Summary

Midori is currently seeking team members start production, specifically programmers with experience with XNA (or programmers who would like go learn XNA) .

Midori is a action-platformer game that serves as a metaphor for the climate / energy crisis.

It plays as a standard 2D platformer. The player controls a warrior-monk character who will run around, jump, and fight his way through six linear side-scrolling levels. The player has a life meter and two ammo or "energy" meters that he can switch at will. Whenever the player attacks or uses a special ability it costs energy from the currently selected meter. Mastering when to use, and when to not use "energy" will be crucial to success. Like most platformers, the player will have to jump over obstacles, defeat a variety of enemies, and collect power-ups.

The player will earn new abilities at the completion of each level. The player gets to choose the order in which he learns the abilities, and the game path diverges based on these choices. One of the main features of this game is the consequence of player choices, which will yield high replay value. Each play through of the game the player could have a different set of abilities which would yield different solutions to some of the obstacles, as well as channel him into completely different areas of a level. For example, if the player has chosen to learn a double jump he might be able to reach higher areas, whereas had he chosen a stronger attack he might be able to break through blocks that guard a lower area.
        


After the game progresses for a few levels the player reaches a key moment when an ally character reveals that one of the energy meters (red energy) you have all been using is actually hurting the planet. Now it's up to the player to decide whether he's going to continue using red energy (as it's far more convenient to get through the levels using both types of energy), or if he's going to restrict himself to only green energy, and the game world will change based on his actions.

How much red energy the player uses is actually going to affect the environment. For example, in an ice level, if the player has used too much red energy there are certain glacier platforms that will break off. This will also lead to more instances where the game-path diverges, as the collapsing platforms will force the player down into an ice cave, whereas a player who has stuck to green energy will continue on top of a glacier. Further, after the final level there will be different endings based on whether or not the player has restricted himself to green energy or if his continued use of red energy has consequently destroyed the world. These alternate outcomes and different game paths gives the player a sense of control and ownership of his actions (which is minimal in most games) and hopefully causes the player to consider the ramifications of his actions in the real world in regard to the climate / energy crisis.

Interested? Read more, or download the current prototype.

You can contact Scott Arnold at gorogorosama@gmail.com