and you must pit your army against the other army. In the easiest scenario the player with most pixels will win, but nobody wants the easiest scenario, right? So to add more spice to the game each player will have a skill tree.
As the players will progress through the game in single player or multiplayer they will earn experience which they will then be able to use to upgrade ONE of the many directions available in the skill tree. You will be able to switch skills around freely, but you can only have one branch active at any one time (subject to change due to balance). These trees will give your pixels unique stats and abilities that will help your army become victorious... that is if you have selected the right tree for the right moment. For example the "Bulky pixel" tree will lower your overall damage, but heavily increase the amount of health your pixels have. This might be useful if you have a huge army with low hp, that dies quickly to the enemy's army with increased attack-damage. Changing between skill trees will affect your entire army immediately, making tree-dancing and switching out mid fight a valid option for getting the upper-hand in combat.
Each player will also start out with a pixel generator (pixelator) in his base. As the map gets explored and the battles commence there will be opportunities to get more pixelators to increase your army size faster. The pixelators just continuously pump out new pixels for you to use in your skirmishes.
Pic: A polish site with a monitor review.
Nocturne is a 2D puzzle platformer based on the composition of music. Players must help a group of Nocturnals (creatures of the forest that sleep during the day in darkness) traverse the Twisted Divide. A wicked and scintillating forest that twist in upon itself.
The Nocturnal will walk forward indefinitely, they are blind and navigate purely by sound. Normally this works to their advantage but the Twisted Divide is a place much more hostile place filled with dissonant echoes and horrifying symphonies. Players take on the role of the Melody, the Nocturnals mysterious god who is able to lead them through the Twisted Divide. The Melody does this by composing music to guide the Nocturnals. But the compositions don't just guide the Nocturnal, they alter the landscape of the Twisted Divide. Players compositions are converted into imagery similar to visualizers common in modern media players, become the wind or the water of an area and shaping the way the landscape moves, potentially hindering or helping the nocturnal on their path.
The key to Nocturne is how players are taught, if the game only appeals to composers or musicians it won't succeed as a design. Carefully teaching players how compositions work through simple development of compositional knowledge using game levels to teach players through a mix of trial and error and guided examples. If the game can successfully teach players even simple aspects of this while using the engine to gloss input into beautiful tracks players will be put in a state of wonder as they try to create interesting and beautiful solutions to levels. Combining this with the potential for players to share their tracks and playthroughs either using an internal system or common streaming or video sharing services
●Music made by the player
●Unique art style
●Alternate and complex puzzler game play
Heir to the Throne
Heir to the Throne is a simulation game where you try to ascend the throne of a fantasy kingdom. Your character is just a normal person living a normal life in the 21st century when all of a sudden you found a mythical heirloom which transported you to a fantasy world. In that world whoever held the heirloom was given the right to ascend the throne. Now, caught in the crossfire of a succession battle, do you choose to fight and gain the throne for yourself or do you just try to gain enough power to find a way back home? Heir to the Throne gives you those options depending on what path you picked.
While in the game, you will have to make many decisions including who to ally with, who you should trust and who is your priority to eliminate. After being whooshed into a magical land, you will inadvertently have to learn about the land and the lore of the people who live in it. Understanding the different factions and their history will be the key in surviving as you use it to your advantage. Another advantage you have is your modern knowledge that will sometimes be useful as you will be able to figure out things no one in the land has ever seen or thought of.
Compose yourself as you build your own character to succeed and be the ruler of the kingdom. For glory, for power, or just to find a way back home, Heir to the Throne is a simulation game that will allow you to achieve all of that.
