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Korean Linguistics Lab

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A member registered Jun 12, 2019

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Thank you for your encouraging words! I am glad you enjoyed my little project : )

WOW you have a keen eye! Thank you so much for letting me know about this! It's just my clumsy mistake; Kyle shouldn't be writing with Sam's handwriting, but your interpreation is intriguing though haha. I can't believe I haven't noticed this for all these years, and since I am making a huge update for Love, Sam, your timing couldn't be better. Thank you! I'll try harder not to make mistakes like this in the future : )

Hello buncha! Could you tell me which part of Kyle's journal had a different hand writing? It's been a while since I made my game and I'm not sure which is the page you are talking about : ( Thanks for the report though! I'll make sure to look into it.

Hello! Of course I don't mind you mentioning my game in your thesis. I havent assigned any Italian translation work to anyone yet so you may freely do so as you please. You can contact me via my e-mail(tomas3@daum.net) if you have any further questions.

I did! He made the game look so interesting even to me haha.

Hi pokiberry! Thank you for your generous offer and kind words : )  Im glad you enjoyed it!

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Hi Kayen! I don't know what to what to say :) I am just glad that a lot of people like yourself enjoyed what I had little to deliver and found ways to appreciate it. It is because of you that I could reflect on what kind of games I want to create. So in a way, you've inspired me too and I am truly thankful.

Hello! I'm afraid it is difficult to find the cause and fix for that issue :( But I am currently working on a major improvement of the whole game, so the best solution I can think of right now is that you request for a refund to Steam and when the mentioned update is released, repurchase and try again. I know it's bothersome and am truly sorry I couldn't provide you with a better answer. Hopefully I can find a way to stop this from happening in the future.

Thank you for your cheering words :) I am so glad you enjoyed it!

Sorry for the late reply.

I can't stress enough how thankful I am for your feedback about my mistakes! Funny thing is that I tried to avoid those exact kinds of mistakes when making Love, Sam, but I guess i'm too clumsy : ( I'll make sure to fix it on my next update. I admire how thorough you are haha.

And to answer your question about Brian and Sam: Sam could definitely help Brian increase the odds of achieving his goal, but it doesn't dictate Brian's actions toward Sam. Sam is an outsider who is likely just passing by and is a genuinely sweet person who is willing to listen to what he has to say, so it's easier for him to open up to her about himself and his feelings. But Kyle is right about one thing; Brian is not an easy person to read. I intentionally made Brian this way since emotions and relationships are not black and white, just like what Kyle had toward Brian: it could be A or it could be B or it could be little bit of both. So it's up to you to decide what Brian's true intentions were with Sam.

I really enjoy the horror genre in general cuz it is a great conduit for delivering the complexity of human emotions, and through Love, Sam I found a way of expressing my own thoughts on that matter in the most efficient way I can think of. So yes, i'd like to keep making horror games with different stories to tell (maybe even Brian or Stacy's? hehe). It will surely be a fun process with players like yourself there to enjoy them!

Hello CherryBlast, and thank you so much for your comment. Its awesome to still have people leaving reviews about my game haha. And of course its a great delight to absorb some criticism from anyone who played my game, so please dont be shy!

It's nice hearing from you, cynkatie! First of all, thank you for asking. It would be an honor to participate in such a meaningful discussion. 

However, I must warn you that I am not used to talking in interviews, and since English is not my first language, I'm not really confident in my English speaking capabilities. Is there a chance I can take a peak at the topics we will discuss, or questions that I might have to answer on the podcast? If i'm really doing this, i want to be prepared as much as possible and practice a bit. 

Lastly, how are you guys planning to do the interview? There is a small chance I can't use certain podcast services since I'm in Korea right now.

I'm sorry. The demo was in Google Cloud but it got deleted with some of the other files. I'll let you know when it's fixed.

I knew it : ) I've always admired those whose speciality is literature, and I am honored you took interest in my writing.

One of my biggest challenges was how to make use of the narrative powers only a game possess without being too 'direct or descriptive'. I was fascinated by games like the Portal series, Undertale and A Way Out for their creativeness of telling a story in a way that only a game can achieve. In a similar sense, I wanted to deliver symbology that only a gamer could experience, although reading is the main instrument of story telling in Love, Sam. For example, after obtaining the camera, I designed my game so that the players have to continuously press the shutter in order to progress. This was an attempt to help players empathize with Kyle who frantically took pictures to achieve his goals. And of course, the part where you exit the closet is also one of my attempt to deliver symbology in a game. I was really concerned if those attempts was too subtle, and you have no idea how relieved I was when the streamers exclaimed "oh he came out of the closet".

To be honest, the "trick" of two diaries was not difficult to orchestrate. This is because of the nature of the subject i tried to talk about: love. The two diaries are different in many ways: the writings' tones are different, the paper designs are different, and even the hand writings and drawings are different. But I wasn't too worried about the readers suspecting that the two diaries are written by different people, even if Kyle's diary has a more 'obsessive' characteristics while Sam's diary gives a more lovable aura. This is because both Kyle and Sam's feelings are, in a way, the same. At first glance, the two diaries seem to portray different feelings for Brian; one is love and the other is obsession. However, many people don't suspect that the two diaries are written by different people despite a number of hints suggest that they are. This is because we naturally accept that Sam's sweet feelings can always turn into something ugly like Kyle's. Some say Kyle is a psycho, but his feelings are not that different from Sam's. It's just that his anger and frustration was too much for him to bare. Remember that I said I wanted to talk about the fine line between love and obsession? This was my way of saying it.

