Work Together to Solve the Mystery of the Last Goddess!
When a professor goes missing from Tampa Bay University, a government agent, a doctoral student of folklore, and two graphic designers form an unlikely investigative team. Their search will take them through Tampa's city center, to the campus of a secretive software development company, and into the surrounding rural expanse of Central Florida, ultimately leading to discoveries they never could have imagined.
Each of the game's four main characters has unique skills that will help overcome the obstacles they encounter. It's a point-and-click adventure game that scraps the idea of the lonely "hero" wandering the world and replaces it with a dynamic team of individuals each with their own talents and motivations.
Meet the Characters
Seiko is a senior designer at Bringhurst & Walham, one of Tampa's preeminent advertising agencies. A perceptive problem-solver and skilled collaborator who has earned the respect of her peers, she is clearly going places—if only she had some idea what those places were. Somehow, the idea of promotion to the corner office, her name on the door, and a phalanx of stressed-out junior designers under her thumb doesn't quite feel like her ultimate destiny . . . but what else is there to aim for?
Bringhurst & Walham's newest summer intern, Colin is fresh out of design school and ready to save the world with his mastery of kerning and the judicious use of whitespace. He thinks he's the next great designer, Tampa's answer to Milton Glaser, but he couldn't be more wrong. Colin's got a lot to learn, and not just about graphic design.
Tamara is a doctoral candidate in Mythology and Folklore at Tampa Bay University. Her dissertation committee chair is missing, and that's a big problem. Tamara needs to get some paperwork signed soon, or else she'll never get that scrap of paper she incurred several lifetimes of debt to earn!
Carmen is a Special Agent in the US Department of Education. Politicking and budget cuts have left her division's funding roughly on par with an elementary-school PTA after a really good bake sale, but she remains determined to clear her caseload despite a daunting lack of material resources. Her colleagues have written her off as a casualty of shifting government priorities. Can she prove the naysayers wrong?
Explore Near-Future Florida!
If you've been to the real Tampa, you'll notice that the city in the game looks a bit different. The skyline is bigger, there's more mass transit, and the city is quickly becoming a technology hub.
Tampa isn't the only place you'll explore in The Last Goddess. You'll also get a chance to visit the more rural parts of the Sunshine State.
Inspiration for The Last Goddess
I grew up in Florida, and I felt that the state has been unexplored as a location in video games. Tampa doesn't get as much recognition as Los Angeles, New York, or Miami, and it isn't your stereotypical "beaches and Disney" image of Florida, either. It's also only a short drive away from Central Florida, a fascinating region where today you'll see vast stretches of citrus groves afflicted by a mysterious disease, as well as some little-known tourist attractions (some of which have been converted from crumbling ruins into housing subdivisions). It's an offbeat setting with a lot of potential for an adventure game like The Last Goddess.
The game explores some themes and trends from the tech industry, but fast-forwarded a few years. It's a time and place we can still relate to (people in the game still use smartphones), but the connected systems, like virtual assistants, are far more advanced, and more proactive.
Another reason for setting the game in the near future is that today Tampa is a mostly car-bound city, but I like mass transit and wanted the characters to use it to get around. The only solution was to nudge the clock forward to a hypothetical time when there's a lot of light rail connecting various parts of the city. Hopefully reality will catch up.
Why the retro chunky pixel aesthetic?
There's something about this art style, reminiscent of early computer and console games, that I find really appealing. The graphics are detailed enough to make out what's being represented—a tree is obviously a tree, a cup of coffee is a cup of coffee—but there are still gaps, and that's where our imaginations start to fill in the missing pieces. It's a bit like the brain's response to reading a good novel: kind of magical, and I wanted some of that magic in this game.
We aren't limiting ourselves to the graphical capabilities of old computer hardware, though. We're taking advantage of modern processing power to have many more characters and objects on the screen at once, with multiple scrolling background layers and environmental effects.
The Development Team
Story, Game Design, and Project Lead: Dean Sullivan
Dean has experience in game design, art direction, and project management. His previous game, Adventures in Research!, for which he served as project lead and programmer, has been used for several semesters in an information literacy course at the University of West Georgia. The game’s development was completed on time and within the original budget. Planning for The Last Goddess has incorporated the lessons Dean learned in managing projects large and small, in varied roles of game designer, graphic designer, and faculty librarian.
Narrative Consultant: Jess Haskins
Jess Haskins is a Brooklyn-based game designer, writer, and editor specializing in narrative design, worldbuilding, and interactive storytelling. She holds an MFA in Design & Technology from Parsons School of Design and has game development experience spanning diverse genres and platforms, with a particular fondness for point-and-click adventures. She previously served as game designer, writer, and community lead at Muse Games, and as creative director at What Pumpkin Studios. In 2016 she launched Paperback Studio to provide design, writing, editorial, and consulting services for games and other creative projects.
Game Art and Animation: ShroomArts
ShroomArts is an accomplished concept artist, game artist, and retro game enthusiast whose credits include titles such as Hoplite, Hospitalize, Keeper RL, and Jupiter Hell, among many others. Working on the visual side of The Last Goddess, ShroomArts is responsible for fleshing out and animating environments, items and characters and turning ideas into pixel reality.
The Last Goddess began as a part-time project, but it can't be completed without devoting the necessary time and resources to it. Kickstarter is a great community. I've made friends here, and I've enjoyed helping others create new projects. This is our chance to show you what we've been working on. You can help us complete this game, because without your support, it's unlikely to be completed in any reasonable timeframe, if at all.
If you like what you see here and want this game to be made, please help us spread the word and tell others about The Last Goddess!
Risks and challenges
Video games take a long time to create, and while we've taken every effort to project a realistic timeframe for completion, it is possible that the game will be delayed. Any unexpected delay will be communicated to backers as soon as possible.
Another possibility is that some elements of the game's design could change during the course of development. We are still early in the development process, so it is likely that we'll refine elements of the game as we iterate based on internal testing and playtester feedback.Learn about accountability on Kickstarter
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