Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Townframe - A puzzle game where you recreate towns from people's memories

A topic by Norrimo created Apr 19, 2022 Views: 1,611 Replies: 40
Viewing posts 1 to 23
(7 edits) (+1)

Hi, I'm Patrick, a solo game developer from Germany and now I'm working on my first commercial game Townframe.
It's a small town maker puzzle game where you recreate town's from peoples memories.

How the game works:
In the game you got a lot of different windows of different towns and from each town is a person from (the picture below is an example).
These people gives you the request to recreate a town how they are describe it. These requests are formed as riddles you have to solve.
You have different tools you can use to solve these puzzle. At the start of the game you just have a town generator tool and your mouse which you use to change the buidlings. If you solve a riddle you get a coin which you can use to get new tools which allow you to discover even more hidden things in these towns.

Other tools in the game will be for example a wind tool which allows you to change the direction of the clouds and speed of other things.
(I don't want to go too deep into the tools because they are part of the puzzles)

But all your tools are working in every townframe. So you can even explore hidden things in towns where the riddles are already solved.
I just want to make a puzzle game where the puzzle places are not thrown away after you solve them. So these places gives you some more deep insign after you got more tools. It's kinda like a metroidvania.



(early concept art)

The current state of the game:
At the moment the basic gameplay of the game is working.
That means:

  •  you can generate a town at once
  •  you can click on each building and create a new one randomly (maybe you will have later an option to create the buildings in order)
  •  you can solve a basic puzzle, get a coin and buy a new tool
  •  you can make screenshots (yup, that's probably one of the tools)
  •  you can close the game & change some settings like fullscreen on/off


What the final game will have:
I want to "finish" the game in the next 2 -3 months. So I want to keep it small but very polished. Polishing time could also be a few extra weeks.
At the end you will probably have at least 10 - 15 different frame puzzles you can solve.
Some of them will be harder than others and some of them will be easy.
I want to design the game in a way that you can complete the "main" game and still have the option to make one of the harder puzzles too.
The language of the game will be in english. Maybe german too, because that's my mother tongue. Other languages would be nice but at the moment I don't have the resources for more translations. Could also be something that can happen in the future.

Where will the game be available:
The game will be comming to itch.io and steam.
At the moment I don't intend to release it on consoles. But who knows what comes in the future.
I also have a steam page. If you want to support the project you can wishlist it there:
https://store.steampowered.com/app/1927150/Townframe/?utm_source=itchdevlog

Every wishlist helps.


And that's it for now.
I will continue this devlog in the next few weeks. If you have any questions, don't hesitate to put them down here.
:)

(1 edit) (+1)

Here are some other mockups for the game. I'm currently working on the implementation of the worlds, characters, UI elements and of course the puzzles.
All of the visuals could change if I see a need for it. At the moment I just want to have all of the concepts in the game to test them and then I decite if I want to change something or not.



And yes, these are the same screenshots as on the steam page. I update all of this later when the game visuals are finalized.

(+1)

Update - Wind Maker Tool

The windmaker tool is one of the big tools which is now full implemented. It makes a lot of fun just to play around with this thing.
And I'm also a bit proud of myself because I wrote for the trees and grass my own animation system that just takes images and set them visible at specific times.
Anyway, during the whole process of making this tool I had a lot of cool puzzle ideas which I can now try out. 
I will  work on some of them now and then I will probably continue to work on the other townframe puzzle tools.
There are still 3 left to implement.


(2 edits) (+1)

Update - Description, Mouse & Wind Slider

I've added a little description text for each UI Button, including for the tools. I hope that this makes the game more accessible and you understand what you can do in the game just by watching it, even if you "do" nothing in the game. I hope that makes sense. :)


(4 edits) (+1)

Update - Photograph Tool

That's the photograph tool.
You can now make resizable screenshots of your towns which will become also part of the puzzles. The screenshsots will be saved to the file where the game is inside.

