Shaping Myself is a procedurally generated 2-D Rogue-Lite developed in Godot. Players take on the role of an abstract geometric character navigating a hostile yet symbolic environment.
The game uses form and colour as metaphors to explore themes of identity, queerness, and societal acceptance.
At the beginning of the game, the player chooses who they want to be—for example, a blue cubehead. However, they are born into the world as the opposite—a red roundhead.
The journey is not only about physically changing form or gaining power, but about finding self-acceptance within societal limitations and gradually being recognized for who you are.
Through interactions with others, represented through non-violent mechanics like shooting hearts, the player slowly influences the world around them—and is, in turn, shaped by it.
Aspect | Approach |
---|---|
Look & Feel | Abstract, characters with heads in geometric forms and symbolic colours replace direct representation. |
Character Design | The player is either a cubehead or a roundhead; colour reflects identity and journey. Form stays constant. |
Colour Evolution | The character starts with the unwanted colour. Over time, through interaction, they receive their wanted colour. |
Transitions | Subtle animations, slow colour shifts, from character and the environment. This will communicate the ongoing transformation for the Players. |
No Costumes or Power-Ups | The previous visual cues like fingernails or accessories have been removed in favour of a purer, more metaphorical and abstract design. |
The player does not "win" by becoming someone else—they reach resolution by themselfs and being seen and accepted for who they are in the society.
Shaping Myself is not about changing your shape, it's but about staying true to it while the world learns to accept your ture identity.
The final state—a red square—is a symbol of compromise between physical change and psycologycal identity.
Our game encourages players to feel comfortable staying true to their identity and personality. All of that is shown in character evolvement.
The final state is a red cubehead or blue roundhead, depending of the players choice at the beginning of the color select.
Purpose | Tool |
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Engine | Godot |
Art | Aseprite, Affinity Designer, Blender Character Design |
Version Control | Git + GitHub |
Phase | Deliverable | Date |
---|---|---|
Pre-Production | Core loop, visual identity system, concept alignment | 01 May |
Vertical Slice | Level with full love-based mechanic & visual transitions | 04 June |
Content-Lock | Final shapes, colour changes, character reactions | 24 June |
Polish & QA | SFX, ambience, emotional cues, balancing | 08 July |
Final Build Submission | Final build with symbolic narrative and visuals | 10 July |
Member | Primary Focus | Secondary Roles |
---|---|---|
Marco | Project management, documentation | Wiki updates, milestone coordination |
Maik | Godot core programming (movement, logic) | GitHub admin, testing integration |
Tyler | Visual transitions, abstract animation | Music/Sound design |
Marcus | 2-D assets, UI, environmental cues | Dialogue, symbolic UI work |
Everyone | Design vision, playtesting, refinement | Final presentation, feedback review |
Identity Conflict:
The game now begins with a chosen identity and presents the player as the opposite—making the entire journey about recognition and reconciliation.
Non-Violent Interaction:
Combat has been fully replaced with heart projectiles—non-violent, symbolic expressions of connection and persuasion.
Societal Conflict as Gameplay:
Opponents (skeptical figures) reflect societal pushback. Rather than defeating them, players transform their perspective through repeated emotional input.
No Cosmetic Power-Ups:
The previous ideas around painted nails or detailed upgrades have been removed for clarity. Colour and emotional reaction are now the sole progression systems.
Shaping Myself has evolved into a symbolic narrative experience that portrays queer identity through abstract geometry and emotional metaphor.
It asks the player not to win, but to be understood. Through love, perseverance, and visual storytelling, we deliver a quiet but powerful message: you don’t have to change who you are—only how the world sees you.
Team: Marco • Maik • Tyler • Marcus – MD1 / Games Lab HAW Hamburg