Gameplay:
The gameplay is going to draw emphasis from Cave Story, a remarkable indie game. As far as I've decided, you'll wake up in a section of this massive building known as the Steamworks, and from there you can explore in a non-linear fashion and pick up helpful objects or learn new skills along the way.* At the end of every "section" of the building, you'll encounter a boss, but generally the dangers in the game will be environmental, largely eliminating those cliched "monsters". There will be a hub, sort of a village area where the protagonist can interact with the citizens to complete missions or discover secrets. This area will contrast with the intensely isolated and lonely atmosphere perpetuated by the other sections of the building. This game will place heavy emphasis on puzzle solving.
*Note that it's not required to get any of these, and many will be secret. But some of them will allow you to further explore the game, and should therefore be desirable.
Characters:
Cassidy - The silent protagonist, he just wants to go home.
Mordecai - The enigmatic antagonist, it almost seems as if his mind works on a higher plane.
(I've been working almost obsessively on trying to create the perfect villain, and Mordecai was the result. This brief description doesn't do him justice.)
Captain Knotts - Every game needs comedic relief, here he is.
Atlas - The leader of the village/hub area.
History:
I haven't quite figured out what I want to do with this yet. I'm pretty sure that early in the game nobody will be able to tell you anything, but the deeper you explore the world the more you'll learn about it. And seeing as the exploration isn't required past discovering and destroying the bosses, furthering the story will be something the player has some control over. Anyway, history of my world needs some work, and is one of the aforementioned areas in which I could use some help.
...And that's that. Sorry for the huge block of text. Anyway, here's some concept art of another section of the building.
Note that I've already started work on the skyline and have gotten the different layers of the background to move at different speeds, simulating distance.