Genesis

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Table of contents:
 * 1) Game Mechanics
 * 2) Concept Art

The player hits play.

The screen is black. Some ambient noise or music is softly playing.

Fade in slowly to a deep fog, and a spark of light in the center of the screen with a very small light radius aroud it. The player has control of the spark, and can travel through the fog. Once moving, the player will encounted other sparks traveling through the fog with their own small light radius. Getting close to them and pressing the "lure" button will absorb the other spark, increasing the player's size and brightness, also burning away the fog in the immediate area. If possible, slightly increase the light level of the whole map.

As the player absorbs more sparks, they start clustering together and forming a humanoid shape. Once enough sparks are gathered that the shape is complete, a flash, shockwave, and sound is played, and the clustered sparks become a hologram human forum. All the remaining fog dissipates and the level turns to daylight.

You are on a floating chunk of rock. There is no dirt soil, no water, no plants, and no other life but you. Creatures made of colored light and themed effects start showing up and roaming the world. Each color represents a different element, and they have different movement and behaviors. Some will even kill each other if they come in contact. More info on them here: Elements. It is the player's job to learn their behaviors, and find ways of interacting with them. By interacting with these elementals, the player can fill the world with plants and animals, creating a dense ecosystem of organisms feeding off each other. The objective is to somehow collect energy from the creatures of the ecosystem. The more the ecosystem thrives, the more energy that is collected.

Considering the idea of turning the hologram player fully human at this point, then having them go around turning elemntals into hologram people and building some kind of settlement for them.

Once the final objective is completed, the player explodes into a barrage of sparks that fly off into the sky, the camera following the last one up into space. The screen goes dark, and then fades back in on a seingle spark, floating in a dimly lit fog, just like the beginning of the game.

Game over.