A 3D low poly narrative-driven adventure game made for the GMTK 2025 Game Jam.
📅 July - August 2025
🌐 itch.io
💬 Create a video game under 96 hours
🎯 Project Manager, Writer, Creative Director, Game Designer, Level Designer, Voice Actor | Create a video game from scratch under 96 hours for Game Maker’s Tool Kit’s 2025 itch.io Game Jam
❓ In May, a good friend of mine “Aurenel” showed me an upcoming Game Jam by Game Maker’s Tool Kit which is held every year called GMTK 2025. They had the intentions of joining and asked me if I wanted to team up with them to create a game for the jam to which I said yes.
From the 30th of July at 7:00 PM till the 3rd of August at 8:00 PM (97 hours), the participants had to create a video game with a given theme that was revealed at the start of the game jam. This year’s theme was “LOOP”.
Before the game jam in July, we collected and consumed as many game making tutorials and tips as possible which would be useful to know before and during the game creation process. My friend experimented a lot in Godot with the different mechanics and ideas which became our chosen game engine to work in. They also made a Trello board which will prove to be a handy place to write down To Do lists and tasks.
On the 30th of July, once the theme was revealed, we instantly got to work. We started working on a mind map and both of us wrote down every single idea that we could associate with the given theme. Once that was done, we discussed our ideas and within 30 minutes we agreed on the game we wanted to make: a 3D low poly narrative-driven adventure game / walking simulator. We made a Google document which served as the game design and game script document.
I began writing the game script and the story and started drawing a map of the entire game. Given that neither of us had made a game before, I put heavy focus on simple mechanics, feasible scope and a narrative, world and gameplay that fit the theme of the game jam. I also kept in mind the map and how that will correlate to the gameplay and player direction. I decided that the game should take place in a house as that is a relatively small area, however it would be interesting to manipulate the world environment given the theme of the story and the game jam.
On the 31st of July I began 3D modelling the layout of the map based on the drawing I made earlier. The same day I created the layout of a whole house. My friend laid the foundations of many of the important game mechanics from the camera and movement to door logic and many more. By the end of the day, we could walk around in the game and had the initial house model imported and fully explorable.
On the 1st of August, I continued 3D modelling the house so that the aforementioned idea of manipulating the environment could become a reality. I made 2 different versions of the house model with some altered geometry and layouts. I also drew a map of a looping illusionary hallway that changes itself as the player walks through it and modelled it based on the map. My friend improved a lot of the mechanics previously added, fixed many bugs, added some sounds (e.g.: door, footsteps) and started implementing game events and logic which were key additions and helped visualize a lot of the plans we made before. Furthermore, we also started collecting some shader and model assets, as well as additional sound effects to be used and added later on.
At the end of the 1st of August and the early hours of the 2nd of August my friend changed the placeholder doors, added some lights and fixed bugs. It was then time to decorate the house to make it feel more lived in and more like an actual house, so I took a lot of the aforementioned model assets and decorated every room as much as I could.
Later on the same day I recorded and edited the voice lines outlined in the game script whilst my friend fixed bugs and improved a lot of the aspects of the game code and logic, added day night cycle animations and made the game beatable and seemlessly repeatable. At the end of the day, we had our first third party playtest done by a friend, whom we watched play the game and took notes of their many decisions, thoughts, reactions and ideas whilst playing the game.
The last day, the 3rd of August was spent refining the already implemented aspects and also adding many of the planned features that still awaited us. This day my friend added the shader that gives the game its unique look and coded all day as we discussed what items from our list of To Dos should be added, what should be discarded and how certain parts of the game should be changed to make it the most optimal and fun experience. We also added numerous ambient sounds that ultimately give the game even more coherence and ambience.
The last hour before the deadline of the game jam was spent polishing things, fixing bugs, writing a description and making screenshots and a banner for our game. We also didn’t have a name for the project at this point, however our playtester came up with the name “LETHE” which was so fitting with the game’s narrative, atmosphere and gameplay that we ultimately chose to use that name.
At around 6:30 PM, my friend Aurenel published our game to itch.io.
You can access the game
here.
📑 In the end we had received 42 ratings and ultimately we got ranked #60 in Narrative, #78 in Audio, #114 in Artwork, #1269 in Creativity and #1604 in Enjoyment out of the 9651 games. We are in the top ~1% of the games in 3 out of 5 categories.
We also received plenty of positive comments and feedback, some of which you can find in the slideshow below.
💡 I have become significantly better at teamwork, communication, creativity, project management, writing, creative direction, game design, level design, voice acting, audio editing, community management, Aseprite, Audacity and Godot.
- teamwork - communication - creativity - project management - writing - creative direction - game design - level design - voice acting - audio editing - community management - Aseprite - Audacity - Godot