Ghost Song was born as an ambitious flash game in 2012 using the Stencyl game development tool. At the time entitled “Project Soul”, the game was the result of my infatuation with Super Metroid and my frustration with there not having been a 2D Metroid game in ten years.
While the game was originally conceived with primarily Metroid on the brain (and aspects of this remains in the game to this day, as evidenced by the generally square shaped terrain and somersault jumps), as development went the game took on a life of its own. I started looking to other games for inspiration, including Dark Souls and Phantasy Star Online, as well as coming up with my own more original ideas. At some point I realized my dreams were too big for where a Flash browser game could take me. I wanted to make a full featured game.
Doing this would mean basically starting from scratch and completely rebuilding the game in a higher resolution. To facilitate this, I launched a Kickstarter with a modest $15,000 goal. The campaign ended up raising $54,000. Plans grew, designs grew, ambitions grew, and that lead me to where I am today.
Ghost Song is the embodiment of everything about game design I’ve learned that I like or dislike in a lifetime of playing video games. While I’ve been influenced by a great many things and have a particular love of old school survival horror, my modern design sensibility has been most strongly influenced by two games: Super Metroid and Dark Souls. I know it may sound played out at this point to say that one’s indie game is like Super Metroid and Dark Souls, but, in this case, there’s no more succinct a description. Anyone who plays Ghost Song for 15 minutes will see it.
This isn’t a game that leads you by the nose. This isn’t a game that stands over your shoulder and makes sure you “discover” everything. This isn’t a game that particularly cares if you discover everything.
I don’t believe innovation for the sake of innovation matters. I don’t care about reinventing the wheel. I just want to make the game I’d want to play, and that’s what I’m trying to do. That’s at the center of it all.
- Created by Matt White of Columbus, Ohio, the game remains mostly a one man operation
- Studio: Old Moon Games
- Platforms: Confirmed for Steamworks PC, Mac, and Linux. Console versions are in the plans but not officially announced or confirmed
- Release date: TBA 2016
- Explore a large, connected, lonely world full of valuable secrets and interesting discoveries
- Lonely, isolated theme
- Fully voiced NPCs
- Acquire many new powers and weapons, many of which are never required to finish the game
- Touching story of family – Courage, redemption, closure
- Feed ingredients to your pet that lead to mysterious and varying evolutions based on its diet
- Challenging combat against varied creatures, zombies, and hunters
Contact: Matt White – firstname.lastname@example.org
Download a .rar file containing screenshots, art, and logos