EPIC-WE Cultural Game Jam #04

A Conquista

A Conquista was made by a six-person cultural game-jam team. It follows an attempt to enter medieval Óbidos and open the town gates.

Role
Programmer, credited as “Crafter”
Context
  • EPIC-WE Cultural Game Jam #04
  • six-person team
Period
2025
Status
Released downloadable build
  • Unity
  • Dialogue systems
  • Rapid prototyping
A Conquista gameplay showing the player exploring Óbidos during a dialogue encounter
Dialogue-driven exploration in the released game-jam build.

Game-jam role

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.

Programming work

  • 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.

Design decisions

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

What was hard

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.

Team credits

  • 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.

Jam delivery

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

What I took from it

  • How specialised roles combine under a fixed production deadline.
  • How a local-history theme can be narrowed into an actionable player objective.