THE TALE OF FLICKER WICKWORTH’, A COSY, 2D PUZZLE GAME.

CREATED BY REBECCA WARD.
GSA ISD4-A STUDIO PROJECT 2024


The Tale of Flicker Wickworth is a cosy 2D puzzle game that surrounds a little candle as he makes his grand ascent to the top of the abandoned wizard’s cabin.
The final outcome of this studio project was a 2D unity game with six interactive levels, a subtle, deep narrative, complete with beautiful, in-game animations and atmospheric sound design.





The Tale of Flicker Wickworth Full Gameplay Demo






APPLICATIONS USED



ABOUT MY WORK


The Studio Project is a self-directed project requiring the full ideation, production and presentation of a unique project. For this, I went on to create and produce a 6-level 2D puzzle game of the cosy games genre.  This product consists of 5 - 10 minutes of gameplay with unique player challenges each level and was polished with extensive enhancement and contextual animations, end credits sequence and ambient sound design.  

In the ideation phase of this project, I had decided I’d wanted to utilise this project time to produce a narrative-heavy game surrounding the subtle fleetingness of life and represent the passing stages and journey of life through a deep-rooted symbolism. This went through several iterations, including a journey depicted as a small forest creature climbing to the peak of a tree; but inevitably landed on an enchanted candle completing a coming-of-age tradition and ascending up the abandoned wizard’s cabin in search of the Big Light that is promised to help save all candle-kind.

The player begins in the basement of the cabin, where their fellow candle-folk dwell, and is prompted by an elder to begin their Ascent. Upon making their choice of starting point, the player will need to navigate climbing the five other floors to reach the observatory where they have the opportunity to obtain the Big Light. As each level progresses, the player will face new challenges such as solving roddles, communicating with other inhabitants of the cabin to trade labour for help, and even repairing their surroundings to build a path to the next floor.

To further the narrative, I wanted to present the player with a raw, underlying narrative that comes crashing to the surface in the end sequence credits animation, which, alike all assets and animations in this game, was designed frame-by-frame in Procreate and timed using Unity’s manual animation window.



MECHANICAL
IMPLEMENTATIONS

PROGRAMMING

Animated Evironment Sequencing
Player Pathing and Choices
Progression  Outcomes
Timer Display (2D Artwork)
Level-Specific Puzzles
Level-Specific Help Pages

2D DIGITAL DESIGN

All UI Design
Environment Animation Frame Design
Chapter Animation Frame Design
Narrative Content and Aesthetic Design
End Sequence Credit Roll Frame Design
Game Title Animation Frame Design
Environment and Interactaction Design

ANIMATION

Game Title 2D Animation
Chapter 2D Animation
Environmental 2D Animation
Timer 2D Animation
Character 2D Animation
End Sequence 2D Animation


ALL AUDIO SAMPLES SOURCED FROM FREESOUNDS.COM