I think I can sum up my experience with the following
Unforgiving, Surviving ‘somehow’ (desperate), Serious, Driven
The environment and setting is wild/post-apoc
Unforgiving in the sense that things aren’t made easy. Coupled with ‘Surviving Somehow’ - there are things that you must do (and the game does not forgive if you do not do them) to manage your character and keep them in play.
It’s serious and driven. A hardcore experience where there is little/no humor. You’re stepping in to the shoes of someone that’s doing it tough, in a world that has seen better days. Situations arriving where ethics are questioned.
Inspired by titles such as Telltale Games The Walking Dead - lots of swearing, blood, adult themes etc. Not a game for kids. Not necessarily a ‘fun’ game either - serious. unforgiving. dark. The fun comes from people enjoying this setting and the ‘seriousness’ that follows it.
It just so happens I find that fun (and It’s also the development journey I find fun too - I realize this sort of thing wouldn’t necessarily sell very well, but this is something I do for the fun of doing it, and I’m happy with that. If I can make some money at the end of it, that’s a bonus! but I can live without it)
@Rick_Davidson talked about harmony with your art style and themes etc all reflecting each other. Rick, I want to ask about contrast. This is more to do with the dark/serious/unforgiving theme in terms of features and controls, and pairing it to a lighter, approachable art style (here, here, and here are examples I like). The themes and features I want to create are (as described above) dark, serious, etc - but the idea of it being viewed in this ‘cartoon-y’ environment (which normally would appeal to younger people and different themes) appeals to me.
At this stage, as per the Course suggests, we shouldn’t be thinking about Art Style so much etc, which is understandable, but I would be interested to hear your thoughts on this ‘Harmony vs Contrast’