Saving Kelly

A 2D Strategy Game

Individually Developed

From narrative design to game design, my first attempt was to create a casual game that is easy to pick up but difficult to master, with a core gameplay centered around strategy. Drawing from memories of childhood experiences with online games, Gold Miner was the game I spent the most time playing. My profound impression of it stemmed from its core mechanic of the hook - it created rich strategic experiences while leaving a unique style. That's why I also chose “the hook” as the core mechanic of my game.

Influenced by the card game Night of Full Moon, I found that the dark fantasy style easily evokes a mysterious atmosphere, bringing thrilling and dangerous feelings that have a unique appeal to players. Thus, I established the stylistic tone of this game, primarily using dark and cold gray tones, setting the adventure in a jungle full of tombs. The inspiration for the enemy design came from The Last of Us, where a biological infection caused by fungal mutation corroded the underground catacombs, giving rise to the emergence of monsters.

The battle between the antagonist Wolf King boss and the protagonist Little Red Riding Hood in Night of the Full Moon is a purely moral struggle in narrative terms. Perhaps I could try to break away from the stereotypical judgment of “strong vs. weak”and instead create characters based on more universal human psychology, enhancing players' empathy. Therefore, in this game, the protagonist Old Wolf Johnny draws inspiration from the image of the antagonist Wolf King but becomes a father desperate to save his child.

This inspiration stems from the Disney animated film Finding Nemo, which I personally love. The perilous journey of the clownfish father to find his son evokes empathy in everyone. Therefore, to strengthen the player's sense of purpose, I added the image of Little Wolf Kelly, who is trapped underground and needs to be rescued, to emotionally stimulate players. Without Johnny's help, Kelly cannot escape underground, which is also partially inspired by the cooperative mechanism of It Takes Two. In the subsequent level design, I provided different paths for Kelly's escape, enriching players' strategic exploration through the design of varying monster and tool speeds and positions.

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Paradox Mansion