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I love that we both arrived at post-apocalyptic fiction. This played a bit like a madlib but way better, because the game and I were taking turns building off each other's prompts. It was like having a simulated improv partner.

It did occur to me that if the entire image was in grayscale, rather than a colourful background and a grey object, then players would be forced to identify the object purely from the shape described, rather than taking its grey colour into account (consciously or otherwise). It would also fit with the protagonist being a robot; I'm imagining him assessing his surroundings Terminator-style.

I'm looking forward to seeing all these games streamed live because none of us know what to expect.

P.S. Your text box system is way better than mine, may I ask how they were done?

(+1)

I'm glad to hear that the core concept worked in the end! I wasn't sure how it would be received, so I'm glad it ended up being interesting. 

I hadn't thought about the gray color of the shapes influencing guesses at all; that is a very fair point. 

As for how I implemented the textboxes, I was just using the textbox macro in Twine in the Sugarcube 2 format. You can define a passage for the textbox to send you to in the macro itself. It's fully explained here: https://www.motoslave.net/sugarcube/2/docs/#macros-macro-textbox

Thanks for the kind words!