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Sjhillustration
Stuart @Sjhillustration

Male

Illustrator

University of Lincoln

Sheffield

Joined on 10/22/23

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Hello everyone and Happy New Year. This past year has been slower than I thought. I thought I would've put out more than a single game that took me 8 days to make... But I've been working on 2 games technically!


The first I started in November 2024, currently called Don't Fart In Church. I build the main layouts of the game, split the scenes and the platforming sections. However, this game would require a fair bit of writing and character development, as well as building mini games based on the story. It also needed animated scenes, and I wanted to try and do a good job on this. All of the parts would take a little care and consideration.


So in the meantime, I've been working on a game that's smaller, but is still has a fair amount of content.


The Seance


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Screenshots of the game after the description :)


The current game I'm working on is currently called The Seance. Set in the early 1920's, you're a Seer, a spiritual medium and have the ability to contact the dead. The game takes place primarily in a single room with a table and chairs. Each evening see's random people visit you in hopes to talk to their loved ones. Combining supernatural, horror and comedy, the game sees you trying to help people figure out their problems or a spirits unfinished business, through dialogue trees and puzzles, this game is a visual novel with an interactive scope.


There will also be demons and bad spirits that you'll have to deal with, that might be hostile with the chance of one of the attendee's being killed.


Attendees might be wanting to contact a spirit, but a spirit might also wish to contact them, and they might be hostile due to being wronged in life.


Some bad spirits or demons might be banishable from the seance, with a guide containing a compendium of spirits and banish spells.


I started the game at the begining of July 2025. Working in my spare time, I've almost managed to get a prototype working with a handful of people and spirits figured out and implemented in the game.


The main challenges of making the game aren't neccessarily the ideas for the characters, but how those interactions take place. What is the purpose? How can this persons/spirits problem or request be solved?


Whilst the puzzles aren't aimed at being super complex, depsite being a 2D game and having 2D puzzles, I've also been working on implementing 3D puzzles related to objects, being able to inspect these objects and having mutliple outcomes. The basis for this 3D object viewer will cary over to other puzzles now, so this first one has been taking a little while figuring out how best to make it and make sure the player isn't hindered by the inspecting of the objects.


I've also considered adding Solitaire, and possibly some scenes outside of The Seance evening / room, that will give context and story related information outside of the actual conducting of a Seance.


Tying all this together will be a little difficult as I've not fully decided on the direction of the overall story, if there even needs to be a physical story for the player / main characters, or there's a handful of multiple occourances of characters that I've not started yet that might be more of the story itself.


The other thing I've yet to decide is the length and how a game with random occourances will progress, and the pacing involed.


Most of these problems seem large, but are really small as I think they'll be more obvious once other smaller pieces are implemented.


I should also mention this game will likely be sold on Steam due to the length and work put into it (I'm sorry). But I also plan on doing some very small games this year whilst this gets ready to be prototyped as there will be a fair amount of artwork to do once the game is actually playable, so having a little break to make something smaller will be nice.


Currently there's no real artwork, but placeholders - images from google etc providing a visual identity that I feel fits with the dirction of the game.


Please note the following images contain photo placeholders in the game used soley for the purpose of demonstration, as fair use with no intention to profit or use if and when the game is finished. As the game is a prototype the content is not considered comerical and content does not reflect a finished product or it's final visual style.


The Room layout in editor

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Interface Layout:


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Attendee Card

It may also offer clues to help with the spirit.


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3D Guide Book:

Tells the player about Seances, conducting one and provides information on how to identify spirits and demons that might be hostile and offer spells to banish them.


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Spirit Selection:


You're only given an initial to chose, the names may overlap with other attendee spirits, as well as possible demons or unwanted / hostile spirits in the area, never knowing fully who you may be conjuring into the room. For example, Mildred is highlighted, but selecting F may chose Felix or Fern. And Selecting S may trigger unknown spirits connected to one of the Attendees.


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3D Puzzle: Ancient Egyptian Shrine


The following is the 3D object viewer including the shrine puzzle, an object given by a deceased spirit for the player to solve (open it to release the ancient spirit to remove the curse). The player has a limited time and also can destroy the object. There's different outcomes for each and has to be navigated by the player.


Building this wasn't too difficult, but making it as simple and easy to navigate as possible is the priority. I've add an inspect camera, so for a specific interaction (Currently red circles, white in the final game but the model was mostly white as it's untextured) the camera repositions and zooms in onto the inspect point.


I feel this 3D viewer will be very handy and means I can make a handful of 3D puzzles, not just 2D. I feel these 3D puzzles should really give the game more value in general. However making individual 3D puzzles is time consuming. It would also be intersting to see if I can add touch controls to this, as most of the game SHOULD be quite touch friendly.


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