Thanks for all the kind words guys, I've been working on this thing for a while so it's nice to have people respond so positively to it. I put it up on greenlight and got greenlit in just a little over a week!
I guess I'll use this thread to post my ongoing devlog for those who are interested.
CreativeMind - Beats the heck out of me where I get my inspiration, it's all just a mishmash of a bunch of different influences. I used Graphics Gale to make the sprites and animations and Gimp for tiles and backgrounds.
Devlog
This Devlog will look back a bit and describe some of the process and inspiration that lead to the project's creation. I will be posting soundtrack clips as I work on and finish them and be posting profiles on certain enemy types.
I will also be sharing some fun tidbits like early sketches of the game's maps, early hand drawn sketches of enemies and even the proof of concept which was made nearly 4 years ago and is what convinced me, or perhaps deluded me into believing, "hey, I can make a video game!" Looking back on it recently I can't believe it convinced me of anything.
For this first entry I want to talk about origins of Marrow, the world it takes place in and give a general overview.
The house on the Mountain and the crime that was buried
The initial idea behind Marrow was to make a fairly straight forward, and honestly kind of predictable Metroid-like using a low-fi, pixel art-style. The project grew and became more ambitious both in design and visual fidelity. The current game is made in the Construct 2 engine, but at first it was being built in the original Construct. The change from a more low-fi style to something bigger and more detailed was actually done in part because of my desire to make the main character's facial expressions readable.
So readable
I wanted a mouth, eyes and nose visible. In retrospect I can't really explain why this was, possibly because of my love of Toon Link and a number of different Mega-Man sprites.
<img src="{SMILIES_PATH}/icon_idea.gif" alt=":idea:" title="Idea"> MARROW FUN FACT! <img src="{SMILIES_PATH}/icon_idea.gif" alt=":idea:" title="Idea">
The initial sprite (not the one currently used) for Daniel (the Hero) was a rather poor attempt to match Mega Man's sprite in the SNES Mega Man X trilogy.
The novel concept I kept coming back to for the central focus of the game was the interplay between light and dark (literally, not metaphorically). I knew I wanted to have a dark world illuminated at specific points and centre how Daniel would navigate through the world around the light source he was carrying, relying on it to not only cut through the dark but also to reveal otherwise invisible elements in the world.
Finding the first Medallion
In the final game this idea manifests with Daniel collecting hidden medallions which give off light and whose light grows with each collected with different areas of the game making the player nearly blind (or at least at a big disadvantage) if they don't have a strong enough medallion. Other scenarios also worked their way into the game, such as lighting torches (temporarily) to illuminate invisible platforms or the use of the Luminous Orb to play a note and briefly reveal a hidden enemy.
As stated in the marketing spiel, Marrow has no exposition, or dialogue, or cutscenes. That doesn't however mean it lacks context, or story in a very unconventional use of the term.
The world was built with a purpose, and with context in mind. It is not random and a careful eye might pick out details that might suggest certain elements of story (or lore as the kids say these days) without outright saying them. Honestly this comes from a desire to read the kinds of speculation and interpretations people come up with after finishing the game.
Preview of Echo Mode
So the story exists, but there is something exciting about seeing how others interpret things when you give them a small slice instead of explaining things to them. This is something I'm quite passionate about. The game also features simple things like title cards for areas and a credit sequence which gives the names of each enemy and boss, giving hints of lore.
In a future post I may extrapolate on the origins of how Dan and the other orphans came to be in the old house on the mountain.
Onto enemies
"...and watched silently as the briny smell began to spread like a warm mist, choking and stinging her eyes, but they remained open, unblinking at the sight of the source of the smell and the now very audible, otherworldly, chuntering sound. It was amorphous at times, and when fully visible its shape was senseless to her; sensible to us only in microbial form. It would evaporate and reform instantly, but never in the same space, like it was moving but it's movements were unseen. Soon she could glimpse the actual moment when the creature would travel, and it acted as if inhibited by no external force, not air, water or even gravity. It moved aimlessly at first, blinking in and out of sight, simultaneously straddling the poles of a perceptive sphere with only one visible to the human, or rather, living eye."
Stillborn, along with many other creatures inside Marrow's haunted mountain reflect one of the goals of this project. Namely to make a horror themed game that doesn't rely on the obvious "go-to" enemies that permeate the genre. The biggest offender tends to be the "Halloween decoration" subset of enemies. Rats, bats, spiders, crows, and of course, my personal favourite, the skele-man.
A swarm of Stillborn
The Mountain has many undead (it is a haunted, burial site after all) but each comes in many different grotesque shapes, sizes and deformities. Non fall strictly into a uniform "zombie" type. Along with the hordes of deceased come a number of more alien creatures (like Stillborn) to keep them company. As you journey down the Mountain's innards the more ethereal beings become more frequent. There will even be creatures which bare traits from both undead and alien archetypes.
<img src="{SMILIES_PATH}/icon_idea.gif" alt=":idea:" title="Idea"> Marrow Fun Fact! <img src="{SMILIES_PATH}/icon_idea.gif" alt=":idea:" title="Idea">
The game's initial enemy concepts featured a number of fairly overused creatures, including a large bat and even a feral vampire. both were scrapped as they were too inline with the "Halloween decoration" pitfall and they didn't make sense inside Marrow's universe.
Stillborn is a mystery for the most part. They reveal themselves early on and permeate the entire game. Their skin is acidic but whether or not they actually intend to do harm to Dan is unknown, and unknowable. They are alien in that they don't originate on our perceptive plane, though that doesn't necessarily mean they are from outer space.
Stillborn have a couple of different behaviours in game, the most common is when they appear out of thin air and begin moving toward Dan, but as if blind, they can't quite aim themselves correctly. After a short time however they will zero in on Dan and move toward him aggressively. They can be fairly easily beaten back but unlike other enemies which have a tendency to stay dead until a save point is activated, Stillborn will continue appearing until engaged or fled from.
Please take the time to listen to a song from Marrow's OST
Up next
Baptized