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Describing actions and, more crucially, feelings, is indeed something I should do... perhaps it's this difference between a game/VN (which is still all about characters) and novels, where I did end up with such descriptions (in A Snowed Abode). With VNs it's certainly more possible to do this, though, as opposed to NPCs in the more usual RPGs... a bit of a problem, though, is how to distinguish between the character speaking and the narrator, especially since I don't usually use quotation marks (although square brackets might do)...

With regards to choices, the main issue is that content needs to be created for each one (of course)... so, unless a VN is already finished, and all choices have an equal amount of content, or such... it might end up looking a bit weak. Or, at least I thought the 'positive' path did when I ended up filling in the 'negative' much more (inevitably)... why "brilliant", by the way? I assumed it was a somewhat basic choice... more of a technical test, really... but does it make any difference whether the content is split as it is, or the same is basically all there, just linear?

And, yeah... I sort of like walls of text, although paragraphed. What I wonder, though, if every text window is three lines or so... wouldn't it be more annoying to have to keep clicking?

CHOICES: I suppose I thought your positively / negatively choice was brilliant because it gave the story an element of suspense. At first the audience was a passive observer, but suddenly there is a clear split in the path and you - the player - have been given the controls.  Call it basic, but it surprised me and I liked it. 

TEXT PARAGRAPHS: I guess it's a matter of opinion then. I just feel that having slightly larger text and limiting to 3-4 lines per click would be beneficial and worth the extra clicks. Perhaps illustrations next to and behind the text box make harder to focus on a full paragraph, or it could just be what I'm used to for dialogue in similar media.