Designing Forest of Flutes
Recently, I released a small video game, Forest of Flutes, about exploring a magical forest and collecting pan flutes. The idea is simple, and it's reminiscent of my first video game, Lona's Fountain. In this post, we'll take a look at how I designed around a forest theme, what went into the quests, and how I feel about a few extra tools thrown in.
It may be worth noting that while I studied computer science in college, I didn't take any classes about video games. My experience in Unity (and previously Godot) is self-taught with the aid of online tutorials and documentation.
Design Concept
When I first began making the game, I knew I wanted to recreate the themes from Lona's Fountain with improved pixel art and a better understanding of narrative design. There are a lot of really nice pixel art sprites out there, so finding the ones that fit my game wasn't difficult.
With the Legend of Faune project from ansimuz I was immediately inspired to take a spin on the satyrs which appeared in my first game and create a new story about them in the Forest of Flutes, a place where they go to collect their instruments. The first game was about talking to NPCs and solving their problems by collecting items. I decided to stick with that gameplay loop with the second game, but with a different overarching goal: also collect as many pan flutes as possible in a given time limit.
The rest of the sprites came from pixel-boy and were themed after ninjas. Funny enough, they worked really well for a magic forest too because of the huge variety of vegetation and characters available.
I didn't want any additional mechanics aside from a way to collect items, talk to NPCs, and wander around a small map. I like when games are simple like this, because they can put an emphasis on how you as a player feel about your actions and usage of time.
Integrating a Timer
[[Timed Adventures]] are one of my favorite things to employ in tabletop roleplaying games, and so adding a timer to this game made it so I could add weight to the player's choices. You only have enough time to complete a few of the quests; which will you spend your precious time on? Of course, this is also a tactic to get people to replay my game. If you didn't finish all the quests in a single sitting, and are curious about what would happen if you did, you're likely to hit the play button again.
In playtesting, the timer worked really well! My first few playtesters all said they needed to "try again" after failing to complete all the quests in one go. "I think I have to try helping the Necromancer" was a constant piece of feedback.
Delivering on a reasonable time frame became a necessity, so I messed around with 10 minutes and 15 minutes, but eventually I settled on 20 minutes. It's enough time to do everything, if you know what you're doing and skip through a lot of the dialogue. For first time players, the 20 minute limit lets you take your time to explore the forest and complete most of the quests, but probably not all of them.
I'm really happy with how the timer worked out, and I'm glad I was able to implement it in this game.
Creating Quests
The game runs on a simple quest loop:
- Talk to an NPC to receive their quest
- Collect the items required for the quest
- Return to the NPC for the reward
You've seen this loop in a thousand other games and it always works.
One thing I especially like about the loop is that it encourages exploration. You can explore the NPCs dialogue options for additional hints about where to get the quest items, you can explore the nearby area for those items, and you can explore the wider region for places related to those items.
The Woodcutter
Here's an example of a quest that I think worked really well:
"The Woodcutter asks you to bring them a bunch of sticks in exchange for flutes."
Why does it work well?
- The player has seen the sticks all over the map beforehand, and probably picked up a few; that's instant gratification.
- The player knows where the find the sticks: near trees.
- The players has a good reason to finish the quest: the reward is pan flutes, the primary reason you are playing the game!
- This isn't a hard quest, and you can complete it passively while focusing on other objectives, like finding more pan flutes.
In playtesting, the Woodcutter quest was a fan favorite. Everybody was ecstatic when they learned their sticks had a use-case. This was gratifying to hear, and helped me iterate on other quests to make them more exciting.
The Forest Spirits
I'm happy with how all of the quests in the game turned out, but one that I'm still questioning is the Forest Spirits quest:
"The Forest Spirits speak to the player when they walk into a triangle of stone pillars. They ask the player to collect four scrolls of nature in exchange for a bounty."
Why don't I love this quest?
- This NPC is implemented as a sort of cutscene; the player has to actually walk into a specific zone in order to trigger the dialogue and they could miss it even if they notice the strange triangle of stones.
- There isn't any information about where the scrolls of nature could be. Why would they be in any one location over another? It's probably just random placement.
- The player has no concrete evidence that they will be receiving many flutes as a reward.
On the other hand, this quest has some positives:
- Walking into specific zones encourages the player to be curious and to explore anything that looks weird. Trigger one cutscene like this and you'll be sure to check out others in the future.
- Not knowing where to find the scrolls let's you put them on the backburner. Sure, if I find a scroll I'll take it with me, but without any leads to go on I might as well just do a different quest.
- Also, this means you need to check more nooks and crannies in search of the scrolls, and that means more exploration!
- Not knowing the exact reward can (occasionally) increase the weight of one's actions. Maybe you care about giving the Forest Spirits one last hurrah before the Necromancer takes over this section of the wood.
The Dialogue System
I used a plug-in called Dialogic for Lona's Fountain, but for Forest of Flutes the tutorial's I followed helped me make my own dialogue system. I'm mostly happy with the system, but it's complicated and probably not sustainable for larger projects than this. As it was, writing out longer dialogues (for the Necromancer) was a pain in the butt due to the implementation.
I learned a lot by testing this dialogue system on my own, sending it to playtesters for feedback, and by playing other games with dialogue systems. A big inspiration was the dialogue in Pokemon: Sword & Shield as well as Scarlet & Violet (games I played lots of during the making of Forest of Flutes). When I next make a game with a dialogue system I have plenty of ideas for improving the usability as both a player and in the game engine itself.
Things to improve upon:
- Skip to the end of the current line, rather than skipping to the next line.
- See a recap of previous dialogue lines.
- Store choices the player makes so that they have tangible weight.
Things I'm happy with:
- The choices in each NPCs dialogue feel relevant and meaningful.
- They aren't the nothingburgers you get in the Pokemon games (I like to say "The Illusion of Choice").
- They actually change what the NPC has to say, and what you can get out of them, at least a little bit.
- The ease of creating new dialogue in the game engine.
- The adaptability of the dialogue system makes it work for a variety of different narrative events and allows for optimization and additional functions to run.
Final Thoughts
Forest of Flutes is my latest video game release and I'm incredibly proud of it! If you have a free 20 minutes, I highly encourage you to give the game a try. The game is a wonderful example of my narration style and has lots of silly little jokes sprinkled throughout.
Thanks for reading!
Things on my radar:
- I'm going to Arcanecon 2026 in October. This will be my first tabletop convention I ever attend. I intend to bring physical copies of Pale White Crown to hand out for free.
- Hey, speaking of Pale White Crown, I updated it with a modified map and shifted the layout around!
- Roseline at redforroseline writes about hope and why we should play tabletop roleplaying games.
- Angeline Trevena has lots of great posts on worldbuilding. This one talks about building dangerous places that people actually visit.
- Cozy RPG Reviews has a bookmark with spark tables and it's really cute.
- A Sliver of Evidence by Karly Anders is on Kickstarter with Cairn Press. Very, very, very cool!
- If you're looking for more blogs to read, I highly recommend adding yourself to Patchwork Paladin's newsletter. There is always an interesting topic to read about, followed by a long list of excellent blog posts.