Discussion in 'Games In Development' started by Arend Galenkamp, Aug 2, 2018.

  1. Arend Galenkamp

    Arend Galenkamp I DO STUFF Veteran

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    A 23D Puzzle Platformer filled with clever puzzle solving and collectables,
    you play with it as much as it plays with you...

    You travel through time, new worlds, and multiple dimensions to save your brother from the evil Spirit.

    Main Characters
    Joyce (Hero)

    Bruce (Damsel in distress)

    Evil Spirit

    • Change between 2D and 3D perspective.
    • Travel through time & dimensions.
    • Create & change new life forms.
    • Make and use portals.

    Settings and Worlds
    The worlds are each labeled with numbers, which indicate the layers of the game.
    In each World, the games analyses your behaviour and determines what your next world will be.
    Each world is very different, each has it's own secrets, story and use of the gameplay mechanics.
    The Shrines spread over the same layers are kept the same to maintain player interest and to not make a large difficulty shift with the introduction of a new World.

    1: Portals and Pizza
    2: A Christmas Carol (Village)
    2: New Light (Hotel)
    3: PT (Bootstrap Paradox)
    3: Fairytales of the Forest (Woods)
    4: Pure Imagination (Butterfly Garden)
    4: Temple of Doom / The God Complex (Community)
    4. YinYang (Lake)
    5: Signs (Farm)
    5: Big Bang (Laboratory)
    5: Dalton's Library (Library)
    6: Fantasia

    • Every World has ~6 Shrines where the mechanics will be explored via puzzle solving.
    • The Worlds themselves have their own mechanics: light, seasons, electricity, fire, ice, time, filters, room placement, dimensions, and the Bootstrap Paradox.
    • Orbs are needed to progress (each world has a big, stone portal that requires Orbs to work), you get them by finishing Shrines and finding all 6 socks, hidden in each world (6 socks give 1 Orb). 100 Coins grands you the sellers' special secret.
    • Everyone plays ALMANAC via a different path. The ending will be different based on your choices and the path you took because of them.

    Key Features
    • 2,5D pop-up book and Classic 2D switching
    • Pixel Precise, 360 Degrees Fluent Movement (with WASD and Controller Support)
    • Beautiful Settings, Astonishing Lighting and Gorgeous HDR Characters & Tilesets
    • ~12 Worlds, ~40 Shrines, ~1450 collectables, ~400 NPC's

    Demo Download Link
    There is no demo available yet. If it becomes available, a link will be posted here: https://viegoltech.nl/ALMANAC

    Release Date, Size and Price
    There are no Release Date and Price set in stone yet, but for now: The Release Date will be in 2019 and the Price will be between 15 and 20 Euro's. It will be sold on Steam, via https://viegoltech.nl/ALMANAC (preferable since Steam takes a cut) and I'm looking into the Nintendo Switch. At this moment in time (16 Mar. 2019) it's about 800MB large and the playtime would be around 5 hours. But that's only 1 of the multiple possible playthroughs and coming from the one who designed the game and knows all the solutions to the puzzles.

    Developer Background
    Thank you for reading all of that. I've been working on this project since october 2017 with each week spending at least 60 hours on it. Literally from the moment I wake up until I'm going to sleep. That being said developing ALMANAC is far from over...

    ALMANAC started out as a book called Dark Stories. It had about 40 pages before the project was layed aside. About 1,5 years later I started develing a top down remake of the original Resident Evil, it didn't even have a name yet; but I did want to use the story of Dark Stories: The same basic set-up as The Walking Dead but with a Silent Hill / The Evil Within / Evil Dead twist to it; and helping people getting over a lost one by giving each chapter its own theme based on DABDA.
    It didn't work out because a game should be based on an interesting mechanic, not on a story.

    I kept the idea of being able to play the game over and over again in different ways based on player decisions.
    Portals became a thing. I wanted the concept of the game to be easy to understand so I decided just getting a key to a door was the best way to go. The most basic puzzle consists of 1 portal and 1 crystal. Get the crystal, put it in a portal, use the portal.
    At about the same time I discovered Ultra Mode 7 and later decided to deeply implement it into the game. From there the 23D gameplay mechanic was born...

    Last updated: 16 Mar. 2019

    Arend Galenkamp
    Last edited: Mar 16, 2019
  2. mlogan

    mlogan Global Moderators Global Mod

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    @Arend Galenkamp When you are ready to release it for sale, please be sure that you post it in the Commercial Releases section. Thanks and good luck!
    Arend Galenkamp likes this.

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