Mother and Father run a carnival staffed by an eclectic group of their own offspring – an angry ringleader, a paranoid daredevil, a miserable clown, an angsty teenager of no apparent use, and our sickeningly happy hero, Butt Pie [working title]. A messy divorce with mysterious circumstances leaves the kids with Mother, but the carnival stays with Father. Mother and her children pick up their roots and take their trade to a mysterious island which floats high above their world – an untapped market. The trip leaves the aging Mother ill, and the task of finding some sort of treatment in this strange land falls to Butt Pie, her favored child.
Will Mother’s ailing body pull through? Can her brood bring peace to this land rife with anger, despair, meaningless, and fear?
I have this game I’m working and I’ve decided to start a development blog in order to keep motivated. I probably won’t post every thing I do in the name of not spoiling every little thing, and so that everything won’t all be in one place for someone to steal and cobble together into a game I won’t post individual game assets much so that people can’t steal them… only screenshots or gameplay videos. If anyone wants to steal my assets, they’ll have their work cut (and pasted) out for them. *rim shot*
Basically, this game is more or less just another pixel art 2D platformer. My purpose in creating this was to create a world in which all the crazy creatures I draw can live in, much in the same way Tolkien created The Lord of the Rings as a vehicle for the Elven language. However, there are a few mechanics which I hope will set it apart from other similar games, but that’s one of those things which I will refrain from posting here so that I don’t spoil everything.
What I can tell you is that it is highly inspired by Majora’s Mask. Each of the four worlds (not counting the hub world, the carnival) are based around an emotional theme (anger, despair, meaningless, and fear), similar to how each of Majora’s Mask’s areas were based on the five stages of loss and grief. There will be four transformation masks, resulting in five playable characters (and no end of grief for me on the animation side). There will be something similar to the happy notebook which you can fill with happy stickers as you help the island’s woeful inhabitants. One major difference is that there is no time limit. The three day time limit was an interesting mechanic in Majora’s Mask, but I feel that it was its only fault. The sense of progress was lost when everything resets every few hours, and it also discourages exploration when you’re trying to rush through the next objective.
This may sound strange, but the tone I’m going for in this game is similar to a child in a horror movie. Like, say, the twins in The Shining. The reason they are so dark and scary is because they are children, things we typically regard as innocent and harmless. In the same way, while my game may look like another cutesy platform game with a smiling anthropomorphic hero, it will have much darker under currents swirling beneath the surface.
I’m not sure how explicit I want this game to be. Majora’s Mask was very dark while still being child-friendly, and I liked that. They’re something overtly creepy about a dark world with no blood, gore, or adult content. However, I am considering making something gorier and more adult. But I’m afraid in that case I will alienate both adult and child audiences. Adults won’t want to give this game a chance because it looks like a kid’s game, and children’s parents won’t allow them to play it due to its adult content. This is something I’m still considering.
Anyway, without further ado, here is the first prototype footage. I have many other assets completed, but as I said, I will not post individual assets.