I'm also thinking about to create a kind of ingame photo album with all your shooted town pictures. But I won't try to implement this now. I will probably do this later when I'm far enough with all the other important things.


(1 edit) (+1)

Update - Thoughts about the release date

I thought very deep this morning about how big the game should be.
I'm still working on the mechanical parts of the game and haven't put that much content in the form of puzzles into the game yet.
So I put a restriction on myself.

One month!

What I have after a month, I will polish as best as I can. And that's how big the "main game" will be.
And if there are some cool puzzles left and I have the time, I'll add them to the game as well.

I think this will also help me find a release date that is still in my budget.

(2 edits) (+1)

Update - Inspector Tool

I have finished the work on the inspector tool.
It's basically a giant magnifying glass that allows you to discover hidden things in the towns if certain conditions are met.

These conditions depending on the puzzles the people will give you. Some hidden things are part of your puzzle solution and some will be completly optional.



I'm also started to update a little bit the steampage. There is still no gameplay trailer but I will maybe make some to the end of this month.
https://store.steampowered.com/app/1927150/Townframe/?utm_source=itchdevlog

(1 edit) (+1)

Thinking - about World Map

I'm thinking of adding a map to the game. At the moment you can switch between townframes by using the arrows left and right near the frame. But It gives you not so much context about how do you get to the frames and why you can switch to them. So I think a map would gives you a much deeper connection to the way you get to the townframes.
"You are a townframer and you travel through the world and solve town riddles by people" <- sounds cool and gives also a touch of exploration because you unlock new lands to travel by solving puzzles.

(+1)

Update - World Map

I worked on the world map this week. The transition to the next city is still a bit unspectacular, but I can improve that next week.


(+2)

I like the graphics. These looks very pleasing

(+1)

Thank you! I try my best to make the graphics looking good but also let them not to be too complex so that I can work faster on the game. :)

(+1)

Update - World Map (part 2)

I improved a bit the transition when you choosing the townframes.

I'm also thinking about adding walk lines on the map between the towns. Would be cool to see where you started and in which order you solved the puzzles.
But it could also be an unnecessary feature. So I add this idea to my "If I have time left I will do this"-list.

(2 edits) (+1)

General Update

Hey everyone. :)
I'm back to continue the development of Townframe.
I had taken a month off for traveling and other things.
So let me inform you how the progress of the game is so far.


The game is in a very advanced state so there are some things that are also finished now, like: 

- 60% of the puzzles
- the shopsystem - all tools (they were very time consuming ... uff)
- the worldmap - the most of the sounds - the feedback (juiciness)
- all puzzle ideas


Things wich are still in work are:

- 40% of the puzzles in coding and art
- some character designs
- the tutorial (I have a functional one that is still not perfect)
- the startscreen - the options menu
- the help/about menu
- some sounds
- and saving (very important)


In this month I want to get done with all the puzzles in the game, towndesigns and characters.
I think that's realistically achievable.

And here is the game's steam page
-> https://store.steampowered.com/app/1927150/Townframe/?utm_source=itchdevlog
(the game will be on itch later too)

Do you already have music for this game? If not, you can reach me on twitter (https://twitter.com/bluebury_music).

This game looks very promising, and I hope it does well!

Hey! Thanks for the interest, but unfortunately this game will be a commercial one and right now I don't have the financial resources to pay a musician, so I'm using only royalty free music for this game and just name the one in the credits for who made it..
But your music on soundcloud is very good! :)

(+1)

I was going to offer to do it for free. A game like this can use something minimalist, so it wouldn't be a lot of work. A royalty-free song is not a bad idea, though. 

(+2)

The art looks fantastic. Good job on everything so far, and I can't wait for the next dev log.

(+1)

Thanks! There will be a new one at the end of next week. :)

(+1)

Update -  Background Themes

I tested today  some gentle background themes for Townframe.
The current blank background seems a bit boring to me. Maybe it's just because I've been looking at it for months ...

I also noticed from the gif that an animated background would also be something nice.
Maybe there should also be an option to turn it off.

