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STARBOY
STARBOY is a Twine interactive novel project for my USC Game Foundations course, where the player plays as an immigrant protagonist in Spain in hopes to go pro in European football. I wrote and designed narrative branches, mini games, and stat mechanics using Javascript.
Game Link: https://colbyjacktrina.itch.io/starboy
Game Trailer: https://www.youtube.com/watch?v=hXJCjvdHUNk&ab_channel=Trina
Gameplay Video: https://youtu.be/XLaXINbRHAA

As I got older, soccer games became an elusive part of my game collection. I was already more of a passive player, preferring career-mode where I was able to play in third-person. However– I was longing for something that I couldn’t find anymore in the game. FIFA had become so repetitive with little innovative updates, and the game was slowly losing player engagement. Or maybe, it was because the modernization of tactics in the sport caused more proactivity in defence, taking away from the exhileration early FIFA games had by the 2018 release. That same year, was the same one in which Mesut Özil retired, his last significant statements as a player being “I am German when we win, but I am an immigrant when we lose.” His quote took me by surprise at how much I resonated with his words. As a creative storyteller, this illuminated a gap in how sports stories are told, and how the social realities of the game are overlooked by the celebrations of athleticism.
Art Style
The art style I chose for STARBOY is simple pixel art generated by AI (MidJourney). The decision to use pixel art was to evoke a sense of nostalgia, calling back to early sports games on consoles and reflecting the indie game spirit of resilience and working towards one's goals.
The pixel art is also minimal, making sure the art doesn't take away from the focus of the story, using color and composition to convey meaning. The use of pixel-art landscapes allows the player to use their imagination in what the NPCs and challenges look like, enhancing the feel of the interactive game mechanics.



Core Loop




Mechanics
The game uses:
Stat-driven pools and branching outcomes for replayability and personalization
Feedback loops to reinforce player investment in certain areas and choices
Time-based reactions allows the player to influence outcomes based on skill
<<if>> and <<else>> macros for conditional branching makes the game feel more alive
JavaScript-based mini games to add a layer of interactivity and allow the player to step into Rueben's shoes
"if then" statements to adapt dialogues and relationships based on choices to encourage the player to consider the impact of their decisions
NPCs
Each NPC has different needs and interests, influencing friendship meters and possibly team chemistry.


Narrative Progression
Choices made directly impact statistics and therefore game outcomes.


Items and boosts
Items provide different types of boosts, benefits, or knowledge.
Protein bars and energy drinks provide temporary +5% boosts to form or stamina
Junk food provides boosts to mental health but penalties to physical health
Purchasing books on training and nutrition provide boosts in terms of athletic capabilities
Collectible real-life soccer player trading cards can be sold for more money


World-building
The world is modeled after real-world footballer's paths, but in a fantasy city and team. Agents, media, and reputation all factor in to Rueben's success.

Part 1 & 2 Summarized

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