Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Honestly you should be proud of being able to create such a compelling and novel aesthetic so early on in the development process. Thanks for taking the time to respond to my feedback. I'll admit that part of my motivation is a personal fixation on this particular issue.

I've always been annoyed at how the 8-16bit handheld generations established this expectation that because you can only fit so many words on a screen, you shouldn't expect anything resembling quality writing. The pokemon games are perhaps the most egregious example of this (to this point where the hypersimplified, zero-subtext dialogue is now part of the brand). Any games with the potential to buck this trend are always going to be on my radar, and with the playdate I think the juxtaposition between 1-bit graphics and modernized writing standards would be that much more pleasing.

But that's just me - I fully understand that writing might not even be something that you're prioritizing for your game and that's totally okay (I'll still be following it with great anticipation). Just wanted to share my perspective.

You’re welcome. I’m always happy to get feedback, and yours was useful. And I wouldn’t write this devlog if I didn’t want to answer questions. Believe me I’m very aware of how bad text looks in games, since I used to work in press for a while, and my wife was doing printing layout. I think at the end of the day you can have decent writing with very few words. Like I mentioned in one previous devlog, I hate lore and walls of text. I think they often hide the lack of a real game and context underneath. But the game medium can still make use of good writing, as long as it’s done with style and economy. With all that said, I don’t pretend to be a writer, nor a game designer for that matter! I’m just learning as I go.