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Thank you so much! It felt like a bit of an impossible task to tell a story that worked with the mechanics while being nuanced and effective in the middle of a game jam. I must have spent less than an hour on the writing, all things told.

As you said, there were so many ways it could go wrong, and I didn't feel equipped to be explicit about any kind of traumatic experience without alienating some portion of the audience. So I omitted a lot of the detail and focused on the emotional component. All we know is that Amy identifies as a girl, and feels guilty about feelings she experienced that led to falling out in her relationships. We don't know Taylor's gender, or the coworker's. We don't know whether Amy acted on her feelings or to what extent. We don't have enough data to judge her, so all we can do is empathise with the parts we can identify with.

Trauma happens regardless of justice, morality, ethics etc, so I just avoided them altogether and focused on the process of confronting the feelings that build after trauma. I couldn't do it justice in 10 minutes of gameplay but I at least wanted to try and convey that sometimes truth can lead to hurtful outcomes, and that acceptance of truth is better than avoidance, especially where that hurt is outside of our control.