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Intertwine Post-Mortem

intertwine
A browser game made in HTML5

i lied. i don’t know if this qualifies as a post mortem. i don’t even know what a post mortem is LMFAOkxkak

but this is my post intertwine release “devlog” chock full of dev experiences, behind the scenes looks, and more for those who want to know more about the process of creating intertwine and thoughts i’ve had in reflection of release/experiencing otojam!

it’s long bc in usual crescence fashion, a bitch loves to talk. so buckle in gamers! there are some vague spoilers sometimes. you have been warned!

my thank u offering for all the downloads and reviews

Committing to OtoJam

for those who didn’t know, i entered otojam on a sort of Whim. because i am deep in the alaris trenches, i didn’t want to distract myself for too long from my main game, especially when there are people who have paid to support development. after talking to some friends, i thought otojam would actually be good for me. i’d been struggling with burnout and was in a creative rut. on top of that, i’d been doing this dev thing for almost 2 years with no full game to show for it (cries). even if otojam would take time away from alaris, perhaps it would give me what i needed—a kick of Motivation, a dash of Creativity, and some GD Fun.

so i decided about two days into otojam to officially enter it! And thus Intertwine made its appearance

the graphic that started it all

Oh, we are Otojamming

the intertwine editing team assembled and we got to work. because i already had a pretty solid idea of the game (it had been an idea i was sitting on for a while), there was less time spent on brainstorming and more time spent on writing and editing the script. for playtesters, i already have a group for alaris, and a couple of them kindly offered to playtest intertwine for otojam. i spontaneously decided to cast a va after some discussions with the editing team, and max joined. then, with One Week left of otojam, faefield productions entered the scene!

regarding development, the first month was largely dedicated to the script. weeks 1-2 were writing and fleshing out. weeks 3-4 were dedicated to editing and fine tuning. when my editors were reviewing the script, i was creating all the art assets. after the first month, i would say we had most of the gui, one cg, and the base sprite done!

at that time i felt pretty good. we were making good progress! i even was productive on alaris and irl work!

then the Second Month happened lmao.

i always forget the Horrors of fine tuning a build. i’m projecting right now, but i’d argue a lot of developers forget or underestimate the fine tuning/ quality testing stage. during the 4th-6th weeks of otojam, i wrapped up all the assets needed for the beta build. i finished the remaining cgs, all sprite expressions, and the rest of the gui. then i coded all the features into a beta version: learning how to create a messaging system for the first time, nailing the multiple iteration mechanic, cutting and editing the voice acting audio, and other Horrors that i’m sure i’ve since blacked out from my memory all happened during the sixth week of otojam. i was truly in the Coding Trenches.

BUT i got the build done and was able to send it out to playtesters for a week of quality testing. spoiler alert: the build wasn’t perfect and there were many bugs that needed fixing. the seventh week—the second to last week of otojam—was dedicated to this as well as my own tinkering so that the build felt completely Perfect (making sure expressions r exactly how i want them, transitions and audio fade perfectly, animations are perfect, that godforsaken clickable string to get to the next iterations that No One was clicking. all of the tiny aspects that make a game feel really polished). I am Not good with grinding. Suffice to say this was probably the most miserable week.

me every hour: DID U CLICK THE STRING

But once again WE MADE IT! Near the end of the seventh week, orpheo of faefield productions reached out to me and after gushing to each other about how big of a fan we are of one another, we spontaneously collaborated for a custom OST. Enter the eighth week, and we were ALL grinding. playtesters trying out a second build within only two days. editing team making fine tuning edits for the best script. coding. voiced lines that needed the slightest bit of tinkering.

Come 3PM on june 30th (otojam ends 6pm june 30th) and i’m coding the new music room, adding and double checking the new ost, and more. Two hours pass and it’s 5PM. We have less than an hour to submit. I am speedrunning playtesting at this point. There’s no random bugs, right? The game won’t crash anywhere, right? I don’t have time for this; I need to release it. Time’s running out. 5:30something comes by and with shaky hands, i release the game page and submit to otojam.

flashbacks to college 11:59 deadlines fr

On top of last week crunching, i was also dealing with extreme prerelease stress. i’ve never released a full game before. a demo, i can change. i can still tinker. this isn’t the final product. But a Full Game? My god. what if ppl hate it? or worse, what if ppl are so apathetic, they don’t even look at it and it gets sent to the void? after all, this year’s entries are stunning. they are Bold and Creative and Fun and intertwine is so….

Boring?

Some Lessons—Take Them or Leave Them

lesson 1. don’t listen to prerelease anxiety. that is the devil talking to you. if u have friends at least they will play and be nice to u. if u don’t have friends and no one plays, well it’s not the end of the world!!!! there’s always the next game. and u fckn know what? at least u Made that shit, and no one can take that away from you. keep ur head high, icon.

lesson 2. have fun and take care of yourself. the reception to intertwine has been amazing. i couldn’t be happier with it. but at the end of the day, the reason i look back on otojam fondly is because of the very dear friends i had to support me and have fun with me thru it all. life is meant to be enjoyed. it’s meant to be about memories, not metrics! never forget what’s truly important in life (cheesy, everyone boos me, but i’m right idgaf)

where would i be without them

lesson 3. plan. there is room for spontaneity and flexibility. after all, u can’t guarantee everything will go to plan. but with otojam being a crunch, plan as much as you can beforehand to not stress urself out during it. with intertwine, i had a somewhat outline and at least a pretty good idea of the concept, game mechanics, narrative design, mood board, etc. i had character concept art of van. if i had to do all of this during otojam we wouldn’t have made it i’m so srs. i also think when u plan as much as u can before, u have more room and time to have fun during! more polished build and more loving memories it’s a win win.

early concept art tbh i never thought it’d see the light of day

Typical Brand of Crescence Cheesiness

if you’ve made it this far ur a real one. all i have left to say is thank you for the support. while i was proud of intertwine (until the last week of otojam lol), i didn’t know what the response would be. to receive so many kind words has been unbelievably heartwarming.

as i said before, i’ve been in this game dev thing for 2 years with nothing to rly show for it. but during otojam, i could really feel the skills and experiences i’ve gained shine thru. i had a better handle on narrative design, coding things, integrating gui, and even more dev friends to talk to (thank u to all my friends who have played and messaged me U DONT KNOW HOW MUCH I LUV U). it was rewarding in a different sense compared to releasing a game, and i really am glad i did otojam to give me that perspective <3

a lot of things seemed to cockblock otojam this year (or so i’ve heard) between the sheer amount of entries (go us tho), the release of a lot of aaa otome games, and then twitter literally breaking less than 24 hours after otojam ended. even with all that, i’ve been so humbled and honored to see ppl enjoy intertwine. the comments i’ve gotten have honestly made me emotional, with many of you comparing it to games that i heavily admire and or expressing emotions i never would’ve dreamed to have been able to instill.

the otojam experience has been incredible, from the memories to the game to the reception. and i’m very grateful for all the people who made it that way! thank you for enjoying our silly little game made with our grubby little fingies. i hope you all continue to enjoy intertwine (and the other otojam entries from this year) and van!

Files

  • intertwine-1.0-mac.zip 116 MB
    Jun 30, 2023
  • intertwine-1.0-pc.zip 131 MB
    Jun 30, 2023
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