If we were to describe (un)Lucky7 with the fewest words possible it would be a “horror, sci-fi themed, jRPG-view, story-driven, pixelart puzzle game” – read on if this intrigued or confused you, we will explain it in more detail.
(un)Lucky7 is a game about six prisoners sentenced for life and one android, who are sent into unknown regions of space in a ship powered by an experimental engine. They are promised freedom in exchange for exploring the unknown and testing this new method of transportation – indeed a chance of a lifetime, hence the name “Lucky 7″.
This doesn’t last long, though. Upon arriving on an alien planet they find an entrance to a strange base, seemingly lifeless and abandoned. Soon, they are trapped inside, forced to fight for their life and searching for a way back home.
You play as one of the crew members, a spaceship pilot by the name of Moro. In order to keep yourself and others alive you’ll have no choice but to explore this hostile place, uncovering its history and solving its dark mysteries. All the while developing and maintaining different relations with the rest of the crew (many of which depend on your actions).
The game is inspired by titles like To the Moon, Corpse Party and Ao Oni, as well as classic point and click adventure games and sci-fi horror movies from the ’80s and ’90s. Thus, unsurprisingly, we want to focus on telling a great story with a lot of unexpected twists, unique characters and relations between them. And of course quite a few good scares.
This brings us to the horror aspect. It may seem hard to make a scary game in this visual style, but we strive to deliver you a quality scare by developing many elaborate ways to frighten you instead of simply concentrating on cheap jumpscares. We put emphasis on the soundtrack and sound design because together with a heavy atmosphere and a sense of danger it creates deep immersion.
As mentioned above, we believe music and sounds are one of the most important atmosphere-building factors in a horror game. That’s why we decided to hire a professional composer to create our soundtrack. He goes by the name of “Fox Amoore” and you can hear a sample of his work in the trailer. If you want to check out more of his beautiful music you can visit his Facebook and SoundCloud accounts.
We also want you to feel the impact of your decisions and choices – that’s why there are multiple possible endings divided into three categories:
- true ends – for when you finished the game and got one of the main endings.
- special ends – smaller bonus endings spread throughout the game.
- dead ends – these mean you probably died. Oops.
Keep in mind, though, that the game doesn’t judge whether you’re “good” or “evil” and you will not be forced to behave like a knight in shinning armour in order to get a “good” ending.
When it comes to the puzzle aspect, jRPG-like puzzle games tend to concentrate purely on puzzle-box type of puzzles and dialogue choices. We thought that we would spice things up by adding more inventory puzzles, where you actually need to use the inventory item instead of just having it when it’s needed. Don’t worry, it won’t be annoying to use because we provide a highlight system that marks the places you can examine and interact with. We’re also adding special group puzzles, where you have to choose other crew members to help you based on their unique skills.