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Parasite Infection Detection Agency Postmortem

Thanks for reading this postmortem for Parasitic Infection Detection Agency (PIDA). This game focuses on diagnosing parasitic infections in a dystopian world, creating an immersive, audio-centered experience. Here’s a breakdown of what worked well, what didn’t, what I’d change, and what I learned.

What Went Right

Sound design was a core success, given its role as the foundation of gameplay. Each parasite needed a unique sound profile, and I used industrial, mechanical sounds alongside unexpected samples like a bus engine and a retro CPU hum. This combination created a gritty, medical-industrial atmosphere that suited the game’s dark setting. Each parasite’s sound was distinct: meatmites made realistic biting noises, while phantamoebas emitted haunting, ghost-like howls. This variety made each diagnosis an engaging, audio-based puzzle, immersing players without relying on visual cues.

The user interface also turned out well. I aimed to make everything fit on a single screen to avoid distracting players with scrolling. Inspired by the "Submachine" games, I used a cold blue and teal color palette to give the UI a sterile, clinical feel that reinforced the dystopian tone. Setting up the CSS took time, but the final UI delivered a cohesive look, matching the game’s themes and keeping players focused on the tasks at hand.

What Went Wrong

Twine’s layout inconsistencies proved challenging. Adding new elements, such as audio players or variables, caused unexpected shifts in image and text alignment, requiring constant troubleshooting. Initially, I used ChatGPT for CSS assistance, but soon found that manually adjusting the code was necessary. Images and text would sometimes shift position even when no layout changes were made, which slowed down the development process. This issue required me to analyze the code closely to troubleshoot these random misalignments and achieve a stable layout.

Another issue was balancing the scope of the game’s content. Originally, I planned to include 3-5 levels, but I expanded to 8 to ensure that the story felt complete. This decision added complexity in managing the passage flow and maintaining variety without making diagnoses feel repetitive. To prevent players from returning to the wrong level after consulting parasite documentation, I created duplicate passages, a solution that worked but added to the game’s content management complexity. This experience highlighted the importance of maintaining a balance between scope and functionality, particularly in a single-location game where repetitive pacing can detract from player engagement.

What I Would Change

If I had more time, I’d add more art assets for visual variety. I created a gritty, cohesive aesthetic by blending original drawings with modified images and applied filters for a grainy, cold effect across all visuals. This consistency worked well, but adding more art could provide players with greater variety, keeping them visually engaged as they progress. Though I made efficient use of the current visuals, having additional, unique assets would contribute further to the immersive experience.

Additionally, I’d consider adding more character introspection to expand on the protagonist’s perspective. I wanted to convey the character’s resilience and hope despite their bleak environment, adding moments where they reflect on what keeps them going. These details would give the player a clearer view of the character’s emotions, deepening their connection to the protagonist. However, given the game’s single-location, UI-based nature, this introspection would need to be subtle to maintain immersion without slowing down the pacing.

What I Learned

Sound design emerged as an essential learning area. Working with industrial and mechanical sounds taught me the importance of unconventional samples in building atmosphere and delivering gameplay cues. Since the game relies heavily on audio, I realized that even small adjustments in sound quality and volume significantly affect the player’s experience. This insight has underscored the importance of precision in audio-driven gameplay, which I will carry into future projects that incorporate sound as a key mechanic.

UI design was another valuable takeaway. Creating a single-screen layout required close attention to detail in CSS, as I had to balance functionality with thematic design elements. By focusing on a minimalist but immersive layout, I learned how much small adjustments to color, alignment, and screen organization can impact the game’s overall feel. This experience has given me confidence in refining CSS to create cohesive layouts, especially in projects with limited screen space where simplicity is key.

Finally, I gained valuable insights into content management and pacing. Extending the game to 8 levels challenged me to maintain variety and prevent gameplay from feeling repetitive. To avoid predictable patterns, I randomized diagnoses and dispersed them across multiple organs, ensuring that players remained engaged. This balancing act taught me the importance of pacing and thoughtful content distribution in single-location games, where repetition can quickly lead to fatigue without careful planning.

Final Thoughts

Overall, working on PIDA was both challenging and rewarding, pushing me to develop my skills in sound design, UI refinement, and gameplay pacing. Despite some layout issues, I’m proud of how the game came together as a cohesive, immersive experience. Each aspect—from the sound design to the visual layout—contributes to the world of PIDA, and I look forward to applying these lessons to future projects. Thanks for reading, and I hope you enjoy the game!

-BP

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Where can I play the game?

(+1)

Hi there! I restricted access to the game for a few days because I wanted to update some of the art but it's posted now! It should be linked to my page. Thanks for playing :)