you're welcome!! and yes, it's true that nsfw games have a broad spectrum of quality that seems miraculously unrelated to their financial success. but for every soulless AI art pornslop, and every generic 3D animated straight porn patreon making $150,000 a year, there is a kinky freak's passion project dream that goes on to inspire another kinky freak to make one of their own. shallowcreek certainly would not have existed if not for games like corruption of champions/trials in tainted space, hypnoscreen, perfect home, caliross, cruel serenade, hachina... too many to name. you must find the strength to make something just for you, something that unabashedly indulges your deepest, strangest fantasies for all to see, for only in doing so can you hope to carry your legacy onward in the next generation of nsfw game developers. what is popularity in the face of giving someone a kink discovery event so intense it changes their destiny??
sheeplike
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it's certainly very different than my usual project size, yes. this project in particular was very nice, being a lot of individual scenes with huge variety so i could avoid feeling stuck working on the same thing, and i had a LOT of passion for this particular work which made it relatively easy to avoid burnout. releasing it truly felt like nothing else i've ever worked on!! i remember having some mental wires crossed that day - i was getting so much positive attention from friends and acquaintances that i kept unconsciously thinking it was my birthday, haha.
more big projects are definitely on my mind, but i think it'd have to be something sort of like this, where there's enough variety for me to not feel totally stuck. maybe a superhero twine (or something?) similar to shallowcreek, i have a few VNs an artist friend and I are both excited about, maybe a few other things. i've been spread pretty thin on hobbies lately and that makes it hard to commit to anything, especially since it's not my job (sadly) but yes, now that i've had a taste for making something i'm truly immensely proud of i am certain to continue chasing this feeling in one way or another
thanks so much again for playing!!
oooooooh wow what a spectacular comment. thanks so much for taking the time to check it out!! gosh.
i spent such a long time on this project (and learning twine) that act 2 is pretty significantly different from act 1, which thankfully sort of manifested in a smooth progression of complexity but yes, having that level of quality all the way through would have been nice. looking back, i really should have done more in the first act especially, but i was determined to release it as a finished project in november, and a number of scenes - even ones that were partially done - just had to go.
also i'm really glad you liked the lizard shaman guy. i think he's my personal favorite deep down!! lenti and oliver bumping into sir griffin again and betraying each other to him would have been SO fucking good oh my god. maybe something for the increasingly-less-vague idea of a future expansion.
a renpy version would be pretty amazing!! and i do think there's a pretty significant chunk of players who see twine (regardless of all the effort i put into visual polish) and close the tab, but gosh, my limited experience working on visual novel projects has made me realize that even my most conservative ideations of art assets is an absurd amount of work that would ALL have to be outsourced. maybe one day!! but probably not for shallowcreek.
thanks so much for playing!! i can't easily express how excited i was to see a comment with your name on it and i'm really happy to hear you liked it enough to play it to the end!!
very true!! and gosh, i don't know if it's more fun, but it definitely does make a difference in things actually getting made. when i pushed to finish my text game last year i was doing weekly sprints and meetings with my dev team and without that, i certainly would not have finished it by the deadline, especially since i ended up cutting it very close anyway!! i think it's interesting that, in my experience, "forcing" art vs making it when you're really inspired doesn't actually change the final quality all that much. the only way to set yourself up for making something low-quality is, in my opinion, refusing to experiment or challenge yourself regularly and/or settling when something doesn't feel quite right
there absolutely is!! honestly it's a very grounding truth that's very easy to kind of skirt around with excuses like "I'm just learning" or "I'll come back to this." makes me want to pick something out of the backlog and really commit to finishing it. even projects that i've been pretty passionate about just have too much of the "work" part and i drop them in favor for lighter, faster projects. part of that it's not my job (sadly) so it's a lot easier to treat it like a hobby. but the singular major project i've actually committed to finishing is the thing i'm most proud of so gosh, maybe i should try treating it like work again and force myself to ship stuff!!
gosh, so exciting!! the content, I mean, not you being killed. It's pretty amazing that you can keep yourself motivated on one project for such a sustained period, honestly!!! I can't work on the same thing for more than a few weeks without it feeling dreadfully stale, with one notable exception. how do you not chase every hot idea that passes through your mind??
very exciting! It sounds like this one will be the biggest in the series, content-wise, on launch? will it still be split into a few releases like the previous entries were? I hope this release date lets you work at a realistic steady pace and still gives you time to relax and play games and stuff!!
It's for if you have a second monitor positioned vertically above your main. When it's checked, you can throw her upward, watch her arc gracefully through your upper monitor, and then see her land back down on your lower one. A little niche but I think it's pretty fun and adds a bit more compatibility!!


