Mi Historia · My Story

About the Game

I made this game on my own for a GameJam (GameJamTopia) this year (2019). The game is made in 48H and is my first game. I wanted to improve it, adding a better soundtrack and some color to it. Also, I wanted to translate it into English. You can find both versions here.

Download Mi Historia from Itch.io

In Spanish. This is the 48 hours game

Download My Story from Itch.io

In English. This is the final version of the game

If you don’t want to download it, play the final version here!

Index of this page


The game is a Graphic Novel that follows the story of Jackie, a 9 years old girl that suffers from an abusive family. Jackie meets I, an imaginary dragon that will help her to realize that her imagination has more power than she thought.

If you let the nightmares gain force, they will become real and the will consume you.


True Events

Personal Note

When the Jam’s coordinators gave to us Jam’s theme (literature), immediately I thought in myself. Way before to be a Game Designer, I was a writer. I always used the stories to express what I was feeling and to set me free from my nightmares, my dark thoughts and my demons. Everything that you can read from me was, at some point, a nightmare or a dream. Something that got stuck in my head and repeated over and over again until I wrote it. And I discovered with time, that the way that we write our stories, the way that we describe it, will change how they will affect us. All decisions that we make in our lives have, in a way or another, consequences. With our nightmares happen the same. We have different ways to face them. With anger and hate and fear or with love and courage and kindness. We can fear them, and try to get rid of them, or we can accept that they form part of us. And that they will always will. We can use them or be used by them. That is the experience that I chose for my game. It is something that you can see in tons of artists all along the time and around the world. There are the ones that use their nightmares to do art without let them consume them and then, there are others that put so much of them in their art, that spent so much time looking to their demons, that they end consumed by the madness.

So, when I was thinking about the story of the game, my own story came to me. I drew and wrote tons of nightmares and bad memories along time. However, there was one that I never dare to face. The Man Behind the Curtains. My biggest nightmare. Because, He is not just a bad dream, He is not just a bad memory, He is the representation of a trauma that grew bigger and bigger every day. He is all demons in one. The Nightmare, The Memory, The Paranoia, The Madness, The Loneliness… In His name, all the rest of my demons born. And it was something so strong, so real, that I never dared to face him. Until now. Because now I am bigger than him. I am stronger. And I have my protectors. Monsters bigger than Him. This game is based on true events. It is based on things that happened to me when I was a kid. It is based on real places and real feelings and real fears. Is the representation of decisions that I made. This is my story. Well, it was my story. Now, is yours.

My Experience Developing This Game

Personal Note

I learned a lot from developing this game. It can look like a small and easy game (clearly is not an AAA game :D), but it took me a month to finish it. That is one of the first things that I learned: making a videogame, always takes more time than we think. Even when is a small game, there are lots of things that need to be done.

And the best way to don’t get lost is having a well done and ordered GDD. For this project (as you could see in the index below) I took the time to make a diagram with all the scenes, their categories and their paths. Also, I took note of all the audio I thought I was going to need, the tracks that I wanted to compose for the different scenes and all the programming knowledge that I needed to learn. Having that, it helped me a lot to finish the game on time.

And that takes me to the third thing that I learned: have a deadline. Many people think that, if you are an indie developer like myself, have a deadline only gives unnecessary stress. Because, if you don’t have a deadline and something is not working, you can have all the time in the world to fix it. A privilege that if you are working in a company, you might not have. So, why is it important to have a deadline? For the same reason that maybe you don’t want to have it: if you don’t have a deadline, you will have all the time in the world. And that could mean, that you will not finish your project. Have a deadline will help you to work more efficiently. If something is not working, you will find a way to fix it on time, instead of adding more time to the development of the game. Does this mean that you cannot take more time if you need it for your game? Not necessarily. It just means that you will search for an efficient way to fix the problem. Maybe changing one of the mechanics. This maybe can look scary. You maybe will think, » I like my mechanics I don’t want to change it. I prefer to spend more time on the developing process». And it’s ok, but, you can see it in this other way: Do something simpler. End it on time. Feel proud of what you did. And start over. Now you will have double of experience and knowledge and that means that you will have double of time to experiment and play with new mechanics.

As I said, I learned a lot from developing this game. I learned more about how Unity works and C# programming. I learned how painted faster with watercolors (even when your room is a 40ºC :D ). I learned about audio software and soundtrack composing. I learned to manage better my developing time. And the most important thing, I had a lot of fun making this project.

So, summarizing, these are my advice:

1. If you think that your game is simple and that you can finish it in just a couple of hours. Think again and add another couple. Remember that a game has a lot of things combined and that the love that you put on the details of every single of those things (design, art, music, audio, programming…) will be reflected in the end. So, take enough time.

2. Have a well done and ordered GDD. Take the time to do it. Put colors and images and arrows… and every other thing that will help you don’t get lost in the middle of the project. Believe me, have a good GDD save a lot of time later.

3. Have a deadline. This will help you to be focused and work more efficiently. Don’t be scared to change a mechanics or to save for another project an idea that would slow down your current project.

4. Have fun. Learn new things. Don’t be afraid to show your work, even if is not perfect and be proud of it.