Blizzard Time
Blizzard Time
Introduction
On a cold winter's day, the protagonist ventured to climb a snowy mountain covered with deep snow, but was caught in a sudden blizzard and avalanche on the way, and was trapped on the mountain. Can the hero rely on his own decision-making and courage, avoid obstacles, use props properly, interact with different characters on the road, and finally succeed in getting out of trouble?
Control
-Everything must be done in full screen
-Control the game with mouse clicks
Inspiration
Inspired by the author Irène Lvovna Némirovsky's unfinished last work Suite française, the author uses a white drawing method to depict the choices and stories of different people during the Great escape from Paris during the Second World War. This made me start to think, do people's choices and stories change because of the changes in the environment?
I want my game to be like Suite française, with no final ending, and the story and fate of the characters are still unfolding, and I can't predict how the novel will end, just as the player can't predict how the game will go under different choices. I gave the player the option to play the game, and I wanted to know what choice they would make, in the extreme conditions of a snowstorm, between someone who needed help or someone who wanted to hurt them.
Foresight
As the gameplay continues to evolve, is it just a little adventure game?The human choice in extreme weather, the success and failure of the game, and the opportunity to choose again are all worthy of consideration for planners and players after offline play.
Source
Scene material:
https://cupflow-studios.itch.io/snowbeaver
NPC materials:
https://openpixelproject.itch.io/opp2017sprites
Author
Anqi Chen