Face IT - A game to fight inner demons
Face IT - A game to fight inner demons
FACE IT is a game about using Sigil Magic and Technomancy applied to gameplay to help the players to face their inner demons.
FACE IT is a game about using Sigil Magic and Technomancy applied to gameplay to help the players to face their inner demons. Read more
FACE IT is a game about facing the most challenging feelings of the human experience. Through game design techniques, the levels are made to invite you to make a magical and metaphorical trip to your subconscious thoughts and deal with your inner issues.
FACE IT uses a dark atmosphere combined with classic platform mechanics and survival dynamics, to bring the feeling of wandering in the deepest and darkest places of the mind and soul..
The best way to describe our project, and what we are trying to achieve with it, is by letting you play it for free.
In our pilot version, you will deal with two Game Worlds: the first game world is called "Solus in Tenebris", and it has 10 entire levels for you to play. They are still in early development, but we hope it's enough for you to get the idea.
The second one is called "FACE IT", which gives the name to the game itself, having only one very long level, with an experimental gameplay, a very dark, deep and difficult one.
It's the very first level designed in order to show what kind of game we were trying to build.
In the game, each world represents some dark aspect of human consciousness, like Fear or Attachment. By beating a level, you shall find brighter states of mind, like Love or Truth.
As you might pass through the levels, you may unlock the magical sigils and symbols that represent those new brighter states of mind and unlock the keys for the levels from the Darkest World.
FACE IT features 3 composers on it's soundtrack. Each one is responsible for some game worlds:
- Gabe Castro (Music composer for "The Forest" and other games) click to visit his website
- Henrique Cardoso and Pedro Pereira (Estúdio Cafofo) click to visit their Soundcloud page.
- Radchild Lug (Noise musician and sound warlock) click to visit his Basecamp page.
As well as many contemporary magicians, we practice magic as a tool for self-knowledge and self-improvement.
The practice of magic is taken through in order to achieve changes in consciousness. And to do so, we use the matter of which Thinking itself is made: the language.
Instead of trying to change reality throughout some sort of supernatural power, our intention is to make the best use of language to change ourselves, and through the actions of our new selves, achieve changes in the reality around us.
"Art is, like magic, the science of manipulating symbols, words, or images, to achieve changes in consciousness. The very language about magic seems to be talking as much about writing or art as it is about supernatural events. A grimmoir for example, the book of spells is simply a fancy way of saying grammar. Indeed, to cast a spell, is simply to spell, to manipulate words, to change people's consciousness." – Alan Moore
We really do believe gameplay is magic. Making and playing games are the most powerful tools to achieve changes in consciousness.
In modern video games, we are able to get immerse in virtual worlds made for us to challenge ourselves. We become able to experience fear, frustration and hope, in ways we are often afraid of. Things that might compel us to take higher challenges and to do so willingly are very powerful tools for the mind!
“Scientists have demonstrated that dramatic, positive changes can occur in our lives as a direct result of facing an extreme challenge – whether it’s coping with a serious illness, daring to quit smoking, or dealing with depression. Researchers call this ‘post-traumatic growth.'” – Jane Mcgonigal
Games might trick the subconscious into accepting states of mind that we usually don't learn how to deal with, because we are too busy trying to avoid them.
FACE IT tries to bring up those states of mind so the player can learn how to face them.
We are making this game so it can help both audience and developers to fight their inner demons and discover (and create) their very true selves.
The sigils are symbolic representations of the magician's desired outcome. They are symbols created to cut through the walls of the conscious thought and affect directly the unconscious mind. It's at some extent, similar to subliminal messages.
One of the techniques we use to create sigils is a Sigilization method created by Austin Osman Spare, who was a magician, as well as a painter and graphical artist. The technique consists in writing spells with your intents, and agglutinate the letters to reduce the written statements in abstract symbols. The conscious mind may not remember the meaning of the symbols, but the subconscious keeps the memories about the symbol being made. This way, the symbols and their intents charge each other, exponentially increasing their influence on the mind.
The spells are poems or rhymes that represent the changes we intend to make on consciousness. While sigils appeal to the subconscious mind, the spells (much like prayers and mantra), work with the conscientious will and with our propensity to assimilate concepts by repetition.
The voice work plays a crucial role in FACE IT. The quotes, the spells and the tutorials are brought to life in the voice of Carl Clark.
Listen to some spells we made for the game:
The Spell for C.U.R.I.O.S.I.T.Y
The Spell for Facing the Darkness
Risks and challenges
Making a game is a tough task, there's no doubt about it. Making a game with a really small team is even tougher.
As the Pilot Version proves, we are able to make this game and it shall be made. The amount of people, time an money spent in making it will depend of the success of this kickstarter campaign.
That said, it is necessary to notice that we are committed to the goal of making the best game possible. Even knowing that, it is possible to have obstacles and setbacks during the production of the game, although we know they might arise exclusively due to our intentions to make the best game we can. How so?
Suppose we get an eventual overwhelming success in this campaign, achieving higher or even unexpected amounts of money. It would give us more possibilities to work, and we would be able to hire more people, make more levels, expand the game, and doing so, we would take more time.
However, those would be the only setbacks we would face. There is no chance the game would not be delivered, and the more funding we get, the best will the game be.Learn about accountability on Kickstarter
- (60 days)