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I thought about it and it could help to extablish a "budget" for how much text and/or images each event and outcome is limited to. Which could help pace yourself and boost efficiency by discouraging yourself from getting carried away.

Naturally since this is meant to be a soft limit to pace yourself you can always disregard it for events you want to be exceptionally long or give certain scenes a bigger or smaller "budget" depending on how long you want the events to be. 

After all creativity is often rooted in needing to work around limits so maybe self imposed limits can be the key to your time. 

You can also have a dynamic notebook of sorts in your menu that keeps track of certain terminology or fill the player in on key events to help trim fluff while keeping it around for players to read up on when they want to know. 

Also this is unrelated but an issue I kept forgeting to mentiom is that in browser on mobile sometimes with longer scenes the diologue box can scale incorrectly and leave you unable to hit the continue/option button.

I wanted to attempt the budget being as low as I can get next, remove ALL the fluff, just get points across. But we will see how far I can hold back xD

I did consider having an encyclopedia of sorts for different terms (even have text as hyperlinks to take you there when they pop up) but I kept it like this since I struggle a lot with the limited color scheme, for text readability especially.

Interesting that mobile fails sometimes... May be that the browser headers takes up more space than I expected, which is not good. May need to look into patching that (though going fullscreen should fix it, but I heard full screen button covers parts of the UI too sometimes, bleh).

Full game will probably not be in a browser anyway, but I should keep it in mind.