COMMON BELIEFS
Started during a game jam with the theme Collective Madness vs Shared Knowledge. In this world, you team up with NPCs, each with their own beliefs. When they are together, those beliefs change the world around you.
Game Designer | Programmer

I started this game during a game jam with the theme "Collective Intelligence vs Collective Madness." At first, I struggled to come up with an idea—the theme felt both too specific and too broad, making it hard to pinpoint a direction.
Then, something clicked. I’ve always loved games where you collect resources to progress. But one thing that bothers me about those games is how repetitive they can become once you’re familiar with the environment. That’s where the theme inspired me.
What if the world itself changes based on the collective beliefs of your team? A world where the resources you gather, and even the challenges you face, are shaped by the shared perceptions of your group.
In this game, you’ll make strategic decisions about who to recruit, who to let go, and what resources you’ll need to complete your journey—knowing that your team's beliefs will alter the world as you move forward.
Detailed information
Game Design: Main Mechanics
World Generation
The world is procedurally generated. When you hire NPCs, the game evaluates which beliefs have at least 2 followers. Shared beliefs determine the biome generation. For instance: If NPCs believe in Nature, biomes with trees and animals will spawn more frequently. If they believe in Warriors, more hostile warriors will appear, and so on.
Core Gameplay Loop
The player controls a train that constantly moves upward. To keep the train operational: Fuel: Collect wood. Repairs: Gather stone to fix damage caused by external attacks.
Whenever the player returns to the train, all nearby NPCs will also follow and board the train. The goal is to travel from the starting biome (a semi-city hub for trading, buying, selling, and hiring NPCs) to the next city-biome. After a long journey, a final boss encounter marks the end of the level or run.
NPC Mechanics
Resource Collection: NPCs collect resources within proximity. Some NPCs are faster gatherers than others. Combat: NPCs attack nearby enemies. Stats like health, damage output, and resilience vary by NPC type.
Player Combat Mechanics
Dash: A short burst of movement with temporary invulnerability, perfect for dodging attacks.
Attack: A forward strike that knocks enemies back, creating space and safety.
Resource Collection: Use a nearby attack near resources to gather materials such as wood or stone.
Status
This project is still a work in progress. If you'd like more details, feel free to reach out! I’d be happy to discuss it further alongside the Game Design Document (GDD).