EPIC-WE Cultural Game Jam #04

A Conquista

A released visual-novel adventure about infiltrating medieval Óbidos and opening the town gates, created by a six-person cultural game-jam team.

My role
Programmer · Credited as “Crafter”
Context
EPIC-WE Cultural Game Jam #04 · six-person team
Period
2025
Status
Released downloadable build
  • Unity
  • Narrative design
  • Rapid prototyping
A Conquista cover with illustrated characters in front of Óbidos Castle
Cover art from the EPIC-WE #04 team submission.
A Conquista gameplay showing the player exploring Óbidos during a dialogue encounter
Dialogue-driven exploration in the released game-jam build.

01 · Overview

Project overview

A Conquista was created for EPIC-WE Cultural Game Jam #04 around Óbidos history and legend. The player must enter the occupied town, build relationships, and find a way to open its doors.

Role: Programmer, publicly credited as “Crafter” for the released jam build.

02 · My role

What I built

  • Implemented player movement, the dialogue system, level boundaries, and the sequencing of dialogue and game events for the jam build.
  • Used box colliders to define map and level boundaries and connected the ordered events into the game-progression flow.

Project scope

Project-wide capabilities

  • Exploration of Óbidos Castle, relationship-building, dialogue, choices, and a historical infiltration objective.
  • A released downloadable visual-novel/adventure entry with an accompanying pitch deck and development logs.

Team context

Credits and team roles

Project roles and team-created work are listed alongside my individual contribution.

  • Role: Programmer, publicly credited as “Crafter”.
  • The team included separate design, game-master, storytelling, art, and music roles.
  • Narrative, visual art, and audio were created by teammates in their credited roles.

03 · Delivery notes

Decisions, constraints, and reflection

A concise summary of the project’s decisions, constraints, testing, outcome, and next steps.

Design decision

Heritage through player choice

The team framed local history through relationships and decisions rather than treating the location as decoration.

Constraint and response

Turning research and a cultural theme into a scoped jam entry.

The team focused the experience on one clear objective: get inside Óbidos and open its doors without raising suspicion.

Testing and outcome

  • The team iterated and submitted a playable build during EPIC-WE Cultural Game Jam #04.

The six-person team released its cultural game-jam entry and retained public credits and development logs.

Reflection and next step

  • How specialised roles combine under a fixed production deadline.
  • How a local-history theme can be narrowed into an actionable player objective.
  • Add a short implementation breakdown for the dialogue sequencing and progression flow.

Related work

The Choice cover art showing its central pixel-art character

The Choice

Three-person team projectReleased Windows build

A released time-loop interactive-fiction mystery built around observation, dialogue, emotional control, and clue-driven discovery.

Role
Narrative Designer
Built
Designed narrative content and progression for the team-developed interactive-fiction project.
  • Unity
  • Narrative design
  • Interactive fiction