+++ THE GIRL WHO SOLD THE WORLD +++ Audio Adventure Game +++ Unique Experienceadventure mobile game ios casual
Posted 11 February 2017 - 11:32 AM
It's nice to become part of your community!
I'd love to share our project with you, which we are working on for 11 months now.
It's an Audio Adventure Game (AAG) with audio only - no graphics. But that doesn't mean it's a game for visually impaired people.
The Girl Who Sold the World is a true adventure providing a complete gaming experience.
Some short facts to begin with:
Genre: story driven, episodic Audio Adventure Game (whole story will probably fit into 7 chapters)
Platform: Android & iOS
Business model: Paid app (NO ads, NO in-app purchase)
Release Date: Q2 2017
* connect with the protagonist Frances through a messenger called Skyler
* make choices and shape the story = different paths = different adventures = different endings
* solve logic puzzle
* combine collected items
* fast-paced action sequences (chapter II)
* creative puzzles (chapter II)
* puzzles will get more challenging throughout the chapters
* all sounds recorded professionally by ourselves to maximize atmosphere (outdoors+indoors, with our special
recording device which we've built for that purpose)
* real acting, not just voice over
* a game about empathy, caring for each other, friendship, curiosity and courage, fear and hope,
about us humans and what we are willing to sacrifice to survive the future
* Frances can be killed, so please take care of her
In TGWSTW you are pulled into the story by a great canvas of sound. You find yourself in the middle of the adventure, helping Frances to survive, to find her way through a strange world, to find out the truth who she is, where she is and what it’s all about.
All you have to do is to put on your headphones, dive into the fictive world and let your mental cinema do the rest!
The cool thing about audio is that although the story is the same for everyone each of us will build his own world, his own characters. The gaming experience is going to be unique for every player!
It’s kind of like we were playing Manic Mansion and we had to use our imagination to put together those big pixels into beautiful pictures in our heads! But with audio only you are free to let your imagination run wild!
I know for some of you, it may sound scary that there are no graphics at all. But believe me, your imagination has more power than you think. Just turn off the sound while watching one of your favorite movies and no matter how great the pictures are your perception gets confused and it feels just not right. But if you make it the other way and just close your eyes you can still imagine the pictures when supported by sound and have a great experience.
Of course, an intriguing story is key to a thrilling experience and I think we have it with TGWSTW.
I would really appreciate it to have some specialists/true adventure fans from this community as game testers on board.
So if I aroused your interest you are more than welcome to apply as a game tester on our website.
I appreciate any feedback and comments. It helps so much through that hard times of development. THANK YOU.
Posted 20 February 2017 - 10:54 AM
We just published teaser #1 for TGWSTW showing a small part of the gameplay specifically a few inputs, choices and one failed time pressure choice.
There may be up to 4 options you can choose from and thus push the story into a specific direction.
We are going to release another teaser very soon showing:
1. The "DO LIST" (gear icon) where you can decide what to do or explore next by picking a task from a range of possibilities.
2. The puzzling process of a combination puzzle
Posted 20 February 2017 - 12:38 PM
1.) Drop the reference to visually impaired people. There is no need for it and the way that bit is worded is offensive although I am sure that was not your intention.
2.) Sharing working titles for your game endings is not wise. Why would you want to even hint at what they are from the very outset even before the game is released or at all for that matter??? Don't spoil your own game endings - at all, not even a little. Change that diagram and everywhere it is posted.
3.) After 11 months of development you are not sure how many chapters the game will have or fit into as you put it. Meantime you are planning on a Q2 release? This tells me that even now your design is substantially incomplete but it should have been very early on in the project particularly for something this important.
It sounds to me like you have some really great ideas here and have been working hard to create a special gaming experience. I would just caution you to consider the complete design from start to finish and make whatever choices you need to at this point and then feature freeze it otherwise things have a nasty way of spiraling out of control. You need to plan the entirety of an episodic experience and be prepared to deliver the goods completely in a reasonable time frame. You need to know the ending to your book before you go publishing the first chapter. Quality writing, storytelling, software design and development are not a fly by the seat of your pants affair, not if you want to create something as great as your enthusiasm indicates that you do.
Here is an excellent example of what I am talking about:
Posted 13 August 2017 - 07:48 PM
I actually logged in, after all these months of endless work, to make an announcement only to find out that I didn't get notified about your post. I apologize for not having reacted to your constructive criticism which I'm very thankful for.
But I'd like to do that quickly now:
1.) You're right. It's not something I wanted to say or even think. I meant that this experience should be equally deep for everyone and one shouldn't judge just by the fact
that there are no graphics.
2.) You named it. That's just working titles, maybe little hints where the journey might go. By no means does it spoil anything. My intention was to intrigue people, to show the branching so they would get an idea how complex the story is and what they might expect regarding the overall length.
3.) Only because I wrote that it probably will fit into 7 chapters doesn't mean that I have no overview or got lost in a bad design. We have a well thought out story, with a strong core but at the same time we want to stay flexible during the whole development. We just let ourselves room for expansion, for additional twists or spontaneous ideas without the need to change the core. And that might quickly fill an additional chapter.
You know, you can always think big (and that's what we did). But you cannot build big right from the beginning.
I didn't play Kentucky Route Zero and I don't know what their definition of an act is, means how long and complex it actually is.
But I know that we did everything we could do as a micro studio with a micro budget and exceeded by far our early players' expectations, regarding length and experience of chapter 1.
And now everyone can find out for him/herself.
Which brings me to my actual post:
Update: TGWSTW is launching!
It was a rocky road but we finally did it.
We’re happy and proud to announce that chapter 1 will be available on AppStore and Google Play on August 15.
So check your headphones and make some space on your smartphone
Posted 14 August 2017 - 05:12 AM
The reference to Kentucky Route Zero was just a good example of a project that had gotten out of hand with delays that kept it from being complete for a very long time. I'm not sure if it finally was completed or not. On account of that, I lost all interest a long time ago. People liked what there was as I understand it but their big problem was failing to deliver the rest in anything even approaching a timely way. So, that was why I'd mentioned that not knowing in detail of course where you guys were at, etc. I only had the initial comments to go by.
Thank you again for coming by and taking the time to reply in detail. That was good of you.
Posted 16 August 2017 - 08:20 AM
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