Again it was a wonderful, sleepless weekend at the Global Game Jam 2014. This year’s theme was “We don’t see things as they are, we see them as we are.”
We pitched a few ideas like a multi-player platformer or a drug simulator for the Oculus Rift, but neither was interesting enough. So we took the time to make a second pitch with refined concepts of our more experimental ideas. The team then could agree on one game idea that put the theme and the technology into focus and was more an experimental game than a game based on existing mechanics.
If everybody sees the world differently how can people agree on something? How can we get somebody to see the world as we see it? Basically through communication. It’s the key element in this cooperative game for two players.
Two players share the same game character in the same world. The character needs to escape a maze by solving hidden riddles.
One player perceives the world digitally via the Oculus Rift. He can see and interact. The other player perceives the world through analog means like printed cards with hints for the riddles and drawing the map of the maze as the digital player navigates it. The analogue player is the guide and the one with the knowledge. Any of them see what the other sees, so they need to describe how their different worlds and items look like.
The official Oculus Rift version is still in development. So far you can enjoy the stanard Windows release on the Official GGJ Site.
Alice Horstmeier [Design, 2D art] Rebecca Nöll [Design, 2D art] Guido Göbbles [Game design, sound fx] Simon Herfert [Game design] Ilja Burzev [3D art] Volker Zerbe [Game design, 3D art] Pablo López Soriano [3D art] Rodrigo Núñez Rattia [Code, Unity] Roman Jungblut [Music]