King Karl

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					King Karl
a game concept by Adam McDonald

        King Karl is an RPG for the Xbox 360 and Playstation 3. Players will control
two characters: Jane, a young tomboy who became an unlikely hero when her
village was attacked, and Karl, the tyrannical king of Saxland. Karl has unleashed
a strange force from the cosmos, and it is up to Jane to learn from his mistakes
and set things right.

      Action oriented turn-based battles.
      Choices made in flashbacks affect the present.
      Comedic take on fantasy RPG setting.

       Jane's world is one in turmoil. One day, Jane's village is destroyed by
shrouded figures. Jane and a friend fight some of them off and are labeled
heroes, but in the confusion her younger brother is lost. Jane sets out to find her
brother. Along the way stories are told about the “great” King Karl, and these
stories are played through with similar gameplay to the main quest. Karl's young
exploits feature story details that are relevant to the main quest. Choices made
by the player as Karl can have an impact on the present world.

        When playing as Jane the graphics are stylized, featuring exaggerated
proportions and a sort of “painted” look. The graphics will not be cell shaded, but
textures will all be hand painted in flat, vibrant colours. The camera will be
movable with the right analog stick and the “if you see it, you can get there”
approach will be taken with the environments. When playing as Karl the game
will take on a 2D top-down perspective, complete with sprite based artwork.

       Gameplay in both time periods is largely the same, beyond the graphical
and dimensional differences. Players can explore towns and villages and interact
with their inhabitants, fight various monsters outside of towns and villages, solve
puzzles in dungeons and caves, and engage in story-based objectives. The battle
system is turn based, with battle order playing a pivotal role. Players can have
parties of up to three characters and there is no set battle order. Each character
is mapped to a face button, with the fourth face button used for universal
functions. Players must take into account agility stats, which characters can stun
or weaken enemies, and what sort of status each character will leave the
enemies in after attacking.

       When players choose the “attack” function (other functions are “ability”
and “item”) they will engage in a rhythmic button pressing sequence that affects
the effectiveness of the attack.

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