The Samaritan Paradox is a point-and-click adventure game, expected to be released in December 2013. 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 small time writer, 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
Want to support this project?
Make a donation here. For 10€ or more, your donation will be considered a pre-order, and you’ll be among the first to receive the game once it’s finished.
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?
Hopefully, yes. Recording voices is time-consuming and expensive, but I will certainly try to get it done. You can help move the project in this direction by donating money (see above), for which you will be duly credited, of course.
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 to ruin the rather serious tone of the game.
What’s your game’s selling point?
I know that many indie games produced these days have strong gimmicks or special tricks to attract attention, but I think my game is rather standard in terms of technical features or gadgety gimmics. What I want it to be noticed and recognised for is a strong, original story, that people hopefully will become immersed in.
Game by Petter Ljungqvist
Music by Lannie Neely
AGS by Chris Jones
Special thanks to:
Arjon von Dam
Joel Staaf Hästö