Brain Invasion
A playable, story-driven game built entirely in PowerPoint — multi-level progression, original characters, puzzles and branching paths, inside software designed for none of that.
Play it here
Highlights
Rebuilt it for the browser so it can actually be played — the original vector artwork and outlined lettering, the real answer destinations from the 40-slide show, and the maze’s own path geometry used for collision.
It started as a question about how far interaction can be pushed when the platform fights you. The answer turned out to be: considerably further than people assume.
Wrote a quest narrative first, then built the levels around it — story and mechanic designed together rather than one dressed over the other.
Turned hyperlinks, rollovers, and triggers into game logic, which is not what any of them are for.
Drew original characters and animations simple enough to stay readable mid-play, and detailed enough to hold a world.
Built multi-level challenges rewarding observation and attention to detail, with the solutions hidden inside the artwork itself.
Result
A standout example of creative problem-solving inside familiar software — praised for its innovation, storytelling and replay value, and circulated as evidence of how far PowerPoint can actually be pushed.
Tools
"This is so good — took me loads of attempts to complete though."
"A brilliant example to show the wider team how advanced PowerPoint is."
"I love it on many levels — the animation, voiceover, design."
The browser version is a recreation rather than a PowerPoint player. Answer destinations, the maze geometry and the artwork are the original’s; the motion paths and click-trigger timing are reinterpreted for the web, and the ending is an explicit completion screen rather than the source’s final question.
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