The Hidden Monster of “15”

Hello everyone!

I’d like to share with you a bit about the character design of my first compo entry “15”. Approaching the theme from a minimalist perspective was a design restriction that enabled me to focus heavily on the dynamics of what are the easily overlooked character identities.

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(ooh fancy, my original “sketches” of the character design)

In keeping the scope of the game small, I was happy to be able to subtly and purposefully tune more detail-oriented aspects like the monster design. As you can my “scribbled” concept art, I went into it with plans for a large player to contrast against smaller objects– creating a player character that takes up larger-than-normal amount of screen real-estate was an idea I’d been wanting to explore for a while.

The way I wanted the square to express monstrosity was through inescapable aggression and destruction which creates impactful feedback. I weighed both the objective and termination condition in a feedback loop that and rewards and even requires destruction.

Having the feedback loop be so directly linked to user actions is how I hope a perceptive player can pick up on a more sinister presence; because the deaths of the neutral creatures are necessary only under pressure from only decreasing number. So really, the decreasing number “15” is what I intended to be actual monster in this game; the square was a false flag.

While identifying this hidden monster isn’t core to the gameplay experience, it’s just one of the few little things I was able to add in my game to reward a deeply invested player awareness. To see what other subtleties you can pick up on, check out out the convenient link right here!

Comments

SoulGame
11. Sep 2015 · 20:11 UTC
I enjoyed it! Very hard but it was very well made, lot’s of polish and fun to play.