A floating island with a sign reading Do NOT Enter, under construction
Bandi
An ordinary day begins to unravel. As the seemingly normal school-simulator game goes on, you discover that your world is not real, and fall into the place where abandoned assets and ideas end up. Yes, the name is Unfinished. Everything here is drawn by hand, in black and white, because that's what unfinished things look like to me.
when
Oct 2025 – now
type
2D point-and-click puzzle · visual novel
engine
Ren'Py · art in Magma
my part
solo · writing · art · code
made for
CAS project, ISB · in progress

What it is

BandiYou wake up somewhere with a black sky and white shapes drifting in it. They look flat, like they were never finished. There's a floating island, a sign that says do not enter, and a hallway of doors. Every door is a game somebody started and stopped.
BandiExplore, collect, unlock. Point and click to investigate the environment; collect items to unlock new interactions and advance the story. You talk to what's left of the characters, slowly figure out where you are, and look for a way home, or to another world that still works.
Black sky with white shards; dialogue box reads They almost look flat
they almost look… flat?

What I made

BandiAll of it: the story, the backgrounds, the sprites, and the script in Ren'Py. The art rule was strict: black, white, one grey, wobbly lines, no shading. Partly because I like how it looks, partly because I wanted to actually finish it.
BandiThis site borrows its look from the game. So in a way you're walking around inside it right now.

Screens

The floating island scene
explore the world of abandoned assets — "I can't see what it says from here…"
The sky scene
dialogue reveals the world is not real — "They almost look… flat?"
The hallway scene
the hallway of doors

What I learned

BandiRen'Py, first of all: scenes, labels, choices, how a visual novel is really a script with pictures attached. That part went fine.
BandiThe real lesson is why this one still isn't finished. I planned it the way you plan a dream: a whole world, many scenes, a boss fight at the end. At the time I didn't have the skills for half of it, and I didn't split the time I had into pieces that could actually be done. So the plan stayed big and the game stayed small.
BandiA plan isn't a wish list. It's a list of things you can do, in the order you can do them, in the time you have. Every game I've made since this one got planned smaller first. That's why they got finished.

Other lockers

01Error 404 · videogame 02Error 404 · tabletop 03Chicken Population · research 04Unfinished · visual novel 05Unreal Engine Shooter 06Morning Routine 07Tower Defense Tileset
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