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(+2)

Dave, thanks! My interest in PnC games was honestly rekindled after I played Peridium a few years ago. I’d not thought about PnC games in years until that point.

I was initially a little down on the lack of real puzzles in this but chalked it up to time and inability to tweak much. I’m glad to hear people just like just moving through the game as an experience. Mood and voice goes a long way.

Thanks for the writing comment. It was hard to pull together. I’d spent the first week on art and hooking up rooms. I had a day to get Travis a script. I’d never done one before for a game like this, so I had to export it, clean it up and have the game “done” so I could write to the situations…all in a day. A long day. I got lucky and covered all the voice and situations and a couple I missed I was able to double up lines etc. It was a good learning experiment.

I also added any ‘character’ in that day as I was writing. Things like making him a little southern or writing semi thoughtful lines as he interacted with corpses. And Floyd. I did have the ending in mind from the start and the ending credits music, etc.

Good note on the talking pose. Art/animation was just such a struggle for me I stopped at ‘good enough’ so I could focus on implementing. I look forward to leveling up there with more practice and speed.

Been knee deep in working on the aspect ratio fix we were talking about and near done, but I’ve been dying to play Telwynium and it’s up very soon!

(+1)

Yeah, in terms of puzzles, it's been interesting with Telwynium trying things much less linear than I'm used to. A lot more puzzles for the sake of puzzles, and characters that are like "I need these 3 things" ha ha. It's less modern feeling for sure. I tend to avoid doing that for the drifter, but it works for a deliberately "retro" one like telwynium. One thing that's nice when you think of more puzzles is that you get more bang-for-buck for the rooms you've done, people can play longer, since it feels like it's a lot of work for 20 mins of play time otherwise! But people don't have as much time to play stuff these days, so I like a condensed experience. Peridium was very similar, just a serious of obvious things to use. But yeah, I like that personally. Just like the flow of "ooh I got the thing, I know what I need to do now".  There's a very vocal minority that HATE easy puzzles though :P

My experience writing for these things is similar to yours too, mostly I look back and I can't remember writing most of it at all, such a blur. But one thing I love about these is that you start with nothing and end up with a character you kind of feel like you know somehow.