Little God

Little God is a short narritive based 3D game where you explore the environment as a tiny helper, on a quest to find some missing items for the humans of the house.

Download link –

How to play

  1. Extract the .zip
  2. Run the executable
  3. Click Play (Give it a moment to load)

The idea came from the book Invisible Cities by Italo Calvino, in the city called Leandra, people live with tiny humans which they do not notice, the little God’s. Because of little God’s size, their perspective of the world is very different from ours.  Which lead me to think about interactive environments, it not only refers to buildings or natural scenes, everyday objects which carry a huge amount of information can also increase the sense of immersion in an environment, which increases the possibilities of a game. A keyboard is a like maze, a book is a like mountain, and even a piece of Lego is something needed to climb.

That’s how I had an idea of letting players experience the life of the little God’s, who have very interesting lives living with humans. Little god is an adventure-based role-playing children’s game. It’s not only curious to explore, more importantly, the player needs to accomplish their tasks. Which is helping the humans find three missing things in the environment, the player will explore the environment, with their eyesight limited by their perceptions, which makes it difficult to identify the objects.

At first, players will be located in keyboard maze.

They will hear a man said, “I lost my keys, where is my card, don’t tell me I’ve lost my gift as well.”

Three missing things

The three small objects are cleverly hidden, just like when you put down your keys one moment and then can’t find them anywhere 5 minutes later.

The fascination of Little God lies in turning the most ordinary everyday scene into a huge mystery adventure, stimulating the player’s curiosity Players need to investigate, guess, and detect.

There are some very difficult parts in game, like climbing the book tower, or jumping from one place to the other. Players need to be very careful from falling down. And need to think how to find a way to reach the new place, you may need to walk on a ruler, or a spoon, and so on.


Control panel


Movement                                Hold shift to run                          press space to jump

This game looks simple but children need patience and insight to find the thing they need in this messy room. And sometimes they need to listen to little gods hint.

Little god will give players hint, when players are near that the area.

  1. “I think his card is on the top of those books.”
  2. “I think he left his gift in the drawer somewhere.”
  3. “Last time when I saw his key was when he is sitting on his bed.”

If the only interaction with the world was finding the items, it would be less interesting, but because little gods are very small, the room looks like a city to them. They need to run a long time to see new things. In order to make it more interesting, while players are running, there are a lot of sound clips and dialogue playing though the game, Little God is built to be a very chatty and funny character, they make jokes and comments all the time.

A nonlinear environment gives good chance to explore as you want, which fits well with the concepts of the little gods of Leandra.

Advantages of telling an interactive story is that it’s move investing to the user, it gets them experience things in their own time and their own order.

Adding dialogue to drive the narrative increases the player’s connection with the character and the world he lives in.

Items are scattered around the room in order to try and create the feeling of a lived in environment.

There are a few scripts used in Little God, using a mixture of JavaScript and C#. Code is created to switch the scenes of the game, to create triggers for the items needed to be picked up. To manage where and when sound clips should play, and also to govern them time limit that’s been set up on the level.

All aspects fit together to immerse the player’s physical world, and interest them about the larger world outside the room.