The game plans to tell about the heroic figures in the 3 battles between the Vietnamese and the Mongol Yuan army during Tran Dynasty, with very simple control using only left and right mouse buttons.
The game was inspired from the painting "Spring Victory" and some real historical events and figures.
[Playing tutorial could be found during gameplay, though I'd still leave the instructions here just in case:]
[The game is still under development so the narrative is still incomplete, there might be bugs occurring and some sound effects are not very good timing. Please excuse us for this minor inconvenience.]
[Credit:]
Depression is one of the most common mental illnesses. However, not everyone understands it thoroughly, many even mistake it with short-term stress and tend to overlook the severity of this "common" disorder. Thlipsi is made to provide people with a better understanding of the struggles that depressed patients face in real life and help those with depression-related symptoms have the feeling of being empathized with their situations through different in-game challenges and puzzles.
Basically, the game is the journey of a girl with depression trying to figure out the right way to overcome her problems. Throughout the journey, the girl has to take different measures to get rid of the "depression dog" and return to her normal life routine.
Working Process
Step 1: Brainstorming
First, we want to tell a story about how depression affects feeling negatively. But it was hard to show that through gameplay.
Then we take inspiration from a video from WHO named "I had a black dog, its name was depression".
We choose to use grayscale for some of the first levels to represent how people with depression feel about the world, and then each recommended method to treat depression is represented by a colour in the RGB colour model. When players complete all 3 levels, all colours combine and make the world colourful again (they feel better and they now see the world colourfully)
Step 2: Sketching
We then do some sketching for the level design and artwork to have the first idea of what the game will look like.
Step 3: Coding, Drawing sprites and animations
In this step, we start to do the initial coding and at the same time draw sprites and animations for the game. After finishing both of these, we combine the sprite code and the sprite to make the first version of the game.
Step 4: Debug, playtest and final changing
The first version still has lots of bugs so we have to do lots of debug for it. We also do the playtest at the same time as the debug phase to find out what works and what doesn’t. Then we make changes to the game and release the final version.
HOW TO PLAY:
This project is to condemn people who are willing to abandon their partners after they are "out of use"
Description:
A short farming rogue-lite game, fight monsters to get loot and seeds for your farming plots. WebGL version doesn't work due to using the new input system.
Controls:
Assets Used: