Project Outline

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My name is Rosie Flanagan and I am the solo developer on the project Torchlight (working title).

Genre: 2D Puzzle Platformer
Market: Older players, casual players, players with extra accessibility needs
Platform: Mobile and iPad (iOS)

Abstract:
You don’t remember how it happened, but you’ve become a shadow. Explore a dichromatic yet familiar world from a unique perspective, where light is the only thing keeping you alive. Move objects and interact with light sources to create paths forward, all while collecting embers to brighten the world around you. Find your way out of the shadows of your home, and slowly add the light back into your life.

Players experience a beautiful game world at their own pace. With easy controls and a soothing atmosphere, they can jump straight in without any distractions.

I chose to make this game because I thought it had a good scope for a small project, which can be easily adjusted by adding or removing levels and puzzles. I also thought it was simple but fun to play and provided the opportunity to tell a minimal story through the environment. But most importantly, I thought the visual style was something I could really showcase, as the games core theme of shadow and light provides a great opportunity to create stunning visuals using high contrast, film noir and chiaroscuro techniques.

Hook:
Complete parkour and puzzle challenges while keeping your shadow alive.

Appeal:
Play inside a world that looks like a work of art. Enjoy simplified controls and gameplay that doesn’t sacrifice challenge and satisfaction.

The Fun:
Encounter different puzzle types of varying difficulties. Around every corner a new challenge awaits, and intuitive problem solving reaps reward. Torchlight is a game built for the senses, its use of haptics, visuals and sound design create a heightened sense of accomplishment when goals are achieved and challenges are conquered.

Inspirations:
Torchlight takes inspiration from the breath-taking art of Limbo, the dualistic puzzles of Fire boy and Water girl, and the fluctuating challenges of Monument Valley.

My Goals:

My aim for this project is to create an aesthetic focussed experience that challenges players without added stress or distraction. A serious and polished game for players that don’t consider themselves gamers, or feel like other games aren’t made with their needs in mind. The gameplay should be fun, help players wind down from a stressful day, and stimulate the brain with a variety of challenges. On a more symbolic note, I’d like to explore black and white thinking through subtle environmental storytelling, allowing players to interpret their own narratives. From a personal perspective, I’d like to challenge myself to do something I’ve never done before – develop a whole game by myself. I have very little experience with programming, and it feels scary to have to do it all myself, but hopefully by forcing myself to learn now, I can save myself some difficulty later. I am hopeful that this experience will teach me valuable skills for the workforce, and provide me with opportunities that I otherwise might not have considered. I’d like to make art that I’m proud of and have a solid game to add to my portfolio by the end of the year.

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