Skip to main content

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

Alexander "SquidLord" Williams

6
Posts
7
Followers
40
Following
A member registered Aug 24, 2015 · View creator page →

Creator of

Recent community posts

I ended up running that game many times at conventions, and I always wished that it had a bit broader scope and a little more flexibility in how it was set up. Running Breathless gave me an excuse to tackle some of those ideas too.

Ah, the good old Google+ days. I miss them.

You can’t run from your problems forever. They’ll either grab you and drag you back, or you get away. If you find yourself still running, you may need to check over your shoulder, just in case.

Actually, can we get the completely over-the-top, surrealist, absurdist, unrepentantly perverse, utterly mad version of this game? Because I think you have my attention.

Did the pre-order store ever get put up?

Give it a little more contrast or a lightened background panel. It'll attract the eye more and kind of help differentiate the spaces.

My suspicion is that the issue with observing that execution proceeds left to right along a series of branches is that the action occurring in the background is moving from right to left, and the user is of course looking at the ball to see what's going to happen. The first thing they see is the robot coming over and that side of the tree lighting up.

Move the tree away from the robot in the background and give them a little vertical space to breathe as visual elements and I think you might find it's more intuitive.

If you make the moment of choice a little clearer visually by adding another visual declaration step in between the selection for execution and execution, perhaps a green arrow moving from the root to the branch being considered before it gets checked might be useful.

Just a few visual design ideas.