
Art by Dana Steinert
Salm: Last Chance
is an engrossing point-and-click adventure game that immerses players in the extraordinary world of K-pop, seamlessly blending it with Korean mythology and folklore.
In this unique narrative experience, players take on the role of Lee Jin-Sung, a young K-pop idol-in-training who finds himself on the surreal and mystical fourth floor of an office building. As Jin-Sung, players must venture through surreal landscapes that blend the architecture of modern office buildings with ancient Korean architecture. On their journey to regain their lives, players will encounter fascinating creatures from Korean folklore. Will Jin-Sung be able to escape the Jeoseung Saga and regain her life?
Work Samples
Since the game is about a K-Pop idol, it was only natural to create a rhythm game section. Players must press the appropriate keys on their keyboards when the notes hit the circles. Depending on their timing and combination, they can get a higher score.
The biggest challenges were to match the movement of the notes to the rhythm of the game and to find a good balance between challenge and fun, since the target audience of this game isn’t rhythm game players.
Art by Josef Killinger
Music by Michel Joos
This video shows some dialog I wrote for the game between the main character and her boss at the record label. The point of this dialog was to emphasize how stressed and oppressed Jin-Sung’s desires are.
Art by Josef Killinger
Sound by Lars Kling
PROJECT TAKEAWAYS
Troubles
- Slacking teammates: This was the first time any of us had worked together as a team. As a result, we later discovered that not all team members were as enthusiastic about the project as I was. These team members weren’t submitting work on time or at the quality level the rest of us expected. As a result, things had to be redone, or we had to wait a long time.
- Project Management: This semester we were forced to use the classic way of project management, which is to make a plan at the beginning of the project and then follow it until the end. This held us back because when we realized that things did not add up, we had to find a way to work around it or somehow fit it into our already tight timeframe.
Successes
- Finding the right people: Over the course of the semester, it became clear that there was a core group of people who were most enthusiastic about the game. This group decided to stay together for future projects because of how well we worked together.
- First Steps in Godot: This was my first project in Godot, as I had only worked with Unity before. Because Godot is such an easy-to-use engine, I was able to adapt quickly and learn a lot.
SCREENSHOTS
Trailer
Art by Josef Killinger, Dana Steinert & Nina Koksch
Sound & Music by Lars Kling & Kevin Sologub