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You flatter, I’m far from being an expert though, I’m definitely not that good. But as for how I got here? Spending a lot of time thinking about user oriented design, I think. Pay attention to details, make sure every interaction gives audiovisual feedback to the user. Make sure everything is very, very clear. Everything makes sense if you see it for the first time. Hesitation and tiny confusion = bad.

I suppose I copied from things I know already. The writing was inspired by Disco Elysium, the gameplay by the intro sequence of Fear & Hunger. Then mix with some Blades in the Dark and you get this. Steal like an artist!

(Most likely I make a new project for next round! That is the plan at least, I can’t fulfil the promise for a game this character creator makes about what comes after.)

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the entire games industry builds on previouse ideas, advancments come rarely, but you took everything that works and left out all that does not, good job!