“All Watched Over by Machines of Loving Grace” is an isometric action-adventure with a strong focus on environmental puzzling set in a post-cyberpunk cityscape constructed of organic-looking buildings, alleys and creatures.
The player has to navigate a near abandoned city-scape with only a few inhabitants left. Most of the paths are barred by doors, which means the player has to explore the level to open up different paths to continue forward. On their way, they will find keys that open doors and will have to talk to NPCs, which will give them small tasks, so the NPCs will help them to continue through the level (by opening doors/pathways). The player will also encounter aggressive NPCs, which can either be circumvented or fought and knocked out. The player can be defeated and will restart at the beginning of the level with all enemies back in place. With every defeat the player’s sickness will increase and they have to find methods to decrease it again in order to advance. All progress made in opening doors and pathways remains though.
The project was developed over a period of a month as part of an course on adaptation by a five men team.
My roles in the project:
- Game & Level Design
- Narrative Design
- Project Management