But for now I'm saving these possible backgrounds for later, because I have to finish the remaining puzzles at first! :D

(2 edits) (+1)

Update - Puzzles & Sound

Aside from the background themes (above), I've also made some progress on the puzzles this week. This one below is one of them.
There are now 9 completely finished frames and 3 more are visually finished, but mechanically not yet.

I might reach my goal of making all the puzzles by the end of the month, because my goal is to have at least 15 of them.
15, because that's been my favorite number for years, and also because that's a good number to reach AND have time to polish the game.

I want to release townframe this year, so I had to limit my scope from the start.
The puzzles are all interesting in their own way.
To give the player a good 1-hour game rather than a stretched 2-hour one is just better.

Aaaaand I made a video of one of this week's finished puzzles because I want to show the sounds too. I made them a few weeks ago.

This may seem a bit spammy now, but if you haven't added the game to your wishlist yet, you can do so here:
https://store.steampowered.com/app/1927150/Townframe/?utm_source=itchdevlog
Every wishlist helps. Thanks. :)

(+1)

Somehow, those were the exact sounds I imagined in my head. Keep up the great work, Norrimo!

(+2)

Thanks! :D I'm glad you like it.

(+2)

Update - Characters

This week I finished the last remaining characters for Townframe.
It feels very very good to reach a goal and to get a big step closer to finishing the development of the game.

And I'm pretty happy with them. I will definitely talk about them all in more detail at a later date, because some of the names and designs are influenced by some really cool stuff.
And yes, I always draw sketches on used, cut or torn pieces of paper. I just take what's next to me.

Here is a video of the ones I have finished this week..

What's next? Now that I have finished one thing, I will hopefully finish another thing next week. My main goal is still to finish all the puzzles this month. That's what I'll do next week :)
(+2)

These guys look so cute! Especially Joy!

Good luck with puzzles, Norrimo!

(+2)

Thanks!
Oh yes, I like the design of Joy too. She is indeed a very interesting character. I will write more about her in the coming weeks as well. :)

(+2)

Update - Puzzles

A new week, a new thing.

I made a few more puzzles this week, like this one called "The Rainforest". It has a little frog that you can find with the inspector tool.

And I didn't reached my goal of completing all the levels by the end of the month, BUT that's not so bad, because now there are only 3 left that I want to complete in the next week(s)

Anyway, I'm going now into the weekend and I wish you all a good time, whenever you are reading this. :)

(+2)

General Update

Hello.

As you can see, I haven't written an update in a month. The reason for that is that since then I've still been working on Townframe, but not as much as the month before, because I got the chance for an internship in a small game studio and at the moment I'm trying to find the balance between those two things.
I still want to finish Townframe soon, so right now I'm working on it on days off or weekends.

Now for the things I've done since the last time:

I still haven't finished the work on all the puzzles in the game, BUT gladly there's only one left and it's actually the last one.... THE BOSS PUZZLE!
So that's something I want to do very well in the next weeks.

One of the puzzles I've finished since then was Joy's flower scene. And yes, it's heavily inspired by the flower field scene in Howl's Moving Castle.



I've also been working a bit more on the progression of the game. What puzzles you'll play at the beginning and at the end.

And last weekend I also made a little trailer because I sent Townframe to a local competition. You can watch the trailer on Townframe's steam page, but I have to say that this is not the final trailer. It's just a small gameplay trailer to show how the game works in the current development stage. In the next few weeks I will create a new and better trailer.

I also had a few more playtest sessions and I noticed a few things I want to change. For example, the layout of the interface, the interaction with the store, the way the soundscape tool works, the gameplay and other things. It's really interesting that every playtest brings new things to light that I never thought about before, and I'm very grateful for all these insights into how people play the game. 
And if you're a game developer reading this, let people play your game, even if it doesn't have all the features yet(!)

