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Moral choice 2D point-n-click psychedelic adventure, permeated with original humor and mind blowing puzzles.

Post news Report RSS How the consept of Karma changed over time.

I wanted to create a game where choice matters, where it defines future options. This is what I came with initially (old concept):

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I wanted to create a game where choice matters, where it defines future options.
This is what I came with initially (old concept):


We planned to make unique menu for every active object in game.

The number near “growl” action shows the number of times Pip should growl before he could finally eat the object/character in question.


Here are some icon sketches:


Progress bars concept:


Experience bar and fatness bar (which shows how many characters Pip had eaten so far)Once either bar hits 100%, the game was supposed to end.
Movement cursor concept:


This is how the marker for changing locations looked like:


Portals:


Then we decided to make astral vision upgradable, and created these little vortexes, which would expand astral vision once collected.


This is karma-meter:


We also were considering aging in game:


But eventually we came up with our current concept for the game, and produced gameplay video.

Andrey Sharapov (CEO & Producer at AuraLab):When I saw that video, I immediately fell in love with the game. I was charmed by the concept, and I decided to use my experience to help the project. I contacted Alexander and offered help.We talked for a while and it quickly became apparent that we a like-minded, so we decided to work together. Soon, we started to rework the game.We changed interface somewhat – hid the karma-meter, changed interaction menu, making it lighter so it wouldn’t obscure the object itself. We also re-worked inventory and interactions part, and figured we don’t need some previously planned features in this release, like that aging mechanics and some levels where Pip could temporary grow legs and walk on walls.

The result was a game design that was possible to implement in reasonable time without losing any crucial parts of the gameplay. That is when we created AuraLab and began working on playable demo with our new team.

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VirginRedemption
VirginRedemption

very interesting concept!

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auralabltd Author
auralabltd

Dear friends!

We are glad to announce our game was already rated as #37 at Stream Greenlight!
Currently we have working prototype and lots of art. And we are going to release playable demo for PC, Mac, Android and iOS tablets in September 2014.
Our campaign on IndieGoGo will end in 3 days and probably we will not be able to collect all required amount. But in any case we will continue the production of the game and all our backers will receive an digital copy of the game and the promised rewards. So we appreciate any help!

Our campaign on IndieGoGo: Igg.me
Our page on Steam Greenlight: Steamcommunity.com

Please help us get the green light, it will speed up release of the game!
As our gratitude, we want to share some exclusive videos from the game.
Youtube.com

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