Wood Loggers is a 3D race against the clock style game where the player must take on the role of a lumberjack away up in the Alaskan woods. Each day you must chop enough wood to be able to sell to make a living as well as to use as fuel fire and also as supplies to construct buildings. The problem is that there is only a little sunlight each day and the cold at night will kill you. The player must manage his time, chopping and haling wood, building defenses and sheds and other buildings, and also loading up wood into the truck and taking it to the depot to sell for money. The player can use the money to buy food as well as tools, medial supplies and defenses. Wolves, bears and other animals will come at night and try attack you, if you defenses are not good enough you will die. The days will get harsher and harsher as winter progresses. The goal is to get through the hardest part of winter, you must survive 50 days. Your score will be based on how much money you made.
image source: https://curlylarryandme.wordpress.com/2013/07/10/im-a-lumberjack-and-im-okay-part-1/
Destructo Cars
Destructo Cars is a game designed for the playstation and xbox markets. It is an multiplayer battle arena aimed at the casual market. The game offers 10 player free for all or team vs team of 1-3 players. In Destructo Cars player control cars, each car is equipped with serious armaments. Players can unlock better weapons by playing and completing challenges.
Each car can have sweet upgrades like nitrous oxide tanks and missile launchers. The game will use a free to play model to entice users to play. Destructo Cars will offer daily quests to user which will earn them gold. Quests will have a wide range of difficulty offering better rewards for harder challenges. Quests can be anything from earning a 5 streak to pulling a backflip of a rocket jump.
Destructo Cars offers a unique moba experience by being extremely fast paced and allowing access to casual players due to its simple controls and straight forward mechanics.
*edit - added picture
Wraith Night is an asymmetrical 1v4 endless horde game, in which one player controls the horde and the other 4 fight against him.
When I say 'endless' its not entirely true, waves will go forever unless certain actions are taken. The goal for the 4 'Heroes' is to survive long enough to build up their own strength, once powerful enough they can chance fighting against the Wraith Lord played by the other enemy player. Should they succeed the heroes win. However building up strength is easier said than done, you must kill increasingly deadly minions and loot dangerous trapped rooms in order to increase your chances of defeating the Wraith Lord.
As the Wraith Lord you job gets progressively harder as the game continues, once a hero dies they are gone for good but focusing all your souls power on spawning minions to fight may only help the heroes become stronger. You have several choices before each round; spawn minions, upgrade your own powers or build traps about the dungeon. For most of the game you are protected behind your lairs main door which can only be opened once the heroes have built up enough strength to destroy it. Once this happens you take to fighting, should all heroes fall, you win.
Wraith Night would be designed as a top down game with controls similar to most MOBA's, allowing for 4 abilities and 6 items to be carried.
Referenced:
DungeonFight (Retrieved 5 September, 2015) http://i.ytimg.com/vi/NDFO4E5OKSE/maxresdefault.jpg
This massive online multiplayer is a game that has players as small mole rats that are to burrow around and carve out the ground before the time runs out or you are boxed in by other players and your trail inevitably ends. You are sorted into rooms of 10 people with a medium sized field as you all start above ground and dig your way down. You are not allowed to dig into people and this is a real time game so the burrows are to be made with good decisions. Stupid designs will only inhibit your own score at the end. Your score does not count when it is just space that your burrows have cornered and cut off. What will be counted will be the trails that you make. Each player and their trails will be identified as different colours. You will be able to create a mole rat of your own that is unique as the customisation option is not locked in any way. You will be ranked on a global leader board and this will be updated every day at 12:00 p.m & 00:00 a.m.
This is a PC exclusive.
Gallery of cursed paintings
BCT15021A
5/09/2015
Platform: PS4 Exclusive
Overview: This game is an artistic, 2D platform game with puzzle solving mechanics. You will play as an aspiring master artist who has been desperately searching for inspiration so that he may begin to work on a new work of art. To your delight you discover that a moving art gallery has recently appeared not to far from your local area. Rumour has it among artists that these paintings and illustrations are masterfully made and are extremely rare. You feel like this is what you have been waiting for and these artworks will be the catalyst to ignite your own artistic imagination and give you the inspiration you have been craving.
