(Please refer to http://www.samaritanparadox.co.uk/ for orders, support, additional information or anything business-related. This blog is just for the development aspect.)
The Samaritan Paradox is a point-and-click adventure game, planned for release in March 2014. It features low-res retro graphics and a plot said to resemble a mix of Stieg Larsson and the Brothers Grimm.
You play Ord Salomon, literary student and hobby cryptologist, fresh out of inspiration and a clear direction in life.
In a recently obtained book, you stumble across a hidden message. It’s from the author, famous novelist/journalist Jonatan Bergwall, to his daughter, Sara.
Sara’s father has recently committed suicide, but instead of a proper inheritance, she’s left with some obscure clues, and the instruction to find and read his last book. For reasons unexplained, she refuses to search for the book, much less read it, but gives her blessing when you offer to do that for her.
During the course of your investigation, many questions arise. What’s the book about? Why did her father kill himself? Why does Sara refuse to take part in his cleverly devised scavenger hunt?
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The Samaritan Paradox
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Will this game be released for Android and/or IOS?
Yes, certainly for Android, and most likely for IOS as well. It has already been tested on Android and works perfectly.
Why are the graphics so blocky?
The graphics are deliberately made to look like something from the 90s, hence the low resolution (320 pixels wide). Not all gamers of today are comfortable with this style, but for those people I hope the story and gameplay can compensate.
Will the finished game feature voices?
Yes! As of January 2014, all voices have been recorded by a cast of highly talented voice actors.
What will the game cost?
I plan to charge 10-12 dollars for it, depending on many different factors.
Will the game have a lot of silly puzzles like Monkey Island and similar?
Since my game is partly a homage to the great adventure games of the early 90s, it will feature a few puzzles based on combining inventory items and using objects in unexpected fashions, which some people may find a bit convoluted, but most obstacles and their solutions will be logical and hopefully less non-sensical than some of the infamous puzzles the genre has been notorious for.
There are definitely a few moments of light-heartedness, but hopefully not enough to ruin the rather serious tone of the game.
What’s your game’s selling point?
I want TSP to be noticed and recognised for its strong, original story, which people hopefully will become immersed in.
Game by Petter Ljungqvist
Music by Lannie Neely
Special thanks to:
Arjon von Dam
Joel Staaf Hästö
AGS by Chris Jones