# HeaRtSnaTChinG PLasTiciNe jUnGLes > [!INFO] [Narrative Documentation](https://drive.google.com/drive/folders/10ey_FxHNGHhrD5OZ3XM-jbF-wFl_UbiJ?usp=sharing) (On hold / WIP) > **Genre**: Souls-like 3D metroidvania > **Style**: Claymation-stylized > **Goal**: Change the ontological nature of the game to find the heart of the world. A metaphysical exploration of love and evil > **USP**: The game utilizes ontological theories from academic game research to create a refreshing iteration on the genre. > **Neighbour**: [[IBU/ENVIRONMENTS/Zones/Toxic Ghostly Jungles|Toxic Ghostly Jungles]] || [[IBU/ENVIRONMENTS/Zones/Fortunate Isles|Fortunate Isles]] > **Ecumene**: [[плАстИлИНовый мир 🫓]] (Under development) > ![[DESIGNS/PlasticineJungles/Tapir.gif]] > **See** [[DESIGNS/PlasticineJungles/Heartsnatching Plasticine Jungles - Internal|Heartsnatching Plasticine Jungles - Internal]] (for internal use) ## Narrative Documentation **Please refer to** [Google Drive](https://drive.google.com/drive/folders/10ey_FxHNGHhrD5OZ3XM-jbF-wFl_UbiJ?usp=sharing) > ☞ Gameplay description, Gameplay innovations, Example of gameplay, Setting, Fluff text, Story integration > ☞ Setting documentation: Theme, Technology, World-Altering Events, Cultures, Major Landmarks, Summary of Conflict > ☞ 13 character bios > ☞ Expanded Story Breakout: Critical Path, Side Quests, Endings > ☞ Mission Breakdown: 8 mission ![[DESIGNS/PlasticineJungles/Scenes/CritPath/PlasticineJungles_Flowchart.jpeg]] <iframe data-testid="embed-iframe" style="border-radius:12px" src="https://open.spotify.com/embed/track/2JO3HwMRPeya8bXbtbyPcf?utm_source=generator&si=5b77a731695b47a3" width="100%" height="152" frameBorder="0" allowfullscreen="" allow="autoplay; clipboard-write; encrypted-media; fullscreen; picture-in-picture" loading="lazy"></iframe> ## Heartsnatchers (Blender Models) In the game's forest each creature tries to snatch the avatar's heart. Heartsnatching reverences Boris Vian's surrealist novel "[Heartsnatcher](https://en.wikipedia.org/wiki/Heartsnatcher)" and the device from his "Foam of the Daze". ![[DESIGNS/PlasticineJungles/RainbowHand.gif]] ![[DESIGNS/PlasticineJungles/TwistedFin_V1.gif]] The project elaborates on plasticine models that I made since I was a kid. As with Vian's "Heartsnatcher", the story engages with the psychoanalitic unconsciousness. Drawing on past unfinished creative work inspires me to reflect on [[IBU/ENVIRONMENTS/Zones/Daemonium|inner demons]]. ![[DESIGNS/PlasticineJungles/3D_Models/HandsBody.jpg]] ## Plasticine and Ceramic Reference Models (Slides) ![[DESIGNS/PlasticineJungles/Docs/PlasticineJungles_pitchDoc.pdf|PlasticineJungles_pitchDoc]] ## References - Sorry We're Closed (2024) -- executes a fighting mechanic where the player must break enemies heart. - [Rfdshir Games](https://store.steampowered.com/developer/rfdshir) - Nausicaä of the Valley of the Wind (1984) -- one of the most powerful influences that made me sculpt plasticine forests during my childhood in the first place. - [[IBU/RESEARCH/Essays/2020. Toy Philosophy. Is it possible to make a philosophical video game|2020. Toy Philosophy. Is it possible to make a philosophical video game?]] -- In this essay I refer to the plasticine forest from my childhood to make an argument that fictional worlds can serve for didactical reality modelling. ![[IBU/APPENDIX/(_IB_)/plasticine.(_IB_)]]