Uncrowned
Narrative RPG · Godot
-Uncrowned: world & atmosphere-
Narrative & Experience Direction
Uncrowned asked us to make a complete narrative RPG, so I kept the overall player journey in view as I developed the minigames and progression. I was responsible for every minigame, from the initial idea through playable execution. Working alongside the team’s narrative and world development, I considered how each encounter could change the pace, give the player a different kind of challenge and make the next reward feel worth pursuing.
Story Structure & Progression
The narrative used a foldback structure, with different paths reconnecting at shared events. This helped the team plan multiple endings within the scope of the project. I worked on the progression around that structure: when an encounter appeared, what it expected the player to know, and how its rewards affected what came next. Those decisions needed to make sense across the story, including the points where different paths came back together.
Minigame Design & Prototyping
The minigames ranged from sword fighting to signature tracing and recognition challenges, giving players different ways to interact with the story. I developed their rules, tutorial flows and difficulty, then refined the designs as they became playable. For the sword-fighting encounters, that included movement, attack timing and defence. I also designed skill progression and the unlock tracker, with previews and descriptions that let players see what an ability offered before trying it.
-Uncrowned: sword combat-
-Uncrowned: skill previews-
-Uncrowned: slow-time ability-
Playtesting & Refinement
Playtesting showed that players were confused by skills and unlock requirements. I went back to the tutorials and progression tracker to improve the guidance, and later feedback indicated clearer understanding. For me, this was part of designing the progression itself. The rewards had to be supported by information players could understand and act on.
Final Design
The team brought the story, environments and gameplay together in a playable Godot RPG. My minigame and progression work became part of that wider experience, with tutorials, unlock guidance and skill previews supporting the way players learned the game.
Challenge
The difficult balance was between the narrative we wanted to tell and the game our team could deliver. Multiple endings brought a production cost, and reconnecting branches still had to preserve the significance of earlier choices. Within my own work, I had to keep the encounters enjoyable while ensuring their difficulty and rewards suited the wider journey. It was a question of where additional complexity improved the experience and where it made the project harder to complete.
Reflection
Revising the unlock guidance made me look more closely at the transitions between encounters, rewards and the player’s next goal. I would carry that attention into further narrative testing, following choices across the story and checking whether players recognise their consequences when paths reconnect. That would help us assess the experience of agency across the game.
Play the game: Uncrowned