Overview (Jackson) (10-15-2020)


I'm Jackson, sound/narrative designer and 1/3 of the development team. GRVTY is in its very early stages but I'm excited for what we've managed to concoct so far!

Our layout consists of the main level (dark, abandoned building) and the three memory scenes in which the player learns/"remembers" their telekinetic powers. I suggested that the three be connected by a prison break from the clutches of rivals/enemies chasing both you and a partner. In the first scene, you are imprisoned by what appear to be crime bosses. Using your push ability, you break down the door behind which you were held, and you and your partner rush to escape. Your captors follow you outside and you climb the stairs to the top of the building.

Atop the roof, memory #2 commences, and you are faced with a gap too wide for a jump to clear. You notice a tower on the other side of the drop and, using your pull ability, you bring it down and create a bridge to your destination.

In the final memory scene, you are jumping across rooftops until confronting a gap once more too large to jump. It is here where your partner reminds you of your final ability, double jump. As they rush ahead and the gang trails behind, your ally exclaims that you're home free--until, just as you make the double jump, the ground beneath you collapses, and you plummet into the darkness of the decrepit building. 

Now what? Find your way out. 

Get GRVTY

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