Voice-acted characters with a sense of humour, like Monkey Island.
Alphafunded, like Minecraft/Overgrowth/Project Zomboid. A bit like Kickstarter, this means development will be slow (or not occur at all) unless you help fund it by purchasing in advance.
Bitrim: Prologue is the first level of Bitrim. It's free-to-play and acts as a tech demo to attract pre-orders of Bitrim. You can pre-order Bitrim by purchasing Bitrim: Prologue. You will then recieve Bitrim for free when it's finished development. The money will be used to help build Bitrim.
Prologue owners get Alpha/Beta access to Bitrim, which will include plenty of downloads from the blog and things to tinker with. Non-purchasers will be stuck playing the Prologue for all eternity! The prologue could cease development at any time, with features held back for use in Bitrim only.
Bitrim: Prologue does not reflect the quality of final product. It will be revamped and included as the introduction to Bitrim.
The game was inspired by the direction of modern adventure games. Most are horror-based, with serious storylines, brick hard puzzles, repetitive locations, and still 2D, so I decided to make my own, much less serious game, on a larger scale.
Expect a crazy storyline with twists and turns, interactive cutscenes, accessible puzzles (and hard ones) with multiple solutions, and adventure game in-jokes.
Ideally, Bitrim will be successful enough to fund a "Bitrim World" free-to-play game that updates with new levels (free and paid-for).
This would allow a world of limitless size to be built. It would be presented as a Mario World-style overworld, with new sections opening up all the time as new content is developed. Some of the more interesting levels/sections would require a microtransaction to open, but others would be free.
None of this is likely unless the current version of Bitrim sells well. Purchasers of Bitrim will get everything planned for Bitrim for free.