A Short Hike

Introduction

The game begins with the main character—a bird—traveling in a car with Aunt May—a bird—to a hiking location. This starting screen sets the stage for the adventure and exploration which follows.

Player Mechanics

Complexity in Simplicity: The mechanics are simple, yet mastering them provides a sense of challenge and fulfillment. The gliding mechanic offers depth and encourages players to learn and refine their control.

walking animation | gliding animation | running animation | item animation

Game Mechanics

Golden Feathers: Golden feathers enhance the character’s abilities, allowing for additional jumps or extended climbing. The feathers are literally and metaphorically a form of “growth”. Collecting them allows you to progress and unlock more areas until you reach the top.

Mountain Top: The game’s main objective is to reach the peak of a tall mountain. The goal of getting to the top sets a clear, but ephemeral measurement of the player’s progress.

Mountain Top (Frozen): At a specific altitude of the mountain, the golden feathers are frozen upon use and are only replenished when the player gets to a warm zone. The mechanic is a skill check for the player, serving as a way to test how well they understand the player mechanics.

NPCs: NPCs provide the player with tasks which offer both growth and narrative depth. While the quests themselves grant golden feathers and encourage exploration. NPCs add a layer of storytelling and character development.

Quests: Each of the quests focuses on a unique aspect of the game while granting the player more feathers. The existence of these quests incentivizes the player to actively search for NPCs.

Design Choices

Perspective and Camera Work: A unique aspect of A Short Hike is the camerawork around the mountain. It does not follow the conventional 3D perspective used in shooters where the camera is above and behind the player, but instead focuses on the mountain as if it were looking towards the center.

Art Style and Atmosphere: A Short Hike has a charming pixel art style and vibrant color palette. The game’s visuals evoke a sense of nostalgia and simplicity, contributing to a warm and inviting atmosphere. This artistic choice, combined with the tranquil and picturesque environment makes the game feel relaxing and encourages further exploration into the world.

Soundtrack: Each track is crafted to match different areas and moments within the game, creating an auditory journey alongside the player’s progress. The soundtrack enriches the atmosphere and adds emotional depth.

No Fall Damage: In A Short Hike there is no fall damage. This design choice allows players to explore the mountain freely without the fear of negative consequences from falling.

Themes and Player Experience

Growth and Mastery: The primary theme in A Short Hike is growth—which goes hand-in-hand with mastery. You start with a single golden feather, which slowly increases until you get the max of twenty. Along the way, you and the character both grow. On the one hand, via learning the game mechanics better, and on the other, by collecting more feathers.

Exploration and Discovery: As players collect golden feathers, they experience increased freedom. The mountain serves as a goalpost for marking player progression. The collection of golden feathers and the mountain “egg on” the player to reach the top.

Narrative and Connection: The game’s narrative binds together its diverse aesthetics, advancing the storyline and immersing players in its world.

Conclusion

A Short Hike effectively blends simple mechanics with deep, meaningful themes. The journey up the mountain is a testament to the player’s growth, mirroring real-life experiences of learning, exploration, and the satisfaction of achieving personal goals. Through its design, the game creates a fulfilling and introspective experience for the player.

My reflections on the game have made me want to go on a real hike. The only reason I have never been on a hike was because of an unfounded bias. I always thought of them as stick-to-the-path adventures and boring walking.

The motivator missing for me was other people. In the actual world, a hiker wouldn’t encounter a shady person asking them to complete tasks for them. Everything I have written about the themes and aesthetics in A Short Hike equally applies to real-life hiking, so go “touch some grass”.

Here is a clip of A Short Hike.

If you want to play the game: https://ashorthike.com/