GAME PITCH

 

Game: Winninim Valley

Gameplay Mechanics: running, jumping, riding (flying), nurture, acceleration/deceleration, making a deal, herding

Emotions Evoked from Mechanics: Running, jumping, riding (flying) and acceleration and deceleration allow the player to feel control, a great sense of fun, and adventure. Nurturing mechanics lead the player to feel caring, loving and important. When the player makes a deal or herds animals, he or she will feel in control, satisfaction and needed in this world.

Gameplay Genre: Adventure/Fantasy

 

Pitch: Winninim Valley is a game where players are the hero that saves the Valley for the Winninims (flying ponies), by creating peace between the Winninims and their disgruntled neighbors. If the player does not succeed, the Winninims will face certain extinction. Each solution our player is able to facilitate brings our player that much closer to returning home.

 

Winninim Valley is a sprawling, fantastical rural world with many different lands, such as the land of the bees and the field of tulips, with locations such as the Water Mill, or the sheep pasture.

 

The Player character is a girl from a foreign world (think Earth), who ran away from home and responsibilities and stumbled upon a magic rainbow that led her into the clouds to Winninim Valley. The character’s goal is to get home, but in order to be shown the way home by the ruler of the Winninims, she has to help them bring peace to the realm. Our character doesn’t work well with others, and needs to grow up, to learn cooperation, patience and accountability. Consequently, the player has a Rage-O-Meter, that increases as she struggles to complete her missions. Too much rage can restart the mission.

 

Facing the problems the Winninims have with other communities in the realm, conflicts arise that the player will have to help absolve, such as (but not limited to) the problem the Winninims are having with the Man in the Water Mill. He controls the water for the realm and refuses to share it with the Winninims, because one of the young Winninims scared off his sheep. Our character will have to nurture the baby winninims who desperately need water, before embarking on her quest, accelerating and decelerating on the back of the Winninim as she flies to the Water Mill. At the Mill, she will make a deal with the Man of the Mill. If she can herd all of his sheep, he will release the water to the Winninims once more.

Previous
Previous

Cut Scene

Next
Next

Branching Narrative Flow Chart