GGJ Archives 2009-2012


Game Information
Short Introduction: 
Shepherd is a game of releasing the remaining ghost of an extinct humanity after an unknown apocalyptic event in a randomly generated world. To release a ghost the player listens to the ghost's final, obsessive thought and then must find an opposing or complementary thought from a second ghost and then give that to the first ghost to balance them. Whenever the player takes a memory from a ghost, that ghost is stuck forever on Earth, so decisions must be made! The player "wins" when five ghosts have been freed, but it is unclear as to whether this is, in fact, a final victory, or simply a futile but caring attempt to help some while inevitably hindering others.
Web standard (Html5, Java, JavaScript, Flash)
Platform note: 
Flash game
Brief Play Description: 

Shepherd is a gaming emotions matching. The player encounters ghosts who are each obsessed with a final thought or memory which they repeat endlessly. Each memory is associated with one of six emotions, in three sets of opposition: RAGE-FEAR, SORROW-BLISS, REGRET-PRIDE. To free a ghost from its obsession, the player must find a memory with the opposing emotion and give it to the ghost. To get that memory, the player will find a ghost with that emotion and then take their memory, dooming them to stay on Earth forever.

The player can carry up to three emotion-memories at a time, but is never told the "correct" identification of the memory themselves, instead having to rely on their interpretation of the text of the memory. A memory wheel exists for the player to place taken emotions in their estimated correct emotional area.

The game is one of searching a randomly generated world, filled with the clutter of an unknown disaster, listening to ghosts and deciding who to free, who to doom, and what their memories are about in the first place!

Achievements and Credits
Team Image: 
Rilla - Insane amounts of dedicated programming. Pippin - Plenty of hand-drawn assets and late-night debugging. Gordon - Lovingly crafted narrative texts and music creation and management. Tobias - All around coding handyman, including sound code and depth management.
Installation Notes: 

The game is built to run at 1280x800, but we admittedly never quite got it to run in full screen. Sorry about that. We'll do better. Otherwise, it's just your average SWF.

Your rating: None

Submitted at Nordic Game Jam (Denmark)


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