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We have just launched our Kickstarter for Together: Amna & Saif.

The core of Together is interdependence. Everything requires two players, working together. Designing co-op from the ground up we are able to explore and do things that would otherwise be impossible.

Together highlights the strengths that gaming can have on a relationship. It goes beyond having a conversation or doing something together. Interdependence is a key quality in a rewarding and successful relationship and Together allows you to experience and practice it in a tangible way.

Every aspect of the game is designed for player interaction. Some mechanics require you be together, other times apart. Some levels will require timing and coordination. Some levels seem simple at first, but playing them and only thinking about what you need instead of what you both need will result in failure. To progress you have to think about what is best for each other, not just yourself.

We are using XNA and Spine.


The characters show up much smaller in game, so a lot of the smaller issues like hard angles on the scarf/sash aren't visible there.

Kickstarter is here: https://www.kickstarter.com/projects/723103016/together-amna-and-saif

Neat idea! I would like to see more about the gameplay and the clever ways you need to work together. There was a lot of talk about it, but not a whole lot of showing it beyond the wall switches.

We intentionally left out details from the video because the discovery process is part of what makes the game fun. It doesn't tell you how anything works it guides you to figure it out on your own. There is an argument to be made for showing more gameplay though.

Here is a video with some more gameplay https://www.youtube.com/watch?v=iuv1AuJ ... e=youtu.be

There is also the flower which shoots you and puts you to sleep, then your partner can touch you to wake you up.

The monster guy at the top can both help and hinder you in non violent ways. He can press buttons you can't but will also take the wisp things you are trying to collect to move on to the next level. So some levels you have to coordinate and race against him to get the wisps first. He can also block shots from the flowers and do some other things. The player can bump into him to get him to change directions.

There is also a colored wall which reacts differently to each player depending on which color it is. That is one of the more complex blending of animations we have done. It is about 1:12 into the video. I had a gif but when i upload it it tells me the file is invalid.

This is all introduced in the first 30 minutes of the game. There is a lot to of depth from the interactions between those mechanics we explore past that as well. There will be more mechanics after that which we haven't finalized yet.

Here is the flower animation. We need to fix up the base, it is a bit off.

I love the color scheme and rough painting in this.
Is kinda like the style I've working too.

12 jours plus tard