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Couple notes on UI:

  • in the main menu, blue text is not well visible on the screen (click "preferences" for example. all the titles are barely readable). Same goes for menu options when background is big ladder up and no story text yet visible.
  • option to pick text size would be nice. both on full screen and in browser, text is too small for me personally.

That was pretty good small game. I liked the enemy designs. Music and story delivered a great spooky atmosphere.
Very solid jam entry in general, and totally a blast as a first jam entry!

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Thank you for your tips and suggestions. For my update after the jam is through I will put these on my list to update and fix! Thank you so much. I didn't even think to check those while I was doing my double checks. Thanks again!

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welcome! I am not sure how noticeable it to others... I have quite bad vision and use weak glasses for reading when I'm at home. It can also look different depending on screen size or window/full-screen option. I played of full screen.

I used to study webdev years ago, which led me to research accessibility/usability. I tend to wonder how impairments can affect gameplay experience, for example lack of sound while playing horror survival can be day and night for game difficulty. It can be worth reading on that stuff. With vision impairment it is a bit tricky, some people do not see certain colors, so it is not exactly about what colors get lost on background for normal user.

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Hey, just heads up! You may be interested in Bluebeard jam that just started and a small discord that started it (narrative games, vns).  Neo-twiny jam is also interesting (500 words limit story game jam)

https://discord.com/invite/6cZBYqBP

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Thank you so much! I saw the bluebeard one last night and signed up but since i'm currently working on a jam, I'm not sure. It will depend how long it takes me on my script here first... but if I have time to write another and make a game with bluebeard first, I was thinking of doing it but I want to make sure I have this first script done. lol so many jams and so little time I swear! Thank you for thinking of me and I hope I'll be able to join! Next one for sure though! 

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Welcome! There are always jams to try for, or you can always start your own. Those 2 seem up my alley/tick boxes in my interests, I hope to at least do text based Twine kinetic novel projects or something. My goal is to just make a lot of rapid prototypes for now, not to do good job on anything (i am recovering perfectionist), so my approach is wastly different from serious entries 😃

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I love your approach to your perfectionism.

 I've actually been doing something like that except with my exposure to money and needing to sell anything I create (therapist recommended)... Basically, anti hustle culture. I hustled for a paycheck until I burnt myself out mentally to the point of ... Well, now I do things for me and for free just to spread joy or at least I'm trying to. 😅 Girl, still has to eat, after all. 

Your ideas sound awesome though! I just started learning twine and I'm in love. This is going to be so much easier to keep things in track and order ... I don't know how many times I had to decide this game because I was sending scenes to wrong paths. 😅 It was frustrating. 

I love forward to reading/playing your prototypes! ☺️

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Haha thanks! It was a very bumpy road to figure it out.

I spent a very long time being in the money making mindset that warped the way i dealt with both money and creative projects. The only real solution for me was to get an office job unrelated to all of that. I was avoiding it like a plague stubbornly(as many artists try, to be full-time artists), but it ended up lifting all that pressure. 

I haven't touched a lot of started projects just because they were passion projects and i didn't want to rush or to adjust it for money etc. and the whole full-time artist is not gonna fly, you'll hit up a wall and burn out just because the focus is too narrow in one field. Doing other creative things (programming, writing, music, origami or smth) helps to not get stuck or avoid art blocks etc.

I used Twine only a bit, but it seems quite easy to figure out for a story driven prototype(think Detroit Become Human) or just text-based game.

With my current approach i can always come back to these ideas. It is similar to writing down outline from a cool dream: just to form a rough idea. I lack too much technical knowledge to concentrate on my projects seriously, I end up breaking whole projects more often than advancing them. 

Plus simple small indie games for jams can be very different from "game for steam". A lot of small cool games either do not sell commercially or too short to be called a game. Many indie gamedevs are stuck trying to make next mmo rpg, because they cannot comprehend how a small game can look in general: Jams are very good for battling that.

Thank you, I'll look forward to your works as well :)