Premise:
This game takes up the gauntlet of Soderman's challenge to the individualistic, personal-growth centered nature of Csikszentmihalyi's Flow Theory in a visual novel format. We wanted this game to give a player the opportunity to explore collective, communal ideas that actively resist flow by providing a slower pace and a central map hub for alignment feedback and reflection. We initially wanted a more complex battle and inventory system, but we ultimately simplified the game to give us time to outline more of the moral/ethical choices that Rue, the main character has to make, and to give less emphasis on prioritizing health and more emphasis on the impact of those choices. We did not have time to complete the map, but we did at least give previews of every core part of the game. In its full form, this game would have had chapters centering around one NPC's struggles and stories. 
Contributors:

Lead Programmer, Technical Designer, & Music: Logan

Lead Mechanic, Narrative Direction, Documentation, and Timeline Programmer,  Adobe Backgrounds, & Large Wisp Recolors (unused character recolor below): Evalynne

Tile Assets & Small Wisp Recolors (seen below and in-game) : James

Wisp Concept Art (seen below): Izabella

Our Produced Assets:
Izabella's Base Render

Izabella's Base Render

Evalynne's "Lyn" Recolor

Evalynne's "Lyn" Recolor

James's Tilemaps

Jame's Tilemaps: From Left to right, regular alignment, collectivist alignment, and individualistic alignment

James's Tiny Wisp Renders

James's Tiny Wisp Renders (Player Render)

Updated 3 days ago
Published 4 days ago
StatusReleased
PlatformsHTML5
AuthorQuantumSpacehole
GenreVisual Novel
Made withGodot
Tags2D, demo, Godot, Pixel Art, Short, Singleplayer
ContentNo generative AI was used