Have you ever been on the verge of proportionality?
This story is about a single person who was unsure of things and the physical integrity of things around him.
Everyday this man went to his job and dreamed of a time in which, it seems, he didn't exist. Days dashed forward.
But then one day after our protagonist took the bus to work, he got off on...a ship.
This is an indie game created by one person who is completely in love with the idea of challenging genres.
An experiment that tries not to disrupt the tradition or to confuse the player but to instead argue under the framework which restricts the cultural impact on choice
Attempt to transform the quest genre into a full adventure, excluding elements of discipline for mental stimulation.
•Mix of genres and elements like art, adventure, puzzle, survival and metroidvania games.
The player is assisted by expressive mechanisms and visual compositions to understand the main goal of the game.
•Engage in dialogues as they are a source of really useful information. Figure out why the characters in the game got into an argument with each other. Carrying a grudge from old times, existing only in their faded, smudged eyes..
•Use your items from the inventory to induced change into Cube Town.
Perhaps it is not just a giant wall but a maze inside. Discover the Town’s secrets by exploring the slums and factory districts.
•No need to be frightened by the unfamiliarity. Previously completed objectives will become hints to other players as well as to you.
•Health, stamina and thirst are non-renewable and the player’s source for victory.
And while the protagonist can’t fill their thirst themselves, their enemy on the other hand, under some gameplay circumstances, can…
•There is only one boss in the whole journey that won’t leave you alone. His roots entangle every corner of the world. An eternal battle with a parasite that threatens to become a part of the environment.
•Immerse yourself into the vivid chamber, color the lives here and learn how to cooperate with darkness.
There are so many things that I would like to clarify about, but people do have a fickle will of reasoning.
I do not aim to introduce the game for the record, but I’m working on a product which I could have sampled myself.
I admit that some things also must be talked about. And of course, let there be no mistake, there cannot be a too long moment of silence regarding gameplay and game concepts. Every update is a part of a slow, gradual introduction.
Thus the next message, one I deem necessary, which should imply the other side of things, of the seemingly insane, at first, order.
After all, every story, every drop of our blood is a mess composed from capacity and needs.
What matters is the relevance of this mess.
Getting back to the festive update:
Today I will show another part of the plan - One of the links between the Line.
Of course it cannot be understandable right now and can even seem inexplicable.
But, to explain something properly, you first have to point it straight forward.
Time allows everything to become violet-coloured or hidden.
There are mirrors everywhere… Whose misleading and sharp corners can be highly dangerous. And for that reason I must warn you about a few proposed ideas...
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