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I think all the concrete suggestions I would give have already been given by other commenters, so I'll just say I think this game has great potential and hope you keep working on it after the jam. Procedural narrative generation could be cool here to keep the cases exciting and to have decisions clearly affect the subsequent cases offered.

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Oooooo, I would've not thunk of a procedural narrative, or one altogether. I def think it would be cool if the cases were more situationally reactionary versus the altercation of Societal Ranks. Idea was that the Society statistics were a reflection of the situation in the town you're judging, but am wondering if with some sprinkles of narrative if we can make it more impactful. Kind of like a Paper Please situation mixed in with stronger-feeling consequences of actual courtwork. I could totally see a case coming in after every certain number of rounds that take in the narrative of Mary Shelley's Frankenstein. We'll snoop and discuss. Appreciate the feedback!

- S. "Essay"

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I'm in the process of reading Procedural Storytelling in Game Design edited by Tanya X. Short and Tarn Adams, so it's on the top of my mind. It's worth at least skimming through if you end up going down that route.

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That's a good read! I've used that as a base for talking to game devs about what I do in my research. It's interesting seeing the difference of sifting v.s. planning, though I might be more partial to the planning parts!

- Mica