Game Development

Hikâyemiz (Personal Gift)

A tiny chapter-based pixel art game about how my girlfriend and I met — made for our first anniversary.

Role
Solo · Design, Writing & Development
Year
2026
Engine
Godot · GDScript
Tools
  • Godot 4
  • GDScript
  • iOS
  • Xcode
  • Claude Code
  • Codex
Hikâyemiz (Personal Gift) cover image
  • Turned our real story into a prologue and five short chapters, each a small top-down map with one interaction
  • Wrote every line of dialogue myself, in a single screenplay file that a tool converts into game data
  • Built for one player on one device — touch controls in landscape on her iPhone
  • Polished it through several rounds of my own playtests on the iPhone it was made for
Contents

Context

Hikâyemiz (“Our Story”) is a small, personal game I made for my girlfriend for our first anniversary. It retells how we met and got together, chapter by chapter, as a cute top-down pixel art game. She plays as herself.

It is not a commercial project and the repository is private. I am including it because it is a complete game made for a single, very specific player — and that audience shaped every design decision.

Design

  • One player, one device. The game targets her iPhone in landscape, with touch only: a floating analog stick and one action button. Nothing requires a keyboard. A Windows build with mouse and keyboard exists only for testing.
  • Small chapters, one moment each. A prologue and five chapters, each a small map to walk around with a single interaction or mini-game at its heart, then a short cutscene and the next chapter. The whole game ends on a simple ending card.
  • The story stays true. Every event in the game happened. I kept one source of facts and never let the game add details that were not real.
  • Warm, short and funny. Dialogue lines are kept to about two short lines so they read comfortably on a phone, with typewriter text, character portraits and a distinct voice blip for each speaker.

How It Works

The game is made in Godot 4 with GDScript.

  • The writing is mine. I wrote all of the dialogue in one Turkish screenplay file. A tool turns it into the game’s dialogue data, and a validator checks speakers, moods and story flags before anything runs.
  • One style, enforced by the tools. Maps and UI art come in through an import pipeline, and character sprites are pixel maps baked from data. A shared colour palette is enforced by the tools, so everything stays in one style.
  • Content is data. Chapters, characters, dialogue and seats live in data files; each chapter is a thin scene built on a shared toolkit for walking, posing, emotes, dialogue, phone messages and transitions.

Result

The game is complete and playable from the title screen to the ending, on iPhone and on PC. I iterated on it through several rounds of my own device playtests — fixing collisions, depth sorting, camera framing and touch controls — until it felt right on the phone it was made for.