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This Is NOT Your Story's itch.io pageBootcamp Track
Treasure Hunter
Devs practicing gamedev while considering marketability
Reference Game
http://"no reference game used"
Bootcamp Discord username
Blajh
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Comments
The writing is good but I agree with some of the comments that its hard to tell exactly what's happening (maybe because its not finished?). It might be nice to have some artwork appear after you make a choice to help tell the story to the player or perhaps a choice tree so you can see how you're progressing. Look forward to playing it when its complete
Thank you for the feedback, I appreciate it.
Hello Friend. Like @Jehudson ,i didn't understand what i was supposed to do. I like very much the Atmoshpere and the Graphics and i believe that the game has a lot of potential. I Feel I was playing a Text Adventure of 80s with the difference I didn't understand what was happening. I wish you good luck in your game.
Thank you for the feedback, I appreciate it.
While I enjoyed the gothic/horror vibe, I didn't understand what I was supposed to do or what my goal was supposed to be. I pressed O and P but the provided text didn't seem to have anything connection to the previous text. It seemed a lot more like a random gothic horror scene generator than a game.
Thank you for the feedback, I appreciate it.
I'm enjoying the Lovecraftian vibes in this, the writing is fantastic!
Thank you for the feedback, I appreciate it.
Hey, man! This is a super cool idea! The mood and writing is spot on. The text snippets are just fantastic, to the point where if any of them were synopsis for a lovecraftian tale, I'd love to read it! The biggest difficulty I had was understanding how exactly I was affecting the game state, so that I could balance the options and make a bet on one of them. I was usually like "hmm ok, option 1 sounds intriguing! Option 2 sounds intriguing too. I'll just pick the one I find the most intriguing and would like to know more about". There are many cool ways this could be developed - the Reigns approach would be making the stats more easily readable (ex. a visual bar) and text consequences more directionally clear, even if the intensity was unknown (so that there is some gambling factor made possible from understanding the stakes and possibilities). Connecting previous choices to follow ups also sound rewarding! Anyways, I know you couldn't finish in the initial timeline due to stuff out of your control, but I really appreciate the effort and the fact that you submitted for others to try it. Cheers, mate!
Thank you for the feedback, I appreciate it. Looking back I feel like I underestimated the complexities of the underlying systems that would need to be in place in order for it to sing. It's not even the systems that I find problematic to build. I discovered that I am not enjoying content creation (story) and felt that I lean more toward systematic games.
Thus, I will probably not be finishing the game. The amount of time I would need to put in the project does not feel justified against:
I still think it was a good learning experience in terms of to be more careful around game concepts where you don't have experience building the fun factor.
In hindsight, I might have to go with a different path next time around. Might need to first establish my fun-building skill as well as completing short projects before I try to "innovate", since the unknown always takes up more time than we anticipate.
It's hard to pinpoint where I went wrong, which is a bit frustrating in regards to "how to get better?"
Did not get to finish it in the initial timeline.
Hope to be able to add more content and polish in the upcoming days.