Prush is a 2D action platformer that seeks to entertain players and immerse them in a world where dreams and reality dance on a thin line. Prush follows the story of Hans, a computer science student at University hoping to finally complete his degree plan.
Upon falling asleep working on a project, however, Hans is thrust into a world of his own dreams and nightmares. He then finds that his subconscious is corrupted, and he must find the source of the corruption to cleanse his reality and restore order to his mind and thoughts.
Prush utilizes a variety of in game power ups and items to aid Hans throughout his dream world. The paintbrush is the first key item Hans must use in order to defeat his corrupted subconscious environment. In dreams, creation is almighty, and the paintbrush is Hans' ultimate creator. With the ability to pause/rewind/and slow down time, thrust Hans' forward, attack enemies, and unlock collectibles.
We are creating a game where we have a mix of action as well as solving puzzles that challenge your mind. With these two elements in mind it will create interesting and unique game play. You will not be alone in this world, and will have to use skills your pick up along the way to defeat the Time Guardians among many other creatures which wish to stop you.
One of the great elements great games bring forward is a deep sense of progression. We are implementing progression throughout the game without having an imbalanced experience. When you descend further into the the game, you will find an increased difficulty in level design and conflict but in turn you will unlock new and more powerful abilities to be able to master.
Tight controls mechanics as well as enjoyable game play are paramount to a good experience. We won't to give away too much about the surprises we have in store, but as to come there will be other objects that Hans will utilize in his journey, each with their own special abilities and set mechanics to challenge your skills.
Hans is the hero of our dream scape story in which he is thrust into an unknown world of his subconsciousness. The great deal with having someones dream at hand is you can create a fantastic story in which anything can seem like a reality.
Twisting and turning the dream can turn it into a nightmare and having a fine line between the two can create a balance. Cleansing the corruption of the nightmare can slowly mend the dream back to its original state. We don't want the story to be straightforward, we hope the story will make the player question their own intentions and think twice about any actions the player may want to take to advance the game.
There are 4 unique chapters for Prush in which we are looking to have around 30 levels each (subject to change). Every 10 levels there is a unique boss that impacts the game in a certain way as well as progress the story.
Prush is the brain child of Benza Lovasz and has accumulated in his mind for years until it finally boiled over and worked itself into production.
The game itself has had multiple iterations, it originally started out with Hans being a paper mache character being chased by a hand throughout levels constructed of paper. It quickly changed and became apparent that we wanted to slow the game down and create and enjoyable game in which we could narrate a story, create a sense of progression, and really put forward an artistic visual that required a high quality of work.
Eventually the paper idea was ditched and we adopted the dream story which fit well with what we were trying to do. Changes slowly crept through the development stage and it brings us to today, where we have a good direction of where our story and game play will take us in the many months to come.
Prush is a game that strives to entertain the players through story, narration, and beautiful music set to immerse players in a world corrupted by our own anxieties.
Our artists have worked countless hours building an engaging and friendly image of the protagonist of Prush, Hans. We wanted to push the boundaries of how Hans will interact with the environment around him. We have developed hundreds of custom animations with Hans himself and thousands of others for the rest of the game (bosses, enemies, environment).
Add some motion, and voila! We have our hero in full motion.
One of the many challenges we face when creating these animations is how the final textured version will look in the game.
Our team ensured communication through this process, an example of good team work and active feedback within FrostSphere.
The direction with the music for the first Chapter is orchestral music and ambient. The music is soothing and soft to epic and exciting tunes. We will give the audience a sort of depth with the music, which would engage the player on each level. Considering the difference in moods throughout all the levels we wanted to deliver high quality experience.
From our teaser trailer: What will you paint as you dream?
Our composer has worked on multiple film projects in which he has delivered an astounding performance with his compositions and is a perfect fit for the atmosphere we want within Prush.
Wake up Hans
The Adventure Begins
In the coming months we will have more and more music to share with the people who have helped fund our Kickstarter. In the meantime we will let your imagination come up with the rest of our soundtrack.
We create a unique identity for each level while keeping the atmospheric environment in place to set a certain mood for each stage of Prush. Below shows the amount of change and evolution an original background can go through.
To help immerse you into the world we use parallax layering to create a sense of depth.
To set a certain tone for each chapter, effects such as time of day and lighting are of great use when creating levels.
Risks and challenges
Some of the risks involved in undertaking this project can mostly stem from production delays. Due to the team having careers and responsibilities outside of Prush, it may cause some obstacles during production. Having a new team with limited experience may cause unforeseen mishaps. Being that the team is international in nature, logistics and risks involved with travel will be apparent during post production. With the team working for no pay general team composition risks are involved. Loss of sanity by Benza is always a risk.Learn about accountability on Kickstarter
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