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The Maker's Eden is a first-person point-and-click adventure in three parts from indie studio Screwy Lightbulb. Presented in the style of a motion comic with explore-able (and sometimes panoramic) scenes and stylised, comic-esque dialogue systems, the story drops you into a sci-fi noir world with no clue who you are, where you are, or even why you are. A rushed message from an unknown source tells you to get to safety, and this is where your journey begins. With the constant press of danger at your back you're left to explore through a tragically beautiful world as the atmospheric score accompanies your progression.

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Features

  • Point-and-click gameplay in detailed scenes with a heavy emphasis on exploration and discovery
  • Interactive comic-style dialogue and interaction smoothly blends narration with art
  • Hand-painted graphics are given depth by layering and in-engine camera movements
  • Animated environmental effects like smoke and rain bring scenes to life.


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The project is currently seeking funding on Indiegogo and is also listed on Steam Greenlight. Article taken from GamingOnLinux.com.
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2 comments

s_d Jun 8, 2013
Oh yes, all over this one!

The adventure gaming community I belong to has also taken a look, and would like to know more about the setting and the specific graphic adventure gameplay mechanics you intend to employ in the game.  More story details would be welcome, also!  Will The Maker's Eden have an inventory system & inventory puzzles?  Or will it be entirely dialogue-focused (like a visual-novel)?

Thanks for bringing this project to us :)
rustybroomhandle Jun 8, 2013
Hey! 

It's a typical slideshow style adventure, where it's first person but you move from node to node. This is why we have gimmicked it up a bit to make the scenes less flat. There's kind-of sort-of an inventory system, but you won't be hauling items around, it's just there so you can carry and use items within an area or scene.

It's very dialogue-ish, and I guess also monologue-ish since we focus on the main character's inner-monologue a lot. To get the most out of it you'll be looking under every rock. 

All mechanics in the game are such that they don't break the flow of the story, so puzzles won't be super difficult, just put there to add interaction. This does perhaps also mean that we don't have any way to artificially extend the length of the game, so it might be a bit shorter than some other games with the same amount of plot/story.
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