So what is Mystfell anyway?
Mystfell is a browser-based "pet-site". You can adopt pets, anything from a puppy to a unicorn, and watch them grow and control their evolution. Players will be able to explore the map, ranging from lush forests to frozen wastelands, finding items and pets and questing for rare items and adoptables; pets.
Many sites make you pay for certain features, but we believe in hard work, and the fact that the player should be able to earn these things for themselves. |
Features
Players will be able to harvest plants, explore, and encounter obtainable pets and monsters. There will even be setting specific games where players can earn skill points, items, or tyleans (site currency).
We'll be setting up a style of PvP, based on weather or not a player has chosen to become a Keeper or a Guardian. Their choice doesn't become permanent until they begin to quest, so the player will have ample time to take a look around and figure out just what a Keeper and a Guardian are.
Unlike most browser set games that aren't contained within flash or a specific window, ours will be almost purely HTML/CSS based. This means no saving, no worry about being interrupted, and no rush. You play at your own pace. Instead of dropping the player into the game with a sink or swim attitude, the experience will be similar to an MMO or RPG, where the player will choose their path, their avatar, a totem, and they'll be given their first quest and look into Mystfell.
The same classic pet site adoption will be present, but with perks to battle pets if you're a keeper, and battle your avatar if you're a guardian. Both will be fully customizable with a different take on stats, so PvP will always be fair, but will still contain an element of difficulty and the satisfying feeling of upgrades.
Questing isn't a one track journey, a players choices will matter, and it will change the way NPCs interact with you. From choosing between a guardian or a keeper, to choosing how you complete a quest.
We don't want the game to feel like a rinse and repeat of other pet sites, and we want the player to feel that they've invested in their relationships with other players, and their own character, so it will feel uniquely their own.
The way they handle quests may change a player's reputation within the community as well. If the player chooses to play the game 'live' rather than 'lurk', some quests may ask a player to interact with another player in order to trade for items, or to spar for skill points.
We'll be setting up a style of PvP, based on weather or not a player has chosen to become a Keeper or a Guardian. Their choice doesn't become permanent until they begin to quest, so the player will have ample time to take a look around and figure out just what a Keeper and a Guardian are.
Unlike most browser set games that aren't contained within flash or a specific window, ours will be almost purely HTML/CSS based. This means no saving, no worry about being interrupted, and no rush. You play at your own pace. Instead of dropping the player into the game with a sink or swim attitude, the experience will be similar to an MMO or RPG, where the player will choose their path, their avatar, a totem, and they'll be given their first quest and look into Mystfell.
The same classic pet site adoption will be present, but with perks to battle pets if you're a keeper, and battle your avatar if you're a guardian. Both will be fully customizable with a different take on stats, so PvP will always be fair, but will still contain an element of difficulty and the satisfying feeling of upgrades.
Questing isn't a one track journey, a players choices will matter, and it will change the way NPCs interact with you. From choosing between a guardian or a keeper, to choosing how you complete a quest.
We don't want the game to feel like a rinse and repeat of other pet sites, and we want the player to feel that they've invested in their relationships with other players, and their own character, so it will feel uniquely their own.
The way they handle quests may change a player's reputation within the community as well. If the player chooses to play the game 'live' rather than 'lurk', some quests may ask a player to interact with another player in order to trade for items, or to spar for skill points.
Who made it?
Mystfell was created by Rachel Racanelli (Head artist) and Jenni Buckley, with special help from Katherine Russell, Geoff and Erin Pickering. And now our new additions, Kir, Feather, Mitch, Deri and Nchan. There are a few sites similar to this out there, but none with the features we wanted, so we decided there needed to be a place for Mystfell.
All of us have our own jobs/lives, but Rachel took Mystfell and made it her baby for thesis, and Jenni takes most of her free time to manage and take care of all the grunt work and managing for the site, as well as writing and planning the quests. Kate and Erin are friends of Rachel and they sometimes take time out of their lives to help her out with art and words of wisdom. Geoff, Kir, Feather, Mitch, Deri and Nchan are our part-time coders, so when things are broken we run crying to them. Without our coders we'd be nothing but pretty pictures full of hopes and dreams; we couldn't do it without them.
All of us have our own jobs/lives, but Rachel took Mystfell and made it her baby for thesis, and Jenni takes most of her free time to manage and take care of all the grunt work and managing for the site, as well as writing and planning the quests. Kate and Erin are friends of Rachel and they sometimes take time out of their lives to help her out with art and words of wisdom. Geoff, Kir, Feather, Mitch, Deri and Nchan are our part-time coders, so when things are broken we run crying to them. Without our coders we'd be nothing but pretty pictures full of hopes and dreams; we couldn't do it without them.