Thank you for sharing your insight about my game. I cannot agree more with what you said about a character's shames affecting one another.

(SPOILER ALERT FOR THOSE WHO DIDN'T PLAY THE GAME)

Love, Sam's narratives are driven by two diaries; one written by Sam in the past and one written by Kyle in the present within his subconscious. Both give very different perspectives on what happened in Rosen Peek to the players, therefore I carried the risk of the game's narratives being too confusing to deliver. 

I had to be careful writing the two diaries so they don't drift too far apart from one another. Therefore, I set up a timeline of what happened in Rosen Peek (such as the date of Sam's arrival and the date of her meeting Brian for the first time). Next,  I wrote Sam and Kyle's thoughts about those events in the form of diary entries and revealed each entries to the players in order (so if Kyle's diary is discussing incident A at one point, the players will be shown Sam's diary that talks about the same thing, but in her own way). That way, readers could effectively understand the story with broader perspective with minimum narrative confusion. 


Next came endless proofreading. I checked for plot holes, missing/redundant details and how well the narratives can captivate the players until the very end of the game. I had some help from my friends because no matter how hard I tried to proofread with fresh perspective, it was just  impossible. They were a huge help in not only finding bugs but improving the smoothness of storytelling. I guess the most important part of QA is ALWAYS GET HELP.

Your questions are very insightful. Are you majoring in or a professional in writing or game design?  Thanks to you I'm having some time reevaluating my game. I hope my answers are helping you as much as they are helping me.

Thank you for such a generous comment! This is the first time someone asked me about the writing process of my game and I'm not sure where to start. Still, I'll try to answer as best as I can.

When I first decided to make a horror game, I thought about what makes people scared. The answer I found was simple: it's the emotions we harbor. It's the emotions we try to hide but slowly eat us from within without us even knowing. Everyone is familiar with jealousy, guilt, shame stalking them for all their lives, and I wanted to tell how destructive and terrifying those emotions can be if you keep running away. And since love is one of the most complicated and powerful emotions, i decided to write a story about the fine line between love and obsession. 

To tell you the truth, I think the story itself is not that special; I mean, it's just another high school drama. But I think the reason why many gamers got absorbed into the plot is because I tried to make the experience personal. I chose a diary as the main plot device so that the players are easily drawn into the life of the characters, even if most of their faces are not even shown in the game. The best part is that almost everyone who played the game can easily understand what's I'm trying to say. Most of us had our secret crush and the fear of rejection, and are familiar with the pain of having to hide our feelings and having our soul and mind torn because of it. Even after we are grown up, those experiences haunt us and make us do crazy things without us even knowing. I wanted to show that something so familiar to us can keep us on the edge of the seat without the lengthy chase sequences or endless jump scares.

I don't know if this satisfies your question, but if you want to discuss more I'll be more than happy to talk.

안녕하세요, 위버님! 답변이 하~안참 늦어 죄송합니다... 취업을 하는 바람에 커뮤 활동을 게을리 했네요 ㅠㅠ 

제가 게임 개발이 익숙하지가 않아서 나중에야 알고보니 현지화하기가 굉장히 어렵게 개발을 했더라구요. 심지어 작업한걸 전반적으로 뜯어고쳐야 하는 수준... 부족했던 공부를 하면서 번역 버전 배포가 더 용이한 방법을 차차 알아가고 있지만 제가 공부랑 담을 쌓고 살아서인지 어렵네요 ㅠㅠ 말씀하신대로 한글로 작업된 파일을 위버님께 보내드리면 그걸 위버님이 덮어 씌우시던지 스크립트 삼아서 읽으실 수 있게 해도 좋을 것 같습니다. 우선 말씀하신 방법대로 제가 테스트를 좀 해보고 다시 알려드릴게요 ㅎㅎ 위버님 채널 구독해두고 영상 뜰때마다 보고 있습니다. 세상에 프레디 패러디가 그렇게 많은지 몰랐네요... 요즘 폐렴때문에 난리인데 부디 몸 건강하시길 바랍니다!

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한글 버전을 스팀 워크샵으로 배포할 예정인데 워크샵 구현 작업이 지연되고 있네요 ㅠㅠ 작업이 끝나는대로 먼저 알려드릴게요 ㅋㅋ 항상 관심주셔서 감사합니다!

Thx for the input

Glad you enjoyed it!

Thx for playing the demo! The full game is out now on Steam, so I hope you enjoy playing it too when you get the chance : )

That's too sad to hear :( I just hope the game didn't cause the freezing. But I'm glad you enjoyed the game! Thank you for your cheer.

It took about 2 years to make this. Also, I applied to GDWC the moment I read your comment! Thanks for the tip.

안녕하세요! 한글화 구상 중이니 그때까지 많은 관심 부탁드립니다 ^^