It has been a while since our last post, we have been busy with several things and not everything was focused in the company or our first game, but that doesn’t mean we didn’t do anything at all! Actually, this post will give you the very first sneak peek of what we will be working on during the summer for our very first project! In this post I will explain why we are doing it a certain way and of course, the very first ideas of our game!
Before I start off, I want you to know that everything here is a work in progress, nothing is final or set in stone just yet! Well.. most of it anyway. Feedback is always appreciated of course, but keep it constructive! So without any further waiting, let’s see what we are up to!
Our goals as a company
With this very first project of ours, we have a couple of things in mind. Like already mentioned in a previous post, we want to see how the cooperation will be between us. Next to that, keeping a positive mindset, we want to be able to show off that we are able to come up with our own ideas and make it work. Go from concept to product so to say. It might also be of importance to say with this first project of ours: we try to innovate a little to let the game have its unique features and such, but this is not our goal yet with this project.
We have a short time-span to make this game in, we have about a month during the summer holiday to get something working. Next to other obligations in regards to college, this time-span also serves as a base for scope control and a check to see what we are able to achieve within this time-span.
The last point I want to mention is that we aim to have at least one or two levels finished to showcase during the Indigo Showcase this autumn.
About the game in general
The game will be a single player game and it will be a 2.5D side scrolling platformer. With the scope in mind, we aim to have at least one or two levels done before the Indigo Showcase. The game will revolt more around puzzle elements rather than combat. There will still be enemies you will need to take down, but the emphasis will be put on puzzles.
Look and feel of the game
The game itself will be set in a psychedelic atmosphere to build upon the main characters we have in mind. It will be filled with a good amount of sarcasm and black humor, we want the game to be twisted, though we do not want the game to be overly gory, if gory at all.
The best way, or so we think, to get that proper feeling is to go with a stylized/cartoony direction. Think of games like Fairytale Fights or Psychonauts. We think this will fit in very well with what we have in mind for the general look and feel we are aiming to achieve with this game.

Fairytale Fights

Psychonauts
The player
The catch with this game is, you actually play with two characters that are chained to one another. To go a bit into the background story: You play as a brother and a sister that have just escaped from a mental hospital. Both of them are in a strait jacket and still chained to each other with sheets that they used to escape. Without their hands available, they can’t seem to untie themselves and are now depended on each other to get away!
We aim to have a clear contrast between the brother and the sister, next to obviously that one is male and the other is female, we want them to have very distinguishable characteristics! To achieve this, we decided that the sister will be small and fast, but is overly active. On the other end, the brother will be big and strong, but very sulky. These characteristics will come back in certain parts in the game where you will need to avoid certain enemies or something, failure to do so will make the brother go sit down and weep, causing the sister being unable to move further due to being chained and on the other end, the sister will run around in panic causing the brother to be held back.
Mechanics
As you will be playing with two characters chained to each other, there will only be one of the two active as a playable character, but you will be a able to switch between them, having either the brother or the sister as the active character. Both the characters will have two abilities, making that four in total, two are used for overcoming obstacles/puzzles and two of them will be used to bash up some baddies. What these abilities are depend on which character is active. So if you play with the sister as the active character, ability A is active and while she is not the played active character, ability B is active.
We haven’t really set anything in stone just yet what the actual implementations of the abilities will be, but two of them that came to mind are as following:
- Use the big belly of the brother as a trampoline to reach higher places.
- Use the slender posture of the sister and the strength of the brother to lower the sister in narrow spaces to reach inaccessible places.
We also have some ideas of certain power ups that you can find in the levels, but nothing specific is thought of just yet. One the uses will most likely be to replenish your health, which is a shared three lives between the brother and the sister.
And most likely there will be characteristic ending of the levels in terms of a bigger challenge. Think of a boss or a harder puzzle in that matter!
Once again, nothing is final and this was just from an one hour session of brainstorming ideas in the back yard, and iterating over the constraints we decided to build upon. One of those constraints was well, actually being constrained!
I am going to leave it like this and talk about some other aspects of choices that are not directly tied to the game itself in a later post as well as something related to legal issues when setting up your own company. Although the latter one will most likely be somewhat more related to dutch people as I am not aware of any rules or anything outside of the Netherlands.
Hopefully until next post!