The game jam overall was a fun, stressful experience while at times creating the game got to me or I hit roadblocks I was able to overcome them and push through and having this experience has taught me a lot. I am most proud about how I was able to reach the end for the prologue I had in mind and set up the world and characters well enough to get the necessary understanding. Since I used twine, my game was heavily more narrative than function, but the dialogue choices were the balance and decision, I had to make to add function and I hope the fun ones, the important ones and the small ones helped make the experience better. If I was to apply this think to my real life, I would be balancing fun with the important and make sure to have a good time when doing anything. As for a new level, it wouldn't exactly be a level but more choice and consequence, like more meaningful choices throughout the prologue. From my portfolio I used the characters, some of the objects, the school and some lore of the world, the rest was cut out either due to time, or it didn't have it purpose yet in the story. I noticed each creator went about their own way for creating narratives, some trying to be very serious, others trying to be fun, some doing a balance of both, each expressing their own creativity. My favorite game out of the ones I had to play was "Saltquest" I liked its atmosphere, its worldbuilding, its mysterious and cool gameplay designs for a bitsy game. While confusing and technically not much gameplay besides go here and there it was the one I wanted to see more of.
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