Searching for an evil witch hiding in civilian houses, with only a crumpled note's ink to use as a compass.

Witchunt.

This game is part-mystery and part-story. I wanted to highlight a game that required some more depth than an average game created at a hackathon, as many seem somewhat unintellectual to me. I thought it'd be fun to do someting deeper.

Recently I've been playing games like Beyond: Two Souls and The Wolf Among Us, games that seem to have a deeply intriguing story -- games that can even be called art. They were very inspiring for my mindset this hackathon. Someday, somehow, I want to create a game that can bring out some true artistic value.

If I could make any aspect of this project better, it'd most definitely be the text interactivity. There's simply not enough, in my opinion. The game should be longer, lengthier; it should be more captivating on the basest of levels.

Originally, there were going to be twelve houses drawn; the project was planned to be much larger in my conceptualization process.

  • This was the first solo project I've done at a Hackathon.
  • It was my first time using Construct 2.
  • It was my first time doing anything with HTML5 -- or HTML, for that matter.
  • I had no experience drawing houses or skies or clouds.

And each of these challenges forced me to cut back on my ambition a little. In my process and frustrations, I definitely learned a lot about the visualization process, mastery of a project's artistic elements, and managing time/efficiency. I'm probably the most proud of the styled logo and the houses' architecture I designed.

I cycled through 4 game engines and 3 color schemes, downloaded 8 programs and must've learned 100 new things. Developing this game was definitely a wild experience to have.

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