After walking down long forgotten and dark alleyways within the city, you finally locate this illusive art gallery and find it to have been set up in an old abandoned store that looks as if it had served many different purposes in its time. Finding this place alone has already given you much inspiration as you have never been down these alleyways before (albeit they are a little creepy). Although this place appears ominous and a part of you tells you to turn back and never return, you press onward and enter the store, the place is relatively dark and it appears like no one is here until you are greeted by an old man who has a dark and sinister aura about him. He smiles at you but it does little to disarm the tension as his crooked and yellowed teeth just add to his frightening visage. "Ah, so you've come to look upon my collection of cursed paintings" he says with his twisted grin. "Cursed paintings?" you inquire but he only nods and grabs you by the arm and leads you deeper into the store until you see an array of paintings displayed upon the walls and tables. Many of them instantly catch your eye and you can already feel yourself being lost in your own thoughts. The old man begins to shuffle off and as he does so he gives spills the usual ramble about not touching the paintings, being careful, etc. You almost don't hear it but his last words pique your interest as he says "…And one last thing, try not to stare too long at them….it can be unhealthy...Hahahahahaa." And with his veiled warning delivered he disappears amongst the paintings the aisle of paintings leaving you to peruse them at your leisure.
You travel around the room looking at all the different paintings of varying styles, you feel as though you have spent a lot of time here but cannot be certain. Two reoccurring questions have begun to circulate through your mind more frequently, "How are these paintings cursed?" and "Why should I not look at any of them too long?" just as the last question goes through your mind you suddenly feel yourself being sucked towards the painting you were currently looking at which depicted a dark wooded forest with odd beast like men dancing around a large open fire. You are disorientated for the moment, but when your sense return to you, you discover that you are no longer in the creepy gallery but are now in a dark wooded area that resembles that of the painting. Although you scarcely believe it, you come to the horrific realisation that you have been somehow transported into the painting. You feel like you can hear the voice of the old man echo through your mind saying "I told you not to look at them too long. Ahahaha they never listen."
Aim: This game is a 2D platformer with puzzle solving mechanics. The layer has become trapped inside a painting and will need to move about the environment in search of a ways to escape the painting. Once the player has figured out how to escape the area of that painting, they will find themselves moved to another painting and will have to solve the puzzles and mysteries of that painting.
Each painting will have its own unique world and art style. The player and the world around him will embody that art style which will add to the illusion of them being trapped inside that particular painting.
Players will have to employ a vast range of skills in order to overcome the obstacles they will face such as time limits, reaction times, problem solving and stealth. The challenges won't be easy but the art and the nature of the puzzles will be engaging enough to keep players hooked on trying to complete them.
Image Link:http://orig10.deviantart.net/7bba/f/2014/035/f/4/deep_dark_wood_by_jordangrimmer-d753hx2.jpgUntil The End of The World is a story telling game that tells the very last moments of five different characters' lives, each with the common theme of attempting the impossible. Players discover how these people's actions ripple out to reach each other, possibly even affecting the entire world. The game is purely narrative, with very little action sequences, with the player's objective being to guide each character with choices. The only places where action sequences are used is when it does not break the game's immersion, and enhance a scenario or increase a player's emotional investment. An example of this would be taking control of a character who's family has been murdered by a crazed maniac, and choosing which action to deliver to him in reaction. The player could mercilessly beat the brains out of him, take something from him, or restrain the character, instead calling the police to deal with him. This action sequence, and all decision making prompts, are performed in first person. All other parts of the game is seen from the third person. This is done to put emphasis on each decision the player makes, as these are the last decisions the characters will ever make.
All characters are living in different parts of the world when they hear the news of the world's inevitable end. They have a certain amount of time before all life will cease to exist, all dreams unattainable, and all wrongs be permanent. The player will take control of these characters, influencing all of their lives by switching between them to discover their stories and making important decisions. There is only so much they can do before the world comes to an end, but each of them has an impossible dream that they wish to achieve. The game directs players towards helping these characters witness their goals, but ultimately the player has free reign to explore the world's possibilities. Until The End of The World is sombre, unrelenting, tragic, yet hopeful. It tries to convey to players the 'light in the dark' sensation, feel the rippling effect of all actions, and allow them to experience the daunting inevitability of death. In a way, the game is an allegory to receiving a lifespan notice from a doctor. People can react with depression and melancholy, or feel all powerful, with time being quantifiable and real. It's an experience crafted to be delivered to players using a popular system of gameplay popularised by Telltale Games.