Problem: We are exploring unconventional role-playing-game design for entertainment purposes. We need to deliver an experience that challenges the linear-style of thinking applied to gaming, and teach players a new way of thinking.
Solution: A turn based combat game, that allows players to manipulate turn based combat. Players utilize party members' unique time travel abilities to solve different encounters in a rogue-lite series of battles. We use various unconventional techniques, such as explicit state-machine design and version-controlled play-sessions to accomplish this.