Getting Started!


Getting Started: Creating the Game

When creating the concept of the game, there was plenty of different paths we talked about surrounding the main focus of the fingers being the weapons. We thought of the idea of it being a child where the child is trying to save its toys and use it's imagination to destroy the enemies. This later developed into a more perspective aspect of what children might find scary or intimidating for them. 

Getting Started: Creating the Levels

We wanted the levels to focus on popular locations a toddler goes to, so commonly their house is the first level and thinking of ideas for the enemies within the house was quite simple.

Getting Started: Creating the Enemies

Similar to creating the levels, we wanted to create the enemies to be things common within the location and what might a toddlers imagination can do to those objects or people. When the player is going through the levels we want them to connect the dots that the enemies are things that universally people were scared of while they were younger and a mix of their imagination distorting the objects into something scary. Each level has either a final boss or a mini boss to defeat, but it's not just those you have to fight it's also their minions or easy targets as well. In the first level, the first enemy the player encounters will be the family pet dog, yet it will be a terminator or robotic dog, then the mini boss, the bed monster. Still within level 1 the player will go to the next room in the house which is the living room, it will be all lava filled and the player will parkour their way across it while fighting little molten rock enemies. Then the last section of the first level is in the kitchen where the final boss stands. The vacuum and it's dust bunny army! Once the final boss is defeated you will find a stuffed animal to collect and move on to the next level.

The second level is at a daycare, and to get to the daycare the player still continuing in the first level will open a door that will teleport/cutscene to the second level.