Menki's Journey is my first full-scale project. All assets, coding, implementation, and testing will all be done by myself, as it's my way to really get a feel for game design in every aspect. The game is a 2D Side-scroller made in the Unity Engine, and has no estimated date of release as of right now.
The world is a divisive one, inhabited by 9 main tribes, all with interweaving relationships and problems. The Naktuk are one of the smaller tribes and home to Makki Serechi, their benevolent chief, and his daughter Menki. Having a history of unease with another tribe as the Moles, Makki decides to go on a diplomatic mission to negotiate with them, telling his daughter he should be back in about 4-5 days. When he doesn’t return for more than a week however, Menki becomes worried and decides to go find her father, since he is all she really has left. Although her closest friend Lyle tried to dissuade her from going, she grabs a sword and bow and heads out anyway, not really knowing too much on where the Moles or her father are located but determined to find them at whatever the cost.
Earliest concept art of Menki's Journey, dating back to 2019.
The game itself is very linear, so there isn’t much branching dialogue in the game. For the most part, the story would be told during cutscenes, also working to build the world along the way. More minute details of the world itself can be seen in context clues and small dialogue with NPCs and small investigations. The Diary entries that also act like saves tell Menki’s internal state and give a record of the current predicament. In short, cutscenes and certain stops in the journey give most of the story, whereas the gameplay and platforming are mostly just the in between.
I want to have the game focus more on the story, from the perspective of the main character. In other words, we, for the most part, know as much as she does. This keeps us in her shoes more and more invested, having a lot of world knowledge would mess with the mystery of what’s out there in the world, what to expect.
In the game the player is travelling ahead, trying to reach the home of the Moles. Menki, the player character, is the only one worried and willing to search for her missing father, the chief. If she doesn’t look for him, no one will, at least not until it’s too late. While dying not only restarts the level, it also shows a death screen specific to how the player died, for some added flavor and disturbance.
The gameplay is simple, get to the end of the level by platforms and defeating the enemies who try to stop you. There’s the basic moving and jumping functionalities, in addition to melee combat and ranged combat using a bow that has a draw and charge time.
When not in combat, there are occasional errands or fetch quest type things to take care of in those slower moments. This is usually to break up the flow of the game to give the player a break along with some story, in addition to letting the player feel a part of the world.
Here is a link to the YouTube channel made dedicated to tracking the progression of the game! It's a lot of work, especially for one person! So if new content isn't up frequently enough, it means I'm still working.
I'm very excited to continue this journey!
This game is used as a vessel to tell the story that I’ve wanted to tell. With this game I’m going for a less is more approach. I would say it advances the genre by returning to simpler roots, where games would just tell a story and nothing else. This game shows how emotional I can write a story, there are a few small moments that really go into personal developments not just for the main character, but for others as well. Even reactions from the audience, investment in the journey, building the hope, sticking through the determination, all for it to be snatched away at the end with a melancholy finish.