One Page Treatment forGames to be considered for selection for 2A/2B Working Title: Witless Wiz Target Audience: 7+/Kids to Adults Genre: Platformer Camera View: 2D (or rendered in 3D but plays in 2D) Hooks – Unique Selling Points:
Narrative (Characters & World)
- Literally evolve your character, enemies and worlds using the in-game Brainstorm!
- Dual world gameplay: Research and bolster your character in the day, unleash her newfound carnage in your dreams!
- Over 8 different elements to use and master, with the added twist of ‘less is more’
- Outlandish fantasy settings and enemies that can be influenced by the ‘real world’ in game
- The story about the struggles of writing a story filled with the thrills of triumph and despair!
Liz is the creator of her dream character (player named, though default is Wiz) and dream universe. She studies in secondary school and is struggling to prepare for the fatal story writing exam. Her universe is boring and her magnum opus Wiz is full of Mary Sue topes; overpowered, over-nice and overrated. She takes the advice of her English teacher and gives Wiz the weakness of requiring a familiar known as Swarm Shards in order to use her powers for a limited time, otherwise being helpless. Liz must explore the world around her to evolve the universe environments, enemies, bosses and even Wiz herself.
The ‘story within the story’ evolves as the player progresses. When the exam takes place, the final story is about Wiz’s arrogance towards her Swarm Shards, who then abandon her. She must then earn their respect back in order to save the land from the impending forces of darkness. Objectives & Gameplay
The overall objective is to pass the impending exam. This is done by playing through platforming levels which are broken up with ‘Day’ sequences. These Day sequences allow the player character to take inspiration from the world, unlocking levels, abilities, enemies and bosses. At the exam the player has to pick elements (main villain, enemies and environments) to form a coherent story (which they play as a platforming level).
Platforming levels, or Dream sequences have several recurring features: the player has an amount of Swarm Shards which fill up an energy bar. The player is helpless against enemy pursuers unless this bar is full, which allows her to use her abilities and Elements against her pursuers for a limited time. Levels may have varying objectives such as A to B, scavenger hunts, boss fights, etc. These levels can be replayed in the Day when they’ve been completed.
The Day sequence is a quick breather from a platforming level, and allows the player to navigate the world in the form of a series of multiple choice questions. Each choice made may have a relevant reward (went to a museum, unlocked Museum environment level), one of which is a catch all resource known as Inspiration Points (IP). Story events revolving around Liz may also take place. After a certain number of choices the day ends and allows the player to customise the dream character, enemies and environments before proceeding with the Dream level. Whilst no changes are permanent, no changes can be made whilst in the Dream levels.
The most unique element in this game is the way upgrades are made: In order to upgrade one element, you must neglect another. This tackles the character’s previous state of ‘being overpowered yet dull’ as you get more creative versions of abilities whilst ditching elements you may never use. The philosophy in beating this game is not ‘Use the right tool for the right job’ but instead ‘how can I get past this obstacle using my limited tools and my ingenuity?’ Inspirations:
My secondary school years when I started writing and drawing characters (badly)
MegaMan (due to stealing abilities from bosses), Pac-Man (vulnerability versus revenge)
Unbelievably, a process used to generate ideas: Brainstorming
Ben ‘Yahtzee’ Chroshaw XP Article: What if we levelled backwards?!
Super Meat Boy (tightness of the control), Reccetear (made schedules and deadlines fun)