An outcast, Mon is abandoned by his friends following a lightning strike to his antlers which left them less-than-flourished. In his efforts to pursue his former self and form a new identity with even better antlers than he had before, Little Mon sets out upon his quest of all quest - meeting peculiar fellows along the way.
We believe less is more. Colour and Shape are the two, most prominent art & design fundamentals that you'll see in our game. With its silhouetted aesthetic and simple compositions, our game is arranged as such to be almost minimalistic, but maintaining aim for gorgeous graphics: being a game so hugely about shapes of colour, mood and tone, the look and FEEL is a big deal for us. In our submitted demonstration, we've tried our best to, above all, provide a great atmosphere for the game (being enhanced of course by the music of Angelo Cicero). Amid colour, as mentioned, shape plays an important role keeping complexities about our game to a good standing, without cluttering the shots in-game. Despite this, we feel we do need to spruce up gameplay a little by adding more visual (and audio) content, and here is what we have lined up:
As a side element of the game, collecting adorable shapes would be quintessential for all the cute in the game thus far.
- NPCs (real ones this time!)
Non-playable characters which would have dialogue to share, guiding and directing the player through the world, unraveling new mysteries and secrets otherwise not obtained!
- Player Animations (special moves, attack)
We're thinking of combat for our gameplay, as well as puzzle solving and exploration. Double Jump seems to be something all testers are lacking at the moment, and we'll add some super fancy combo attacks too.
- (Audio) Narration
Finally, (the rest is under wraps for now) narration. This would include verbal indicators and hints for levels, as well as being a little extra content.
The development of level 1 is underway, so stay tuned for gameplay footage, images or other downloadables!
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