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I'm so glad! Whenever I work on my games, I always worry about pacing. It feels like it can be way too easy to add too much dialogue, so it's a balancing act on what still feels necessary and what isn't.
If I had thought about it more, I should have included a tidbit on the main page that if an interaction with an item is longer than most, it probably has important items or dialogue. I was kind of thinking about the scantron tests, since most teacher's hints were "if one answer is longer than the rest, it's probably the right answer" when it came to those events. That, and that some items include hints as to what to do next, like I had in my first game ages back.
I think aside from the walkthrough in the manual, I definitely could have made a few things a little more obvious. Frankie pointed out the laundry closet not being terribly obvious as an example. 

I honestly want to look at more homes to learn their architecture and layouts for other games, since the house is based off my memories of my babysitter's old home.