This progress report will cover up the basic elements of what my game will entail and what inspirations I took in order to make the base for the game itself.
The basic slice-of-life inspiration elements and its engine I took from Mainichi. However, there are all other games I took from its aesthetics to its visual style and the overall presentation and tone of the story.
The critical elements on what makes Mainichi interesting is the fact that it had an interesting grounded reality to how it was presented, making it feel “real” in some way and form based on the limitations provided. Each element gives the game its charm over the rest and if you aren’t predisposed at the engine’s capabilities and potential in any shape or form, this may not be the thing that changed your mind or even make you feel impressed in any way, but it’s the effort that matters.
Although it isn’t as “real” and “impactful” as To the Moon, another game made by the same engine. It is the culmination of efforts placed on the aesthetics and the differences between the methodologies and time placed on creating the game which led to the conclusion of having the game developed the way it is. And also, To the Moon’s standards are very high, it was praised by many.
Other games such as Labyrinthe Dreams, I took the core basic elements of the game and simplify it to the most fundamental levels, and then I developed it to create the base mechanics for the game. Use only one direction only and nothing else. Eventually, there will be a room with a massive exception, and you are free to roam around that area as you wish. There will be an indicator that requires you to move more than one direction eventually, which will throw some off guard but will lead you on the path down regardless.
The visual aesthetics themselves are to be made as simple as possible with little to no scripting required, just the eventing skills needed to make an interesting experience.
Both these games communicates the player more from visual and narrative standpoint as opposed to a heavy-mechanic centric standpoint. Emphasis on heavy-mechanic as there are mechanics that are heavily implemented in the game to keep it fresh and interesting without it feeling like a complete visual novel. Although, it is also an interesting element to have for having a strong sense in both its narrative and ludologistic ratio is not necessarily balanced in some areas, depending on the situation.
The mechanics just as well tried to communicate to the player as much as their visual aesthetics and its narrative. And those elements I tried to take in order to make a simple game based on the inspirations provided. Taking some of the basic elements of the game’s mechanics, simplify it to the most elementary level and try to approach it in a direction of where my narrative could impact the story through its interactions.