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So cool! The systems you've got with your narrative really add a lot to this game. I really enjoyed playing through a couple of times and seeing just how different things would look.

The writing is phenomenal-everything you could want out of a vampire story and a lot more. I always enjoyed giving myself pretty eyes...

Every game of yours I've played has such a unique texture-this one even more, likely since you made the whole engine for it. Incredible!

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Thank you!! I'm basically trying to reappropriate the script structure that Hades successfully used. 

By which I mean -- there's several systems that control the dispensation of text. Some are "fast" -- they allow you to acquire more text every turn -- and others are "slow" -- they allow you to acquire more text only every run. Some of the text is gated by conditions that are likely to change pretty often and some of it is gated by conditions that are likely to change only once per run -- so when your hidden text is governed mostly by the fast cycle, you have a very high ability to uncover it; when your hidden text is governed mostly by the slow cycle, you get a drip feed. The game is designed to make it impossible to see all the text in less than three runs.

This is something I thought about a lot and I'm relieved that it seems to have basically worked.