Ideas start with a storm, right?
Narrative game in a cafe that runs 24/7 real time, pop into the game to have conversations with different customers.
One of the most engaging aspects of this idea was really taking a deep dive into narrative. With a designated writer in the project, it was an immediate novelty that the whole team wanted to explore. Unfortunately, the sheer size of art and dialogue made this idea very scopey very quickly.
Host Club Dating sim: Dating sim w/ economy system
A dating system with an economy is a match made in heaven for our systems designers and our narrative one. Unfortunately, this had the same issue as the first one. The inexperience with a heavy story and a clashing system made us swipe left on this concept.
Space Fishing: travel around space collecting cool space stuff w/ a fishing rod
This was a potential add on to the alchemy concept. You would be able to fish and relax a la animal crossing style, however we realised it wasn’t very necessary to the idea we were truly behind. In addition we loved the space theme, but were concerned of a perpetual night time limiting the players experience.
Elemental combining system based potion game
The elemental combinations route was one of the trickiest concepts to discuss. Initially, it seemed the most tangible, and therefore the most approachable. What we realised fairly quickly, though, were the dependencies of interactions that they all had with each other. It was especially surprising, considering that the text choice system is technically infinite with possibilities, however we could control exactly what words to include versus establishing a strict element and the interactions along with them.
Farming based potion life sim - animal crossing
Another route that we had for our main idea as a farming focus rather than a crafting focus. Looking at the rapid success of titles like Stardew Valley, it seemed like a safe bet concept-wise. Once we received feedback from studio execs with its conflicting tones and scope, however, we quickly turned to a leaner crafting system instead.
STRID Development Revival
This one got rejected for a crazy amount of reasons. The biggest of which was a lot of the original team was missing, most notably its past product owner. What made this a point of discussion, though, is how fitting it seemed for our team roster. Strid desperately needed programmers last year, and we had plenty of those. Coupled with a narrative designer, as well, and it seemed like there was a good launching pad if we wanted it to be. However, that, along with the burnout, made us nix it pretty quickly.
Space exploration games where you have to populate new planets with life using a gatling gun that shoots seeds
Veering off of space fishing, we knew we loved the concept but not so much the gameplay, so we wanted to explore a fun idea that involved discovery with an engaging setting. This also touched on our desire to tinker with procedural generation, as well. As much as we loved the concept, the ways to interact in the worlds seemed either out of scope or too shallow.
Chess but with guns
This one was incredibly exciting to a very niche part of the group. Who wouldn’t like chess with guns? Turns out it was most of the team.
Our cool potion system integrated in a turn-based strategy board game
Yet another approach to the potion focused game was looking at it through the lens of a board game, and making it strategic/turn based. With a younger audience and our tone for narrative/visuals, this didn't really mesh with our target player. Instead we went with more reactive gameplay that provides a more fluid experience.
Monster Mash: Dungeon builder game where you breed monsters w/ a punnett square
Monster mash was interestingly a reinvention of a reinvention. One path we took while brainstorming the farming gameplay was using genetics to create new produce. We looked at Ooblets and asked ourselves why not make it with scary pets? It was a really unique idea that might be used later on, but we were more invested with potion gameplay, so it’s unfortunately shelved for now.