£10,000 required to complete nightmarish platform game with endless levels containing mysteries, traps, puzzles, and vast original lore
NOOZh, a progressive storyteller, follows the story of a girl who is haunted by her nightmares. As with nightmares, this world changes every time you enter it. With endless levels containing mysteries, traps, and puzzles, the game has gigantic generative levels to roam, and the player’s only source of light is the girl’s mobile phone screen.
The funds raised on Kickstarter will see WANNABE hire professional programmers to code and optimise the adventures to ensure the game works smoothly on as many platforms as possible. It will allow the team to commission a pixel artist and animator to complete the level design and include character animations. Furthermore, the developers hope to hire musicians to compose bespoke music to accompany the numerous situations within the game.
What differentiates NOOZh from a normal storyteller or a regular survival horror game is the developers’ decision to create a world in which certain behaviours affect the outcome of the game. One world affects the other. By day, routines that the girl undertakes will affect her dreams. Reading a specific book might influence and change her dreams into a representation of that literature, for example. Conversely, a nightmare can overwhelm the girl and affect her daily life to the point of no return. She can even stop working, studying and go through other changes. Inevitably, night will fall and the girl will have to face the pure evil that lies within the dungeons of her mind. The girl’s psychological condition depends on many variables, some of which are influenced by the player, others not.
The game also changes by pulling real life experiences through its lore. User generated content hidden blogs, forums and comments will make the gaming experience very real. As this information takes shape and evolves across different formats, so too does the nature of the game change.
Ivan Ivanoff, director at WANNABE, explains the origins of NOOZh: “My daughter was having nightmares that were genuinely terrifying. To help her overcome this, I decided to develop a game. Together with the team, we came up with the concept of a progressive storyteller within a dungeon crawler. To stay true to the game’s theme, we wanted to create a unique experience for each player whereby any decision taken by day will have some kind of impact on the girl’s nightmares”.
The player must help the girl navigate the perils that await her. This doesn’t any impact the playing mode, but it takes the story to another level and means that, as with dreams, no two players will have the same experience. The very end of the game is one of psychological exploration, of development and progress in the relationship between routines, cultural consumptions and dreams.