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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 =)