My brother Mikey and I have teamed forces again to create ‘The Last Expedition’ a text adventure game set in a frozen, dystopian future. Well, Mikey built it, wrote the story and composed the music for it, I just created the background art! It’s a work in progress (so a few bugs and unfinished sections) but I was excited to share how it’s come together…
Inspired in part by the Global Seed Vault in Svalbard and Arctic exploration, the story asks you to follow in the footsteps of a young, female explorer who has ventured onto the frozen wastes in hope of finding the now mythical landmark. As the adventure unfolds you are presented with choices about which icy paths to take, faced with decisions to make camp or push on risking frostbite and given the opportunity to investigate long forgotten structures.
Created during lockdown for Mikey’s final University project, it brought us closer together at a time when geographically we were quite far apart.Looking back at that time now, I realise just how special it was. We checked in on Skype every morning to discuss next steps for his compositions or coding. Briefly catching up on the news before checking our schedules and planning his deadlines. It gave me structure and emotional support in the midst of all that fear and uncertainty. Plus it was the most time we’d spent ‘together’ in years.
Though the game is a work in progress that we would both like to develop further – I’m very proud of what we achieved so far. You can listen to the entire soundtrack on Mikey’s Soundcloud page too, but here’s a taster from the Archive Facility…
I had such a pleasant experience playing through Old Man’s Journey. Created by Austrian game studio Broken Rules, it’s an emotional game told through stunning illustration. I found it so refreshing – the perfect choice if you’re looking for something different to play on your phone.
I don’t want to give too much away but at the start of the game our white-bearded hero receives a letter. We never see the contents but after reading it he promptly packs his rucksack and sets off on his journey.
He walks through pretty little towns with houses like jewels, rolling pastel coloured hills, over train tracks, up narrow winding roads and even sliding down waterfalls. The art is style is just so beautiful! Clearly the creators know their way around a colour palette! They layer soft textures and play with composition to draw you into his world.
The atmosphere builds as the journey continues. The weather changing from gentle sunshine to howling winds and driving rain. The carefully considered SFX build the world even more. Tiny sheep bleat and miniature bells can be rung. The original score means that even playing through trickier puzzles is a relaxing experience.
The puzzles themselves are unique to me. In order to progress, we must use our fingers to literally move mountains! Pushing hills closer together and rearranging the landscape to make a safe way through. Whilst some levels were trickier than others, the puzzles never feel frustrating and the super minimal UI keeps the screen free of clutter.
The story is an emotional one. More is revealed as you progress and you start to build a picture of this little character’s life. I love to play and work on games that make you feel something. If you’ve got any suggestions for games that you’ve enjoyed – please do share them with me!
My Unity game ‘A Witch’s Garden’ is taking shape! The 2D games tutorial that I used as a starting point was a great way to kick things off. It makes use of the ‘Playground Project’ a very useful pack of ready made scripts and assets. After making their demo game, I was able to move on and use the scripts like puzzle pieces to create a simple, object collection game.
Initially I used the pack’s existing spaceship art to get the foundation of my game working, then I was ready to replace them with my own, witchy designs. I’m so inspired by beautiful, artsy games by developers like State of Play and Simogo, making my own game has given me the opportunity to explore styles that I haven’t had the chance to use for client work yet.
In A Witch’s Garden, you control a disembodied skeleton hand, guiding it around an ethereal garden to collect glowing pagan symbols whilst avoiding the monsters that lurk there. It’s going to be a long journey to finishing my game and I’ll have to remind myself to be patient, but the fact that i’ve already got the foundations in place feels like a big achievement. My next steps are to add as much polish as I can and then explore how I can share it with you all to play!