Forward to the Forest
A downloadable game
This game is Conceptualized around a battle between four clan leaders, each ruling a territory in an ecologically diverse land. Players Aim to secure a mysterious treasure for their clan, choosing between collaboration or confrontation to achieve their goal. Set in a lightly fantastical world with a relatively lighthearted Tone, the game incorporates Subjects of animals, clan rivalries, collaboration, and resource management.
Inspired by Wanderhome, I wanted to create a story that offers a break from the urban, real-life environment while allowing players to represent not only themselves but also the interests of their entire clan.
My Magpie Book reflects my fondness for owls, reptiles, and furry creatures, which influenced my decision to have players embody animals. I also enjoy how different species bring unique strengths, sparking varied player reactions even in similar situations.
The core theme of the game is to explore the tension between collaboration and conflict. Since both approaches can lead to victory, I am curious how players will shape their characters' personas and whether their approaches may evolve during the game. The primary craft elements are Character and Setting. Players roll dice to determine their identity and resources, creating constraints that shape their strategies and choice of alliances. Meanwhile, as a person who believe in the power of words, I use the mechanic of "selecting a random word from a dictionary as a prompt for navigating challenges" because this method not only introduces uncertainty, but also encourages players to focus on a single solution rather than becoming overwhelmed by limitless possibilities.
After the play test, I noticed not all players reached the treasure as expected, which made me realize the story prompts might be overly structured. If I were to further revise the game, I would give players more agency in storytelling, allowing them to navigate the journey in ways that feel organic rather than predetermined.
By the end of the game, I hope the game can help players reflect on their own play styles. The game is designed to appeal to both gamist players, who enjoy the competitive mechanics, and narrativist players, who prioritize storytelling. I aim for players to enjoy the journey in their own way while reflecting on themes of cooperation, conflict, and their perspectives on "winning" a game.
Status | Released |
Author | 25 Owl'clock |
Genre | Role Playing |
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