This game taught me to expect the unexpected. About a year into development, we discovered a U.K.-based company had made virtually the same thing.
I helped to re-craft the narrative so that our assets could be reused. Instead of playing as a lost package, the player would control a robotic pet rejected by its owner. That way the core “rolling mechanic” could still be used.
Here are some early storyboards from the opening cutscene.