I’m looking for a writer on a freelance basis.
Concept introduction
Dungeon Squeaker is a puzzle adventure game featuring a mouse with a magical compass. It’s viewed from top-down, with pixel art graphics.
Please take 10 minutes to play the demo available here; it is outdated but will communicate the core concept well: https://michelmohr.me/DungeonSqueaker/demo/
Gameplay is focussed on thoughtful movement and exploration, action is turn-based. Dialogue is linear, except for small decisions like leaving payment for a letter or not. Dialogue length is limited due to graphical style.
Story elements include:
Mood
Fantastical, but relatively sombre. Slight melancholia, empathy, thoughtfulness and joy.
Preferred themes
Finding oneself different, rejection from community, understanding oneself, powerless against an uncaring force.
Progression
Over the progress of the game, biomes must change to create a visually diverse environment.
Each element of gameplay will be played with over time. eg. Movement -> slippery ice tiles, visibility->fog.
Potential story elements
The mouse has found a magical compass, a rejected artifact created by a human wizard. It finds itself changed due to magical radiation. I’d like it to be more intelligent and understanding of its situation in the world, but care will need to be taken to not project “the fish can climb trees better now, so it’s worth inherently more”. The first thought is to find its creator and ask why it was created, what is its purpose? But the wizard does not care or acknowledge the mouse, it is insignificant in his world-view.
So instead the mouse must find meaning, identity and community on its own.
I would like to infuse the game with an emotional experience that many “different” people can relate to and perhaps find strength in. Be it gender-identity, sexuality, neuro-divergence, ..
Inspirations
Audience
Practical outcome
The project does need a scene-by-scene writing document, or a lore bible. Ideally the result would be an overarching story, which is then broken down into chapters.
Chapters should tie into gameplay twists, this can be collaboratively worked on. These chapters are then referred by the level designer to base themselves on for visuals and dialogue writing.
At a later stage, once much of the levels have been created, the introduction and cut-scenes are written to tie everything together neatly.
Practical material at the end is a text document, not in-engine work.
Compensation
I’m a single full-time developer without external funding, but I respect creative work and that it must be compensated correctly. I cannot give you a clear answer on how much the compensation will be, but I assure you I wish to engage in good faith negotiations on this matter. Everything is discussable, flat fee, hourly, milestone, paid in advance etc.
Payment can be done via wise / paypal / direct transfer within Europe.
Selection process
I will put out this document in a few places to gather interested writers.
Based on applications I will make a small selection that I feel resonate with me. They will then be paid for a sample of overarching story, if they wish to continue.
The best fit will then be selected.
Flittermouse Games is just one person, Michel Mohr, and I work with a few freelancers, mostly visual artists to create games.
I coded and co-designed Shock Troops on Meta Quest, worked on many other VR titles in supplemental roles and am currently working on gamebox.museum, a game box preservation effort.
My own freelance work funds development and freelance collaborators.