Funded!This project was successfully funded on December 10, 2013.
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Bloom: Memories combines many classic game design elements into a gorgeous unique action adventure / rpg.
At its core, we are creating a game that moves away from the cliche of violence and domination. In fact, you can play the entire game without harming anyone or anything if you so choose.
Of course, we understand that there are different types of players, and we are dedicated to building a world that accounts for each of them in a rewarding way. Combat, stealth, story or collection … it is up to you to decide how you want to face the challenges ahead.
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Consider talking. The world is filled with strange creatures; sometimes taking a moment to talk to them can be well worth the time. Every now and then, as you consider how to kill the imposing monster standing before you. . . you might instead simply try and say hello. ((Read more about a related feature "The Bridge" in update 5))
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Use stealth and strategy to fool those who block your path. Careful planning may be a bit slower and generally safer . . . but of course, nothing is without risks. One misstep and you might find yourself in a very tricky situation.
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Grow stronger by feeding off those you defeat. This is an extremely challenging road, and one that will take you on a very different path as you slowly grow more powerful through taking the lives of others. In the end, you may find yourself with a great deal of strength. . .but at what cost?
Along with your choices also come consequences: Be violent…and the world will react more violently in return. Be kind, and the world may soften, revealing a more loving side.
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Primary Ability – This is your “combat” oriented ability, and main means to defend yourself at a moments notice. Born from your dual inheritance, you find yourself with the unique ability to manipulate your energy out into the world. While this begins as a simple defensive gesture, pushing away enemies and protecting yourself, you eventually learn how to release more into the attack as you need. What are the limits of your power? And, at what cost does it take to reach them?
Secondary Abilities – These are your utility type abilities which can fit a wide range of purposes. Largely, these revolve around the various seeds you find throughout the world, each providing a new tool for you to use as you like. A hedge to hide behind, a flying distraction to lure away guards, or even vines to delay a rampaging Golem. Besides the seeds, you may find other items that can also be used here, such as a fishing rod or a small animal companion to keep you company.
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Stealth – While direct fighting is always an option (a very hard option), we also have a strong stealth system in the works. This is heavily based on the amazing stealth play of the original Thief game (on PC). So using shadows to conceal yourself, luring away enemies with distractions (sound and vision detection), or simply sneaking around an unaware enemy. Of course, a bit of stealth can also come in handy for getting the drop on an enemy (for the combat-oriented), letting you start the fight with a little advantage.
Dialog + Mood – Dialog and mood are important features for those more interested in interpersonal play. Talking to enemies (or friends) will be much more important than simply being told where to go next. You will make allies, discover secret paths, find new solutions of how to solve problems, and even gain new powers. Of course, creatures also have shifting moods. So if you are aware of those and manage to control or take advantage of them, new ways of approaching problems will appear.
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Discovery + Collection – As you travel around the world, you will have the chance to discover secret areas and items. Finding these can be difficult, and requires a true adventurer's spirit… facing and overcoming unique challenges you uncover, or simply finding your way into a hidden bit of the world where few would dare to go.
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Puzzles + Mini-Games – To give a fuller experience, the game will also have a variety of optional puzzles and mini-games to challenge you. This isn’t a large focus, but now and then you might run into something interesting. Of course, we want to avoid obtuse and overly annoying “filler” content, so we will be very careful in how we approach these.
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The Legend of Zelda – From Hyrule, we take the innocent nature of discovery, exploration, and wonder. We also borrow the carefree adventure and importance of facing challenges not only with a sword… but more importantly with cleverness.
Thief: The Dark Project – This game taught us how gripping stealth and careful thinking could be when combined with the exciting danger of death from even a single enemy. This was not a game about combat, even though combat was available. Instead, the goal was on progression and exploration. Enemies were simply dangerous obstacles, and it was up to the player to decide how to overcome them. We hope to carry these themes into Bloom, enhancing the options available to players and really making it our own. Effectively creating an experience unlike any RPG.
Loom (and the era of point-and-click adventure games) – These taught us how important a unique and lovingly crafted world was to a game. Even in the handling of generic subjects, they would go many steps beyond and breathe a special personality into their worlds. The possibilities are limitless when approaching games from this mindset.
Harvest Moon (and RPG dialog) – Harvest Moon was an important lesson in how games don’t have to be simply combat to be enjoyable and how different players valued different experiences. It showed us that interpersonal dialog and relationships could also drive forward a story in a fun and engaging way. We take this to heart and want to offer a non-violent path through Bloom. One that places more importance on the stories of the characters, not simply how good your reflexes are.