Team Name: Pushkin
How Not To Be Human is a puzzle platform game about the journey of a green robot, which follows the player from when he first wakes up to the strange and unfamiliar environment of a shadowy grey Edinburgh alleyway, with a low battery, to his gradual discovery that all is not as it seems in this “human” world, in which people don’t even seem surprised, let alone frightened or shocked, at either his existence or his sudden arrival there.
HNTBH is about the fear of the unknown and of change, as well as the transformations we must all make – to grow up, become something new, something unknown etc.
I initially made HNTBH when I was 14 as part of a college project and then last year developed it further.
For the initial programming I received much help from my tutor at college and so would like to thank him (Stephen Barton) and a fellow classmate who also assisted me (William C).
As the 'Concept Art' page shows I designed more than one robot initially, as well as numerous level designs and backgrounds which were not used.
I learnt how to use GameMaker through my college games design and development course.
For the music I applied to the electronic musician Moby, through his free Moby Gratis site, for permission to use some of his music in a non-profit project.
As I have stated, I feel there is enormous scope for development and improvement. This could take the form of better mechanics and/or cutscenes, further levels etc. Though the first development I would like to make is linking the cutscenes to the actual game, improving the sound and including the sprites of the player robot carrying the crates (included) from the sewer level.
You may notice there is a link to a 'Bonus Level' that doesn't work - this is due to that level being in a separate file to the rest of the game's content as the main file is close to exceeding the size limit.
‘The game is aesthetically stunning, and it stood out for that reason. The menu, and credits are stylish and it has an interesting title and character design.’
‘The concept and narrative design are intriguing and well executed.’