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Vigil - Pixel Art, Point & Click Adventure Game with Turn-based Combat

A topic by Sarge created Oct 23, 2017 Views: 859 Replies: 5
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Hey people! Me and my mate recently started working on our new project Vigil.  It is a game that combines Point & Click Adventure and Management/Rpg genres with an old school pixel art style. The player will be witnessing the events take place in our protagonist’s life and will be helping him make moral decisions which will change the course of the story. It’s a game of revenge and our hero’s struggle to achieve his goal while turning into a vigilante.

After we started developing the idea, story and the design of the game, we decided to paint and code so we can create a demo as soon as possible to get your expressions and feedback.

The story takes place in a city with poor conditions where crime and danger is in every corner. We want to create an environment that would describe that city in a best way and we started working on an example place where we will be able to reach from the map. There will be many gun shops in the city where we can purchase different type of weaponry.

How we design pixel art places, buildings.


So far this is the looks of the gunz & ammo. We hope to add lots of references, small side quests and explorables to the game, such as getting hitmen jobs, delivery quests, hidden weapons and perks.

We already prepared more than a dozen of ranged and melee weapons for the game and hoping to increase the armory as much as possible and distribute different classes of arms to different type of shops. Here is some of the arms.


The city will host many criminal factions and the areas they control. And each faction will have their own mercenaries, their own quest line and key people. There will also be other people who are a part of our story. We prepared some characters and hoping to create a diverse criminal environment.

Pixel art characters, criminals and others

We hope to craft a solid and fun fight mechanic for the game where the player can choose different type of ranged and close combat options to play. Depending on the perks the player owns and uses actively, the protagonist will have different advantages and disadvantages.


The player will be learning much about the story from the dialogs before and after the figts. Sometimes our hero will have different answer options which may give advantages or disadvantages to the hero and change the flow of the fight.


This is all for our first blog post, hopefully we will update it regularly and tell you more about our ideas and progress. Please don’t hesitate to ask us questions and give us your feedback, and don’t forget to follow the blog for future updates. Until then take care.



Wow, this looks really good. Looking forward to new updates.

(2 edits)

Welcome to Vigil Dev Blog #2,

We are still working on game art and developing our ideas for the best we can provide. Today we want to tell you our ideas on the game map, usage of phones and romance.

Player will be able to reach the map at any time of the game except combats and the map will have multiple purposes. As we previously mentioned, there will be several factions in the game and these factions will rule different parts of the crime infested city. On the map, player will be able to switch through satellite view which shows all the available point of interests and visitable locations, faction view which displays colors of the faction areas on the map and lastly allegiance view that gives us information about enemy, ally and neural states of the faction areas.



We will also add several different type of phones to the game with distinct abilities. Players will be able to contact NPCs by these phones and this will help them activate and progress on quests, also help them get some tips when they make calls to the right people. Things phones can do will be limited with their technology and our protagonist will need to change them as story moves forward. Moreover we hope to implement some minigames to these phones, why not? 


Before I forget, there will be romance options in the game. Player will get into love or hate relations with some of the NPCs. This will change the course of the story to some extent depending on the choices the player makes.

Hope to tell you more about the game next time, till then take care! 

This more less how the adventure parts of the game will look. Trying to catch the look of old school adventure games. 

Would you be in need of someone who could help with sound design and / or voice actors? Honestly this looks like a project I would love to be involved in!


Thank you for your interest! Development is at very early stage for the time being, and we are not a team who invests all their time into this project. But when the time comes then we can announce the need of a VA here.