Game Pitch: Apocolypsis
by M. Joshua
Top-down Sci-fi Survivor Horror (As Spiritual Metaphor)
Over the last couple of weeks, I’ve been thinking a lot about making a game. It formed immediately after Tony Campolo spoke at Creation Fest about the Lordship of Jesus. The heart and core of that message translated into a game involving a setting and art style akin to Super Metroid and the top-down perspective of Hotline Miami (to be fair, that perspective goes all the way back to NES titles like Mission Impossible). Most importantly, the game is about survival. And since it takes place in dark setting where you can only see with your flashlight, it squarely lands in the genre of survival horror. Now you might be wondering: what does this have to do with relating to Jesus? Instead of spelling it out for you, I’m just gonna share the gameplay and let you figure it out.
Apocolypsis’ Core Mechanics
The player walks into a room on the derelict space station, armed with their light suit, which comes with a flashlight-equipped arm cannon.
The player finds a mysterious darkness.
The player charges…
…and fires on the darkness…
…thus destroying it.
But as you can see, one light-unit is now gone from the top left HUD.
Your health is your ammo.
The player shoots another darkness, and finds themself compromised. They’re blinking red.
The Luma who provided the light suit reminds how to replenish the suit’s health.
The only way to charge the suit is to stand completely still, and disable the flashlight. This makes the player extremely vulnerable to the darkness. As such, it’s a bad idea to do it out in the open.
The best thing for the player is to find a supply closet or small area that they can fit into and recharge, thus being alone and out of the line of fire.
Want to Play?
So what do you think? Figure it out? I prepared these images and used them in a sermon yesterday, with the title above. Once the audio goes online, I’ll update this post with the MP3 link, and let the spiritual implications be laid bare.
I don’t know if I’ll ever have the time and resources to develop this game (as much as I’d like to). And I’ve only detailed the core combat system of the game, whereas much of the rest of the game will be exploring and discovering the secrets of the derelict space station.
Anyway, I’m curious: would you play a game like this? What would you want to see in it? What do you think of the idea that health and ammo are intertwined?