XII
Intro
"XII" (roman numeral twelve) revolves around the massive, tantalizing clocktower built in Yera, a land known by some as the "Land of Engineers." According to historical lore, the clocktower is home to massive stores of precious ore upon which Yera's technological foundation is forged and upon which the clocktower itself runs. To preserve this resource for future generations, the clocktower was granted a very peculiar defense mechanism against thieves and other undesirables:
When its doors open, any may enter and take as they wish of the ore scattered about the tower. But they must watch, for the clocktower remains open only until the midnight hour. Once the twelfth sound of the bell is heard, the doors close... and any still that remain inside are never seen again.
And so it remains to this day. Many Yera natives brave this tower still, titled as "Scout Engineers," and return home with the substance as their livelihood and as the continued lifeblood of Yera, for this ultimately was what the tower's founders had always intended.
You are one of those "Scout Engineers." Your objective is to acquire as much ore as you can in your tower runs. The greater your skill and strategy, the greater the reward may stand to be. But know your limits, or else your name may simply fade into the lore of mystery that surrounds the tower and its curious ways...
Game Overview
"XII" is a platformer that nods to the creativity of the "Endless Attack" mode in Mega Man 9/10. That being said, though the general concept is there, "XII" is meant to be quite different in many ways. I'm quite excited about this idea and I've managed to get a little momentum by actually using a little something known as
PLANNING. I tell you, it makes quite a difference when you've committed to paper a more concrete idea of where you are going instead of throwing stuff against a wall and hoping it sticks.
"XII" works like this: you enter the tower, you collect goods, and then you
GET OUTTA THERE. Its a game where planning and finesse are meant to take a bit more precedence over brute force, as this platformer doesn't necessarily behave like your traditional platformer. The game revolves around the
looming time limit, and game mechanics are going to be built with an eye on that. Its not so much about surviving the clocktower as it is about escaping it. Those who take risks may find themselves reaping the rewards... or never being heard from again.
Features
So some tentative facets of the game:
- Players advance through a randomized series of chambers, much like advancing through screens on MM9/10's mode, by utilizing elevators. Different elevators can advance you a different number of chambers, which is important because the more rewarding (and challenging) chambers lie higher. As well, every 8th floor (or whatever number I end up finalizing it as) will also have an exit elevator that takes you back to the first floor. Plan accordingly and don't put yourself in a corner while short on time.
- The elements of the clocktower aren't necessarily about being impenetrable but about being time-consuming. Slip-ups may not cost you a boatload of health (more on that later) but may set you back fifteen to twenty seconds. In situations where you're pressing higher and higher, keep your cool and don't succumb to the pressure of the clock. Stay calm... one hasty mistake may not bring insta-death but may rather serve as the wary precursor to an impending demise.
- One of the key features of this game is the lack of a traditional health system. Your health, technically speaking, is infinite. Rather, your player has something of an endurance gauge. Sustaining "damage" is what lowers this gauge. As long as it is full, your player can perform actions normally. But if the player is subjected to repeated punishment from the elements he may incur temporary penalties, such as limping instead of running. Although the gauge recharges over time, failing to make the most of every second due to injury may not always be an option.
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Well, there's a short preview of what I've got planned. Hopefully this gives you an idea of the sense of urgency I'm trying to foster with this game. The end-product is still a ways out, but I want to put this idea out here so I can start to generate interest and share some of the game-making quest with fellow devs.
Just remember:
Don't survive--Escape.