But with all these playtests and new findings, the production time of the game is getting longer and longer. In the beginning I wanted to finish the game in just a few months and now it's been over half a year and I think the total development time will be even longer. There are still a lot of things to polish.
So I guess I could finish the game by the end of the year and release it in the first half of 2023.

I also want to buy a microphone. Maybe in the next update you can hear me speaking in bad English, but with more visual stuff happening on screen.

That's it for now :)

(+2)

Congrats on the internship, and good luck!

(+1)

Thank you Tomasque! :)

(+2)

This looks great, very soothing and playful.  Make eveything to finish this project, cause it seems you've a lot of effort in it already. 

(+1)

Thanks Szajna! I will give  my best. :)

(1 edit) (+2)

Hi everyone, as you've noticed it's been a bit quiet around Townframe development the last few months.

I had some other stuff going on, so I didn't worked on it that much.  Fortunately, this little break helped me to see the game for what it is and where I can improve it.
And I also have more time now, which means today I'm officially continuing the work on it and putting all the ideas I've collected into it.

There will be more regular posts about it in the coming weeks.
Stay tuned! :)


This is one of the later Townframes you'll visit and it has windmills because .... they are cool! 

(2 edits) (+2)

The windmills use the wind to move buildings around! That's so cute :)

And welcome back Norrimo! It's nice to so you updating again.

I ended up stopping development on VIDEOSKULL because I just wasn't happy with making an FPS, but I'm working on something else now with a friend that I'll post in a month or so. So now I've got two things to look forward to :)

(+1)

Hi Tomasque! Glad to see  you here again. :)

And I think it's a good decision to leave behind a project that doesn't feel right. Because we all in the end invest our own life time and it's good to spend your life doing something that you believe is worth pursuing and that makes you happy.
So I am very excited about your next project.

Exhibition of Townframe  (Caggtus 2023)

Hi everyone, this month I exhibited Townframe on the Caggtus in Leipzig (Germany). It was also the first time that it was played in public,
so that was very cool and I learned alot how people want to play the game and what I need to improve.
I made a little video about the whole experience. Have fun and enjoy my poor english. :)

(+2)

i like  your content

Thanks! Makes me happy to hear that. :)

Hi there, I just discovered your game through Wholesome Games's website and I need to say that it looks really cool!

I work in a video game localization company called Active Gaming Media and by looking at your progress, I believe that you are 'almost' at the end of it so I was wondering if you were interested in localizing your video game into other languages.

Maybe it is not something you plan to do right now since you mentioned that you could not afford a compositor at the moment so maybe after your game gets released?

Let me know if you are interested :)

In any case, keep up the clean work!

Hi Noapna, thank you!!
Yes, in the devlog it may look like it's very far along in production, but there are still many things to do and to design.

Honestly, I would love to translate the game into other languages, but as you noted, I can't afford it right now.
But maybe next year.

There is also another reason why I don't want to translate the game too early. The whole game consists of the written puzzles that your customers give you. So each sentence is very difficult to write. The words must leave room for interpretation, but not confuse or imply too much. Even writing the puzzles in my own language (German) is difficult and in every playtest I notice little things where other words would be better.
So I will probably add more languages when I know for sure which are the correct words needed in the riddles.

I can inform you and your company when I have more information about possible additional language support. :)

Hi there Norrimo, thank you for your message :) 

I completely understand the budget issue, maybe next year then! 

Of course, that is the tricky part when it comes to puzzle type games where key words play an important role (otherwise the player just won't be able to progress...) But for what is worth, we already handled similar games in, for example, korean and from what I remember, the crucial part was during the LQA where there was a need to carefully check each key word so the player's experience would be as natural as possible. 

But anyways, look forward to hear again from you in the future :) 

I'll just leave my mail there just in case if you want ever want to reach me out again! 

naoto.shimada@activegamingmedia.com

Best,

(+1)

Hi Noapna, that's a very cool insight into how your localization works! Yeah, those keywords are tricky.
And I will save me up your contact mail. Thanks for that too. :)