2 Étoiles sont nées was born from a fairly simple idea: I wanted to create a game for my two children, inspired by them.
That’s how the idea of an older brother and his younger sister working together to save their parents came to life.
I wanted to make a cooperative 3D adventure, playable locally by two players but also in solo, with exploration, puzzles, a few battles, and different worlds to discover.
Very early on, emotions became an important part of the project.
The children would travel through different worlds born from their parents’ emotions, each with its own atmosphere, biome, and identity.
However, I didn’t want these emotions to serve only as themes or artistic direction.
The idea was already for them to have a real impact on the gameplay experience, even though exactly how they would work was still to be defined.
Behind the fantastical worlds and gameplay mechanics, what I really wanted was to tell a story about the relationship between children and their parents.
The goal is to create an adventure that is accessible and imaginative for younger players, while offering a slightly deeper reading for adults.
That’s also why cooperation is at the heart of the game.
Whether playing together or alone, the two characters must move forward as a team, use their differences, and help each other to progress.
At this point, I had the characters, the cooperation, the emotions, and the broad outline of the adventure.
But something was still missing to give the game a truly strong gameplay identity.
But that’s something I’ll talk about in a future devlog.