We had agreed to go with something simpler, and with that it was me and another guy who had acquired energy from playing another indie game called Undertale which had recently been released to critical and commercial success, not long before we began our own projects.
We went with this idea that a little girl would wander around a mansion in-between the real world and something more dreamlike which would've allowed us to play around with the aesthetics and level design. The look of the character was pulled from the little drawing I had made on the Adventure-game concept paper that I pointed out in the previous post and elaborated upon, she would go over some more cosmetic changes as we dig deeper.
The mansions itself would've been this multilayered puzzlebox that'd involve backtracking and collecting items to progress, fighting or escaping spooky creatures and such noise. The main goal was never elaborated on here because the mansion idea also found itself tossed out into the trashbin, but more about that later.
Here are some drawings I made to further elaborate on her design. The scarf in my opinion just seemed like a cute addition and Ideally would've been something she would pick up once her journey began. A scarf or muffler is just something I thought a traveler should always have for convenience' sake.I wanted her idle animation to be one of yawning and haphazard waving in place to add more character to her. I also slimmed down her figure somewhat and stretched out her limbs just to make her appear more mobile.
To help with the narrative I also went ahead and drew a cute companion for her who would've been this short humanoid firefly person. The staff with a crescent trinket and little cape would've alluded to his role of being a more knowledgeable figure and somebody a confused player could instantly go to for advice or just some minor dialogue if the player wished to engage in it or learn more about the world.
Here's a picture that further emphasized what kind of relationship a player would have with their companion. They would be the guiding light in the players struggle to escape the clutches of incomprehensible forces out to do them harm.
I didn't of-course want the firefly to play the game for the player, he would merely stand by and offer guidance.
This one was eventually canned aswell. We would end up having to repeat this mistake a few times but once again we just took an idea too far. You'll learn more about it on my next post.






