The game’s art style is evocative of water colors and brush strokes. The art style is evocative of films such as The Tale of Princess Kaguya, Ernest and Celestine and video games including Okami. A brush stroke effect occurs whenever moving Queen Garnet. The environments also utilize this paint brush …show more content…
To finish each level, the player must collect a certain amount of nectar. The controls are fluid, responsive, yet not extremely precise. They evoke a very unique sensation of flying, much like the game, Nights: Into Dreams. As the player collects nectar, the player receives visual and audio feedback. Garnet’s scepter begins to glow and change as the music changes tempo and tone. After collecting a certain amount of nectar, the player is rewarded with a Sailor Moon / magical girl transformation cutscene where we see Queen Garnet’s scepter and outfit change to suit the environment she is currently …show more content…
In order to increase replayability, each level will have secret nectar sources that are scattered throughout each level. If the player collects all the nectar in a particular stage, the player is rewarded with a unique costume for Queen Garnet to wear. These costumes are not simply cosmetic, each costume changes the gameplay slightly. Some costumes allow Queen Garnet to move faster, other make the gameplay more difficult. One costume in particular changes the music by changing the arrangement of the tracks for each of the levels.
Assets required include character models for Queen Garnet, Queen Opal, the worker bees and factory workers. Queen Garnet’s scepter and its subsequent stages as Garnet collects more nectar. Flowers and nectar require models as well. Environmental designers will develop each of the four stages. Queen Garnet’s costumes require modeling as well. A few of them will be simple recolors in order to stay under