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Andy Terekhin
Andy Terekhin

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The demo of my game development skills has suddenly transformed into an indie video game

There’s a story to tell. As a Unity developer with extensive experience primarily in 3D and virtual and augmented reality, I often hear requests from clients for specializations like “we have 2D,” “we have a tile grid,” “we have casual puzzles,” “we have online casinos,” and they ask to show examples specifically from those areas.

So, I thought, I’ll create a demo featuring core game mechanics in various graphic styles and decided to go straight through the history of computer games. Since this is not a direct order and not a commercial project, I fully dedicated myself to the creative impulse and my imagination.

First, I created a level in the style of the very first “Spacewar!” from 1954, then a level in the style of “Space Invaders” from 1978, followed by a text quest in the style of Zork (1980). I added a unified storyline and transitions from level to level, as well as a lot of narrative that transforms the game from mere jumps from level to level into a truly engaging journey.

In other words, I ended up with a unique game, in my opinion, more like a journey through the history of computer games, where each level has its own gameplay mechanics and graphics corresponding to those present at the time of the first game release in that genre. Resources earned in some levels are transferred to others, becoming, for example, the points collected in a 2D arcade game that turn into basic capital in a strategic simulator.

I also created the transitions between levels in an interesting format; for instance, those who remember the history of loading games via audio cassettes will appreciate the second level of the game, where I wrote a simulation of such a loading process with memorable voice scripts.

When using original mechanics, I’m not actually copying them, but reinterpreting, trying to move away from the typical arcade style toward exploring the game and oneself.

It begins with the very first level, where the hint text instead of a regular message contains, “Press Space to start, then use WASD or the arrow keys to control your life and reach your goal, regardless of the circumstances.”

For example, in the text quest stage inspired by Zork, you can use the command ‘wake up,’ and the scenario suddenly changes to a realistic description of you coming to in your room, looking at the text on your monitor. The suggested actions thereafter essentially mirror the user, prompting them to reflect on the difference between the real and the virtual. To the point that by using the command “Turn off computer” in the game, you actually shut down the game in reality.

In the end, the game, despite pretending to be an arcade, actually transforms into a quest narrative genre that tells a cohesive story through various gameplay mechanics.

I’m currently finishing the arcade level in the style of the first Mario Bros 2D, and next in the storyline, I will have a small logic puzzle referencing Tetris (1984), followed by creating a stage of a simple RPG in the style of Final Fantasy (1987), and then a shooter in the spirit of the first Doom (1993). I plan to finish the game using virtual and augmented reality with modern graphics, but with an alternative gameplay option for devices that do not support these features.

I believe I’m creating a great indie project, firstly, because both from the perspective of gameplay mechanics and stylistically, it’s a very unusual approach that ensures variety and keeps the player engaged; secondly, it’s essentially the history of all computer games in one game, like visiting a museum; thirdly, it results in an amazing narrative.

I uploaded a gameplay video on YouTube, so you can see it.

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