Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit)

Issue 3, some decisions

After experimenting and testing a few things, I have decided to make some changes in how the game is played. In the first post I said that there would be a QTE mini-game that appeared regularly in the fights, now it's discarded.

Before (Up), after (Down)

I tested the QTE code, script made by Papiersam. It works and it's good. But after seeing how my visual novel would look like with QTE in practice, it made me question whether to use it or not.

I've played Fate/Extra and Tsukuhime, visual novels made by Type-Moon. It has made me question several things about how I see visual novels. The ones I've played don't have action story segments, or they do in a small dose, but these two VNs have life and death conflicts pretty regularly and I've seen how these VNs present life and death conflicts in an immersive and tense way. Music, descriptions of the situation, characters changing their reactions to the situation, unsettling music, and decisions where one is right and another leads to a death ending.

I haven't played The Murder of Sonic The Hedgehog, but I read a review that said that while they liked the VN, didn't like the minigames it had, saying that feels the developers didn't trust that the game couldn't hold up to being a visual novel.

I had the feeling that the QTE would be bad for the game, but after testing it, trying alternatives and listening to opinions about it, I have made the decision not to use QTE in the game. Their absence will be compensated by constant crucial decisions in moments of conflict and better use of text for atmosphere. I consider this a good change, but I wouldn't discard experimenting with QTE in a visual novel, but in a different game, not this one. The development continues.