Refusing to accept the loss of your child, you seek answers in a mystical mansion.
Here you find yourself able to access the past, use your new abilities to change the present!Â
Using concentric design I designed a game called Armillary and created a vertical slice. Using feedback for every iteration and creating a new prototype to explore each variation.
Armillary uses time travel as a mechanic alongside moving objects. Going into the past allows the player to change the present by dragging objects and solving puzzles.
Explore these puzzles to eventually uncover secrets and mystery and realize you're stuck in a bootstrap paradox!
After polishing the mechanics i focused on narrative brainstorming, using level elements, visuals and sounds I tried to portray a sense of desperation, you play as a character who is trying to change the past but no matter how hard you try, you fail.
This is also the first project I introduced "The Creator", an idea of an entity consistent across every game I make, with the eventual goal to have them remember the player across the games and act as the "real creator" of these games. All while making sure their existence doesn't take away from the actual game, so keeping them an easter egg or a secret out of bounds.