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I really enjoyed the writing, I considered it to be top-notch and really well executed! My only complaint would be that I did not entirely understand the purpose of using the medium of a game for it instead of a fiction - what more did a game bring to it than it would be printed on paper? Maybe the anticipation as the clicks revealed more text - but that could've been done with pages turning, after all :) I would love to see more interaction and mechanics in this to really flesh it out as a *game* itself, maybe some choices, maybe the consensual part you were writing about (although I understand how the domination wouldn't work with your initial idea, I think some decisions could be incorporated into that). Overall, I had my share of fun and enjoyed the writing, but I'm not sure if I would enjoy it any less as just text :) 

Thank you! I come from visual novels, where linear narrative games with no mechanics aren't an unusual sight, so I didn't think much of it. But I actually do enjoy experimenting with choices and interactions in my Twine games, and "It's Not Your Fault" is actually the odd one out in my library of games for not having any. The reason why is because choices in narrative games can very quickly multiply the workload and I needed a break after my previous project ("Nothing to make a Fuss about"), which was extremely ambitious on that aspect, and required me to crunch to finish it within its jam's deadline. INYF's goal was to purposefully give myself something easy to make in terms of scope and that I could finish without stressing about the deadline, so I could unwind. But so, mission accomplished, as I'm feeling pretty refreshed, and I'll be back to focusing on interactions in the future =)