Today I want to talk about how Globosome is actually gonna play like.
Globosome is an explorative action adventure. Players take on the role of a little spherical being that replicates into a swarm by feeding on plants, growing in its natural habitat. The swarm enables the player to do things that he couldn’t do alone.
The game world is based on the film by the same name (www.globosome.com).
We are recreating this world as an explorable, living, breathing place, that keeps surprising the player with secret locations and side challenges.
Progressing within the game and beating side challenges earn the player evolution points, which trigger the swarm to evolve and learn new skills. These skills enable the player to enter regions he couldn’t enter before and open up even more hidden areas and optional challenges, which again teach him additional skills.
That way, the world becomes increasingly deep as the player progresses, and never stops offering something nice and new.
That system also empowers the player to set his own difficulty: He can tackle the harder challenges right on, learning essential skills at an earlier point in the game, or go easy on it and spend more time exploring the levels, receiving new skills just as he needs them.
The different skills are meant to bring variety to the challenges the player faces. I give you an example of the early section of the game: After obtaining the Jump skill and accomplishing a series of platforming challenges, the swarm learns to push large stones which gives the player the possibility to move platforms around on his own. This adds a layer of spatial awareness and moves the focus away from the timing excercises. Later skills will add further challenge types, which are then combined among each other.
That’s it for this time, we will soon talk a bit about the art of Globosome. Tobi Trebellja’s concept art (of which you can see one piece above) greatly helped us defining the final art style, stay tuned for information on how it will transfer to the actual game!