Gnomeadic Island: A Reflection

The process of making a game even what I though was going to be a simple choose your own adventure one, turned out to be much more complex than I ever imagined.

In order to allow the player to have a choice in their adventure, there had to be at least two choices for them to pick and then each of these choices had to lead onto an alternative scenario. The final decision tree of all the choices through-out the game ending up looking like this:

Decision Tree of All Decisions Within The Game

I encountered some difficulties with trying to figure out how exactly/ what order to publish all the posts in order for them to exist and be linked to the choices in order for the game player to progress through the scenarios. Deciding that I should publish the final post with the ‘treasure’ last so it becomes hidden among the other posts, and the post outlining the game-play and linking to the beginning of the game last, so it would be the first post seen on my blog.

The thing that I feel really worked  most about my game was the ease of the gameplay, and the simplicity of it. The player just having to decide which choice they wanted to make and then either click on it or scan the relevant QR code to move onto the next scenario. I also think the use of visuals in particular the map made according to the destinations within ‘Gnomeadic Island’ the story world, was an effective part of the game play.

The things that I feel didn’t work that well were that initially some of the links didn’t work, which brought the whole game-play to a halt; a problem that was easily solved. Another thing I think may not have worked to well, is having the ‘Treasure’ post located on the blog, as it can be accessed without playing the game if you are aware of its  existence. The last thing I don’t feel worked too well was the way I incorporated twitter, as in order to reply to the user with how to get their prize, I would have to constantly be monitoring the hashtag which could become an issue. The prize also most likely a let down in the end to, but what were you really expecting from a game modelled through blog posts? Really?

Overall, the making of a game which allowed its users to make decisions proved to be an interesting, much more complex process than I could have every imagined!


Gnomeadic Island Treasure Hunt: A Game

marketing image

Legend has it that years ago, a band of wandering gnomes hid their treasure on the far away Gnomeadic Island; guarding it with a series of obstacles and leaving nothing but a treasure map split into two pieces to find it. You have recently come into possession of one half of the treasure map your job to find the other half of the map and make that treasure yours! But be careful, one wrong turn and you could lose it all….


Playing Gnomeadic Island Treasure Hunt is simple, a classic choose your own adventure type game, you will encounter a series of scenarios that will require to make a choice, make your choice and you will either proceed on your quest, or your journey will come to a tragic end!

The below decision tree underlining the basic structure of the game:


Why would you want to play? Simple if you win, you not only get the satisfaction of solving an age old mystery and uncovering buried treasure, but you will receive a prize of some sort!


Gnomeadic Island: Europe and Asia

You pick ownership of Asia and Europe, this angers a number of citizens.

A group of Ninjas join forces with some super secret European spies.

Together they track you down, kill you and reclaim ownership of their respective continents.

Here’s a gold star for trying, click on it to try again!

Gnomeadic Island: The Rain

You soldier on through the rain, but the rain gets heavier and heavier, limiting your vision.

Suddenly you can’t move your feet and feel yourself slowly sinking down.

Damned quicksand!!

Your journey ends here, but here’s a gold star for trying , click it to try again