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Memories of Sasha

About:

Memories of Sasha was the first game we made in a group setting. It is a point-and-click horror-esque game made in Java. We wanted the game to feel creepy, but not quite horror yet. It is an intriguing journey through the absurd life of Sasha.

This game was created in two weeks.

Created by:

Rock Rovers

Engine:

Made in Java

Platforms:

Windows

Videos:


Screenshots:

MemoriesOfSasha1 MemoriesOfSasha2 MemoriesOfSasha3

Process:

Game analysis

We wanted to create gameplay based on Fran Bow, Home Sweet Home, FNAF, and The Legend of Zelda. The art style would be based on Fran Bow and Sally Face. The main mechanics are interactive objects, hiding, and 2D movement.

Concept

The team wanted to build a horror game. We had tens of ideas, like a camera game or a hallucinating game. The chosen concept was a cozy but creepy game, which would not necessarily be horror.

Prototyping

For the initial prototyping phase, we made paper prototypes for a time game, a spot the difference game , and a creepy dungeons game. In this phase, we defined the target audience and settled on the vision of a combination of a creepy and funny game.

Art

Mood board
Mood board

Stylesheet
Stylesheet

Art1

Art2

Char1

Char2

poster
Poster

On the poster, the past and the future are symbolically holding hands. This represents childhood trauma and the effects of growing up, which will be experienced by the player. The red eyes represent big danger. The colors of the ambiance are dark for creepiness.

Building

In the first week, we focused on animation, the Scene manager, collision detection, and the main characters. Conditions of satisfaction will be: an interactive story with immersive characters. In the second week, we scrapped transitions to focus on improving puzzles, immersions, and adding sound effects. The target audience agreed with this decision. We wanted a newspaper ending with more lore.

Playtest

We built a playable prototype with play testers that can fill in a form with questions about strengths and weaknesses, understandability, and other specifics about the game.

Conclusion

We have created this game by following these user story principles:
  • As the player, I want a good story to be able to theory craft.
  • As the player, I want visual indicators to be able to understand what I must do.
  • As the player, I want multiple different endings that are affected by my actions to have the ability to replay the game multiple times.
  • As the designer, I want immersive characters to have players wanting to continue playing.
  • As the engineer, I want a good scene manager to make managing the scenes easier.
  • As the artist, I want a creepy art style to emphasize the creepiness.

Download it for free on my Itch page!

Download the Windows version for free on my Itch page!