Gameplay Concept:
- Starting Point: Game begins mid-initiation; protagonist must complete the process by harvesting/releasing 5 more souls.
- Goal: Fill a “soul pouch” (already half-full representing progress made before the game) by harvesting five souls.
- Progression:
- First soul is a forced choice, not affecting morality but prompting reflection.
- Choices become meaningful as the story progresses.
- Climax: The final revelation unveils the true nature of the harvested souls as mutated, banished witches punished for disobedience.
Core Mechanics:
- Harvesting/Exorcism:
- Peaks of gameplay with intense decision-making.
- Requires weakening creatures in a minigame fight before deciding to harvest or release:
- Harvest: Intense spell-casting turns the creature into a soul orb.
- Release: Creature gradually reverts to its original form after being weakened.
- Moral Meter:
- Each decision after exorcisms will impact the moral meter
- Negative Impact: Choosing to harvest will negatively impact the moral meter and put the player on the path to the bad ending.
- Positive Impact: Choosing to release will positively impact the moral meter and put the player on the path to a good ending.
- Each decision after exorcisms will impact the moral meter
- Optional capture approaches:
- Seal in jars with spells.
- Release into the wilderness.
- Intentional harvest for soul pouch progress.
- Mechanics variation: Different creatures require unique items and minigame inputs for exorcisms progress.
- In-Between Gameplay:
- Traverse mazes/puzzles to collect rare items necessary for rituals.
- Environmental storytelling through scattered objects (e.g., stones, engravings, book pieces) revealing steps of initiation bit by bit.
Choice & Endings:
- Good Ending: Release the witches, restore their original forms, and challenge the coven.
- Bad Ending: Succumb to darkness, become the priestess, and enforce the coven’s will.
- Choice options include capturing and releasing witches or harvesting them for power.
Visual and Atmosphere:
- Color Palette:
- Default: Purple and blue hues dominate.
- Post-action: Brighter tones with oranges as the area “heals” after harvesting/releasing. Symbolising progress and healing of areas affected by the coven.
- Dynamic Map Elements:
- Unlit candles scattered around the map light up after actions, marking transitions between scenes and storyline.
Narrative Themes:
- Moral Ambiguity: First harvest feels neutral but prompts reflection.
- Player Impact: Decisions grow in weight, leading to a morally charged climax.
- Revealing the Truth: Gradual unveiling of the witches’ backstory adds depth and stakes to choices.
- Opposing Characters: Encounters with rival or side characters may add narrative depth.
