Category Archives: Patreon

Jigsaw Poll

Dear Insane Children, 

Font Lord here again with a follow up to the jigsaw post from a few days ago.

Thanks for all the feedback and suggestions.
We’re already doing some of them and looking into others, while also asking for a sample from the factory and all the usual good stuff we do before making a product.

We have compiled a selection of prints we think would be good below.
Please vote for what you think would make a good jigsaw.
(Also please note that some of the images would need to be adjusted to fit in the 70cm x 50cm template we have to use)

Again, we have no way to moderate how many votes you cast, but please choose your top THREE only.

And as usual, we reserve the right to use this as a guide only and make a decision ourselves should we determine that be necessary. 

– Cheers 

Design Bible Updates – Core Combat Loop Foundations

Dear Insane Children,

Hello again everyone, Alex here with more Design Bible updates.

This time, we’re sharpening our Vorpal Blade(s) and discussing a HUGE subject, and one that I feel is among the most important aspects for any prospective Alice game.

Combat.

Before we get into it, who else really wants to see Alice dual-wielding blades after seeing this image from Omri above?

High-resolution downloads for all of the art and content in this post are available at the bottom as a ZIP folder if you would like to zoom in and see everything in detail.

Or, simply watch the video infographic explaining the core ideas on American’s YouTube channel here.

Let’s go.

Combat Loop Foundation – V1.1

There is a lot covered here in this new DB content, but the core I feel is the pinnacle of the Combat Loop being the Vorpal Blade. We want to be looping you back to combat with the blade at the most critical points in gameplay. 

Ranged weapons can trigger stuns, do some damage on larger foes, and are great for strategy and crowd clearance, or may be required to initiate a Damage Phase on a Boss, but at the end of it, we want you up close and personal with enemies, hacking and slashing when it matters most.

A dynamic mix of close-range priority combat. Dashed with ranged attacks to level the playing field or satisfy certain criteria in combat as they arise.

As far as presenting these ideas go, we want to be presenting them in a concise way that shows the thought, care, and potential in the concept. Without overwhelming you in the presentation and execution.

Suitable to digest and enjoy for a fan. Clear for an investor to comprehend. And understood from a potential developer’s perspective from a technical standpoint.

A base understanding and a good pitch are what we’re making here in the Design Bible.

And that base information can be refined and explored fully if we are greenlit in development.

Within the diagram above on the first page, you can see how this combat system could potentially flow.

Each phase triggers in any order. And links to any other phase in succession. 
For example;

Example of a Combat Encounter A;

An enemy attacks Alice. The player dodges the attack, watching for enemy tells and weak spots as they strike. Alice lashes out with her Vorpal Blade. The enemy is slain, and Alice replenishes her ammo from spawned items dropped.

Phases: (1. Evasion/Defend, 2. Observation, 3. Vorpal Core Combat, 4. Replenish.)

Example of a Combat Encounter B;

Impact. The player is hit. Get out of harm’s way to avoid another attack, and Alice notices another threat incoming. She repositions herself for safety and continues the fight.

Phases: (1. Evasion/Defend, 2. Observation, 3. Evasion/Defend, 4. Observation, 5. Evasion/Defend.)

Example of a Combat Encounter C;

Alice staggers a distant enemy with a suitable attack, then fires a shot into a bunch of enemies for crowd control. Alice disengages, then gets up close with the survivors to do damage with the Vorpal Blade. More dodging as enemy blows rain in. She tries to parry an attack in order to stagger an enemy. But… {FAIL} YOU’RE HIT! Time to find health, time to restock ammo, re-assess, more baddies flooding in. What do you do next? How do you react?

Phases: (1. Ranged Attack/Exploit, 2. Ranged Attack, 3. Evasion/Defend, 4. Vorpal Core Combat, 5. Evasion/Defend, 6. Evasion/Defend, 7. Replenish, 8. Observation.)

The system above is created using the parameters outlined in the Combat Loop. It can bounce around these phases and decision processes as many times as needed to complete a combat encounter.

Far fewer decisions to make, and more time to do so on Easy difficulties.
More choices to make, and higher stakes in quick succession on Harder difficulties.

Add in the Rune/Modifier abilities, (currently, 12x at time of writing, equip any 2x in game-play), plus limited special states of Hysteria/Inferno and their individual mechanics, plus the arsenal of ranged and melee weapons, each with primary and secondary modes… not to mention combo attacks and melee combat inputs at the core with the Vorpal Blade

Alice: Asylum on paper has a massive potential combat tool kit.

These ideas are either narrowed or expanded when we use that combat toolkit in the landscape of the Gameplay Difficulties we mentioned in earlier posts.

Lower difficulties = unlimited ammo and less aggressive enemies. (Spam, have fun).

Harder difficulties = Git Gud or get rekt. PS; watch your ammo. (The fun is in the challenge).

Again, accessibility and broad appeal is American’s preferred approach to Game Design.
So we’re taking that on board in every facet as we move forward with the Design Bible.

We give you the choices.
You choose how you want to play.

There’s a LOT more to go to design and capture the full Combat Loop on paper, but it is definitely all coming together cohesively, one piece, and one gib at a time.

I am very excited to share more potential violence with you all as we go.

Next up, I am deep-diving into presenting each of the weapons, modifiers, and potential attacks in the supplementary combat systems in the Design Bible as we go, alongside the key narrative content. A big one to work on, so it might be a while until the next post.

But for now?
I think we have a solid foundation to play with and present here and plenty of good discussion points.

Let us know what you think.

Sound off in the comments.

—–

Help us piece the puzzle together

Dear Insane Children, 

Font Lord here letting you know what we’re going to do next and asking for a bit of advice from those in the know.

We want to do a jigsaw puzzle.
It’s looking like a 1000 piece jigsaw that will be 70cm X 50cm when complete.

