“Blue Moon” is a 2D top-down narrative game, developed as a second-semester project, that tells a story of people in challenging times striving to regain what is rightfully theirs. The game progresses through a blend of mini-games, simulation elements, and a dynamic dialogue system. It targets young learners, aiming to provide an interactive way to explore stories.
The project faced unique challenges, particularly in interpreting the theme “Why don’t you play by the games?” as “why don’t you play by the rules?”. This led to designing a narrative about struggling against the propaganda machine, focusing on inducing ethical questions and emotions rather than traditional “fun” or rewards. The core challenge was maintaining player motivation through a narrative that could feel initially “boring and losing” until its climax, necessitating careful game mechanics design and a dynamic economy system for the “Tavern Management” mechanics.
Time:
2018
Team:
Ahmed Adel Attaalla Salem – Programmer
Dustin Richard Terry – Programmer
Ruben Alexandar Menzel – Artist
Working on “Blue Moon” provided me with significant learning experiences, particularly in: