Narrative Adventure
A mystery-driven prototype inspired by Gravity Falls, built around playful storytelling and readable progression.
My first adventure game prototype, inspired by the mystery and humor of Gravity Falls. The project combines exploration, dialogue, item-based interaction, and light puzzle solving in a story where Dipper must recover three magical books to rescue Mabel.

A mystery-driven prototype inspired by Gravity Falls, built around playful storytelling and readable progression.
Players inspect rooms, talk to characters, and search for useful clues across different locations.
Progression is based on simple adventure-game logic: observation, item use, and dialogue-guided actions.
The story begins when Dipper becomes trapped inside a strange pixelated game world. Mabel has disappeared, and the only way to bring her back is to recover three magical books hidden across different locations.
From there, the player explores rooms, interacts with characters, finds objects, and solves small puzzles while progressing through a playful adventure with a nostalgic cartoon tone.
Finding Mabel is built around readable adventure-game logic: exploration, dialogue, item interaction, and simple progression puzzles.
Move through each area and inspect the environment for clues, objects, and interactive details.
NPC dialogue provides guidance, flavor, and the information needed to understand the next objective.
Find useful objects and use them in the right context to solve small progression puzzles.
Advance chapter by chapter by obtaining the three magical books needed to rescue Mabel.
The opening chapter introduces investigation, clue reading, and object-based progression inside a suspicious interior space.
A new environment focused on interaction, environmental observation, and a simple item exchange puzzle.
The final progression segment combines collected items and a more deliberate puzzle flow before the ending.
These sprite sequences showcase some of the characters and enemies created for the prototype, presented as frame-by-frame animations.





A short video presenting the atmosphere, visual direction, and narrative setup of the adventure demo.
A selection of rooms from the game, presented in a carousel to show the visual style and environment variety of the prototype.










The prototype focuses on accessible puzzle design based on observation, dialogue hints, item collection, and contextual object use. The goal was to make progression feel clear while maintaining the playful tone of the story.
◆ Environmental clue reading
◆ Inventory-based progression
◆ Dialogue-guided objectives
◆ Simple multi-step puzzle flow
After collecting the three magical books, the player reaches the final confrontation and completes the rescue mission. This gives the demo a sense of closure and makes it feel like a compact but complete adventure rather than just a visual prototype.
The result is a small project with a clear beginning, middle, and end, designed to communicate narrative intent as well as gameplay structure.
Clear progression, chapter structure, interaction logic, and player guidance.
A complete playable setup with premise, objectives, escalation, and resolution.
Pixel-art-inspired sprites, animated characters, and room-based environments.
A blend of storytelling, visual design, interaction planning, and prototype presentation.
The playable build of Finding Mabel is available on request. If you would like to explore the prototype directly, you can submit a request below.
Once the request is received, I will review it and share the ZIP build manually.