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Pixel Adventure Demo

Finding Mabel

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.

Finding Mabel cover art

Narrative Adventure

A mystery-driven prototype inspired by Gravity Falls, built around playful storytelling and readable progression.

Exploration & Interaction

Players inspect rooms, talk to characters, and search for useful clues across different locations.

Light Puzzle Solving

Progression is based on simple adventure-game logic: observation, item use, and dialogue-guided actions.

Story Log

A pixelated mystery adventure

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.

How to Play

Core gameplay loop

Finding Mabel is built around readable adventure-game logic: exploration, dialogue, item interaction, and simple progression puzzles.

01

Explore

Move through each area and inspect the environment for clues, objects, and interactive details.

02

Talk to Characters

NPC dialogue provides guidance, flavor, and the information needed to understand the next objective.

03

Collect & Use Items

Find useful objects and use them in the right context to solve small progression puzzles.

04

Recover the Books

Advance chapter by chapter by obtaining the three magical books needed to rescue Mabel.

Quest Structure

Three locations, three magical books

Chapter 1 — Stan’s House

The opening chapter introduces investigation, clue reading, and object-based progression inside a suspicious interior space.

Chapter 2 — Botanical Area

A new environment focused on interaction, environmental observation, and a simple item exchange puzzle.

Chapter 3 — Workshop

The final progression segment combines collected items and a more deliberate puzzle flow before the ending.

Character Sprites

Animated characters and creatures

These sprite sequences showcase some of the characters and enemies created for the prototype, presented as frame-by-frame animations.

Dipper

Dipper animation

Mabel

Mabel animation

Witch

Witch animation

Crash Bandicoot

Crash Bandicoot animation

El Yesca

El Yesca animation
Intro Video

Project introduction

A short video presenting the atmosphere, visual direction, and narrative setup of the adventure demo.

Puzzle Design

Readable adventure-game logic

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

Finale

A complete narrative arc

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.

Project Snapshot

What this project demonstrates

Game Design Thinking

Clear progression, chapter structure, interaction logic, and player guidance.

Narrative Structure

A complete playable setup with premise, objectives, escalation, and resolution.

Visual Presentation

Pixel-art-inspired sprites, animated characters, and room-based environments.

Cross-Disciplinary Work

A blend of storytelling, visual design, interaction planning, and prototype presentation.

Playable Build

Request a download

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.

This helps keep track of downloads and share the build in a more controlled way.