Creating Fountains: John Pywell’s Five Years of Solo Development
Five years is a long time to dedicate to a single vision, but for creator John Pywell, it was the journey that shaped Fountains, a solo-developed Metroidvania that is now hitting the XBOX.
Drawing inspiration from the atmospheric density of games like Dark Souls and Hollow Knight, Pywell built a world that prioritizes mystery and rewarding exploration. The goal wasn’t just to create a game, but to craft an environment where the player is compelled to discover the story for themselves, rather than simply being told it.
From his background in computer science, Pywell approached the development process by focusing on interlocking systems. The core gameplay loop is built around the classic Metroidvania structure: encountering a barrier, gathering the necessary skill or item, and using that discovery to unlock new paths. This mechanic rewards curiosity, ensuring that every corner of the sprawling world holds a secret waiting to be uncovered.
The combat system is equally demanding. Pywell drew heavily from the challenging, precise mechanics of games like Hollow Knight, integrating a satisfying rhythm where hitting enemies is key to replenishing the player’s resources. This creates intense, back-and-forth encounters that demand quick thinking and strategic movement.
While the world of Fountains is rich with environmental storytelling, the visual execution presented a unique aesthetic. The game is composed entirely of flat 2D sprites, intentionally creating a specific, mysterious atmosphere. Though some elements use forced perspective to suggest depth, the design remains firmly rooted in the sprite-based art style.
The challenge of bringing this vision to life involved overcoming technical hurdles, particularly in the realm of art. As Pywell developed the game over five years, he revised his early, rudimentary pixel art, gradually refining character animations until they achieved a smoother, more polished look. This iterative process of refinement, from rough sketch to final polish, was a major part of the creative experience.
At the heart of the technical execution, Pywell utilized the free and open-source Godot engine, choosing it for its flexibility and suitability for 2D development. This choice allowed him to focus on the intricate systems and world design, rather than getting bogged down by complex 3D modeling—which was intentionally avoided in the final product, keeping the focus squarely on the interconnected 2D landscape.
The haunting mood of Fountains was further amplified by its soundtrack, composed by Travis Moberg. The music acts as a vital component of the atmosphere, weaving the eerie, tense, and calm tones that define the experience, adding another layer of depth to the exploration.
Ultimately, the experience of creating Fountains was defined by a deep love for world-building and a relentless pursuit of rewarding player agency. Pywell’s journey from a computer science student to a solo developer who crafted an interconnected, mysterious world demonstrates that sometimes, the most impactful narratives are those discovered through careful exploration and shared curiosity.