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The Dragon of Lysalkan

GENRE: Adventure

ROLE: Creator

ENGINE: RPG Maker XP

YEAR: 2025 (But still in development!)

KEY SKILLS USED:
- Game design
- Scripting
- 2D art (pixel art)
- Writing and scenario creation
SUPPLEMENTAL SKILLS:
- Sound design and sound implementation


This is a passion project of sorts, that I've been working on entirely within my free time. I chose RPG Maker XP as a way to creatively constrain myself, as I believed working within the limitations of the 20 year old engine would lead to more inventive implementations of certain game mechanics. This project has allowed me to sharpen my design skills for larger projects, with it's development usually happening in my time off.
It's a project that's deeply tied with my interests, pulling inspiration from retro sci-fi, Cornish folklore, and old-school adventure games, though delving too deeply into the story and world would ruin half of the intrigue!

The main attraction of this project is the “evidence” mechanic, which I designed out of a lot of experimentation.

The player collects evidence items which then serve as dialogue options when talking to each NPC. Every NPC has unique dialogue for the evidence items, with some NPCs even having the potential to back up it's validity with their anecdotes, increasing the "evidence score." Other NPCs may direct the player to NPCs that they believe know more about the topic. The evidence scores then impact the direction of the story, potentially leading the player to new evidence items each with their own score to gather.

While it seems simple on the surface, I ended going through 4 different iterations that I used to assess the most fun way of implementing it within the limited engine. 
This paid off in the end, however, as all feedback around this mechanic has been extremely positive!

Overall, this project serves as a great way to flex my system design muscles. I learned to never just rely on a single design plan written at the start of the project, instead assessing the game as it develops and seeing how exactly players respond. This game's mechanics and art style evolved over numerous playtests, and while it doesn't bear much resemblance to my original plans, it's a MUCH better game overall, and I'm happy with how it turned out.

​It's also still in development! Work continues at an irregular pace, whenever I have free time to dedicate to it.

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