But this isn’t really something we’ve done before, so we just wanted to put the feelers out and ask if there might be anything we’re overlooking or any subtleties we need to take into consideration.
So those of you who are avid puzzlers, what do you think?
Do you have any pearls of wisdom to share?

Also, any ideas for the actual jigsaw picture?

American thinks the above picture would be pretty great, and I agree.
But it would be nice to hear if there’s any fantastic suggestions we might have overlooked.

Once this is all sorted out and made, the idea is to do what we did with the Calendar previously.
Simply put it into the Mysterious store and then all Patrons get a discount code.  
(Jigsaw price and discount code percentage not yet finalised)

So please, sound off in the comments.

Big Hugs from Covid Lockdown in Shanghai!

– Cheers 

Patron Exclusive: “The Gates of Rutledge” MP3

Dear Insane Children, 

We don’t often post gated content (stuff exclusive to our Patrons) but when we do… 

We’ve made an exception with this beautiful track from Alex. 

Not only is he doing incredible work on the UI/UX graphics (and underlying design concepts) but he’s also providing these haunting soundscapes to really set the mood.

Enjoy!

Design Bible Updates – The Alchemy of Construction and Destruction

Hi everyone,
Alex here (Lead Designer, Co-Writer, + misc.) with another meaty Design Bible update. New video content above. I’ve also got some news from the Project Management side of the Alice: Asylum pre-production phase. Plus, we also have a Free MP3 Download at the bottom of this post for all our beautiful Patreon supporters. 

There’s a LOT to cover here, so let’s get into it.

1. Combat and Gameplay Loop – Gameplay Modifier Concept Update
We’re sharing a new video and some stills here that show the Gameplay Modifier concepts in action.

In design, visuals always speak louder than words.
View it on American’s YouTube here.

The idea is to; add optional functionality to Alice’s iconic Alchemy and Astrology symbols featured on her petticoat pockets. 

You might have seen similar concepts in modern games, where “runes” or pickups are able to be mixed and matched to allow for a mixture of gameplay modifiers.

I’m currently working on these concepts in much more detail, (more to share later as they come together in the DB) but for now, you can see how these could potentially be equipped, activated, and examined.

Stills for the loose concepts are below;

Theoretically, more experienced players could go through a whole game without equipping these, but we want the option there for those who want to mix it up a bit or lean into a certain aspect of their own gameplay style.

American and I have recently have had a discussion about Accessibility and Player Choice. A huge design principle to consider, but one we’re happy to elaborate on.

2. Gameplay Design – Accessibility and Customization
When it comes down to a gameplay experience, what we envision for Alice: Asylum is giving you, the player, a TON of viable options and tools.

We want to give you the sandbox and the ability to play how you want.
Weapon choice. Attacks. Difficulty. Gameplay. HUD choice.

Want a chill gameplay experience slo you can enjoy the experience? Sure thing.

Want a hardcore, super difficult, perma-death mode? Not a problem. 

If ever you’ve watched a playthrough or speed runs of Nintendo’s Legend of Zelda, Breath of the Wild, or more recently the incredible Elden Ring, you’ll notice that every new playthrough, by every different player is wildly different.

While each player will meet the same challenges, the process in how those obstacles are overcome is unique to the player’s journey.

While both these game examples are wildly complex, detailed, and also open-world, a key difference in the Alice: Asylum game concept is that our game experience concept is linear.

An added mix of God of War might also be a more accurate description of Alice’s ideal journey in Asylum.

Meaning, at certain points, the game moves you forward, but how you do that, is up to you. Ay other points, the player will be funneled into a specific door, battle a specific boss, or need the specific key in order to progress.

See these DB excerpts below for more information on Gating;

We think this covers a good middle ground for explaining how the game will take place in a linear fashion while allowing a good level of flexibility in the experience. 

3. Presenting the HUD and Concepts in the DB
The early HUD designs shared previously shared in my last post received a ton of positive and valuable critical feedback.

Thank you to everyone who commented, either here, on the socials, or on American’s YouTube channel.

While I expect these HUD concepts will be tweaked before the DB is completed, (for instance; 8x weapons instead of 12x weapons allocated to the Quick Select Wheel) for now, I am pressing forward on other areas of our work, and putting a pin in these to come back to. 

Here are some updated mockups for how these static versions will appear in the DB as they stand today.

You’ll also notice, we are linking video content to the DB PDF pages via buttons and URLs, so there will be an interactive element to the DB.

I will try and include motion and animated concepts as much as we can to enhance clear and engaging presentations of our ideas in the Design Bible.

4. Scheduling and ETA’s – Incoming
Speaking of the Design Bible; here’s a preview of a full 2022 schedule for the art and design work I’ve just created.

This has been reviewed, approved and greenlit by myself, American and Omri.

We’ll go into more detail on this in another post, (good luck zooming in on that now) but this is another big subject and we’ll walk you through all of this soon so we’re all on the same page for expectations in 2022 for our work within the team.

5. Free Stuff!
If you’ve come this far; congratulations, here’s a free MP3 music download from the song in the latest YouTube video above. (Note from American: I will create a Patron-Only Post containing this track from Alex). 

As we’re creating all this stuff, we want to share everything we can with you all, as you are the ones supporting us, while we all try and work our hardest to make this happen.

Without your financial support this project would not be happening, so if you are supporting us now, know we all appreciate it immensely.

So thank you. Let’s stay the course together.

Mad props to you if you’ve read this far.

Drop any feedback you want us to consider moving forward.

I’ll see you in the comment threads! Back to it,
– Alex

PS From American: I’ve attached the art/video content shared in this post as a .Zip you can download (below). An MP3 of Alex’s music will be shared in a separate Patron-only post. Enjoy!