Created by Colney Island Studios
Early concept tests
Creating a full vision scene
Possible intro credits
Scoping out perspective and art styles.
About the game
Genre: Adventure/RPG/Horror-ish
Platform release: Switch/Steam (hopefully)
Built with: Aseprite/Unity/Visual Studio
Synopsis: Embark on a pixelated adventure as a lone hiker who stumbles upon a mysterious, desolate town during an overnight trip. Attacked by a strange group in the woods, you wake up in the local inn, rescued by the town’s leader Salvatore. He tells you they have infected you with a strange disease that turns all who have it into monsters. Your only hope lies in working with the strange inhabitants of Pleasantville to find a cure, and a way off the mountain.
As you delve further into the mysteries of Pleasantville, you'll need to complete challenging tasks and face off against four powerful and sinister bosses lurking in the shadows of the mountain. To get to the bottom of the illness, you must unravel the dark secrets behind the town’s eerie inhabitants, culminating in a final showdown with a mysterious entity that holds the key to your freedom.
Characters
Who we are
We’re a 2 man team, based in England. We have a lifetime of passion when it comes to video games and finally decided to build our own! We have a mixture of skills between us, including design, music, project management and thousands of hours spent in the world of pixels. If you want to know more, then get in touch!
Development log
As time goes on, we’re hoping to get some interesting questions from you guys. So we’ll try and keep this up to date with some of the more common ones
FAQs
-
Currently there are 4 main bosses and one final boss. There will be other side quests and equipment upgrades to fill out the game, as well as a secret quest that has to be discovered by the players.
-
Yes, you will gather dropped items in order to upgrade and build new weapons. You can also use them to get timed buffs from the local tea rooms.
-
It'll be a 2D top-down pixel game. Think of games like Eastward for the art style and Zelda (GBA) for combat/puzzles. But that might change as we work our way through!
-
That's the plan, but not on the leveling and items front. You can collect new weapons and abilities as you progress but the whole game will be linear.
We had big ideas around this when we started, but for our first game, we'll be keeping is simple to focus on story and gameplay.
-
There is a choice at the end of the game so you will need to play it twice to see both (or probably just check Youtube if you can't be bothered).
-
The main character is a hiker (identity undisclosed) and the antagonist Salvatore. you'll have to play the game to learn more!
-
Our long love of games has had a big part of the game mechanics. When we were kids, the GBA was the hottest thing around and the Gamecube followed closely behind. We've taken all our influences and boiled it down into a pixel adventure experience.
-
Yes we have a skill tree that you can access after levelling up. Each level will grant one skill point.
-
The gameplay is a hack-n-slash adventure with some horror survival aspects to it. Around about a 70/30 split.
-
Entirely single player.
-
We like to think it's equal parts individual and nostalgic. When we first came up with the idea, we knew we wanted to mix a lot of comedy into the experience so we hope we can make that happen!
-
Both! We're big fans of classic room escape games but grew up playing a lot of top-down adventures. Hopefully we can find ways to combine the two.
-
We're aiming Switch and Steam (Windows).
-
Absolutely. We're not going to force it down your throat, but there will be collectibles that each give a small snippet of the towns history. So those who want to find out more can, and those who just want to progress through the game won't be hampered.
-
Nope. The game will get harder as it progresses.
We’re so close to starting the design part of our game design journey. It’s been so hard not rushing ahead in order to get a proper story written and shaped up first.
A lighting test has been created and writing for the main quest line is about 50% finished. a
Our new studio has a name and an identity.
Bringing our early vision to life and realising we're not complete idiots...