Let Go
"Helen! Helen! Please, come back!"
I wake up again after the same dream. You are not in my life anymore, yet I can't forget you. No matter how hard I try, these dreams come back time after time. If only I could let you go.
Let Go is a first person adventure somewhat in vein of the modern "walking simulators", as much of the emphasis is put on the narrative. The gameplay is inventory-based where each solved light puzzle nets the player a new "ability" to see things around him in a different light. This is also why the GUI is based on Beneath a Steel Sky, the simplicity of it fits the game properly. The graphics are from actual locations from Finland, Iceland and Canada, edited in a sharp and non-detailed way to carry the story and atmosphere.


This is a project that has been running to and fro in my mind for years, and after many, many scratches I finally managed to find the style that I want to use in the game.
The GUI-graphics are currently placeholders and will probably be like that until the final stages of the production. Like before, I hope to make the music myself, with some melancholic piano tracks to add to the atmosphere. So far, the stage the game is in, looks something like this:
Graphics: 30%
Story: 50%
Puzzles: 20%
Scripting: 5%
Music: 80%
I hope to get this out of my hands before summer, but I won't make any promises
"Helen! Helen! Please, come back!"
I wake up again after the same dream. You are not in my life anymore, yet I can't forget you. No matter how hard I try, these dreams come back time after time. If only I could let you go.
Let Go is a first person adventure somewhat in vein of the modern "walking simulators", as much of the emphasis is put on the narrative. The gameplay is inventory-based where each solved light puzzle nets the player a new "ability" to see things around him in a different light. This is also why the GUI is based on Beneath a Steel Sky, the simplicity of it fits the game properly. The graphics are from actual locations from Finland, Iceland and Canada, edited in a sharp and non-detailed way to carry the story and atmosphere.


This is a project that has been running to and fro in my mind for years, and after many, many scratches I finally managed to find the style that I want to use in the game.
The GUI-graphics are currently placeholders and will probably be like that until the final stages of the production. Like before, I hope to make the music myself, with some melancholic piano tracks to add to the atmosphere. So far, the stage the game is in, looks something like this:
Graphics: 30%
Story: 50%
Puzzles: 20%
Scripting: 5%
Music: 80%
I hope to get this out of my hands before summer, but I won't make any promises
