Summary of Narrative Idea

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.
  • 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.

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