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dapper_dinosaur

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A member registered Mar 25, 2020 · View creator page →

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Great little game! Got a high score of 556. Cool to see someone else making a bullet hell game!

Woo! Love the kick pose on this one. I got a high score of 63. The best part? No needing to babysit the President's daughter!

This is great! When are you going to add a feature where we can drink the soup in real life? Asking for a friend. 

Love it! Also cool to see that you also used Dialogic for your godot project! I've used that for the past couple of games and have been enjoying it, even if I wish it was easier to customize!

Yay! Great stuff, although it felt somehow wrong to be blowing up all those Pig Squad mascots!

Great stuff! I got up to 250 seconds. I developed a strategy of finding a villager and then just lurking nearby until my health was low then swooping in to top myself off before running off to find someone new. Nice work!

Oh my god. This is amazing. Leaderboards when?

Awesome! Such a cool concept for a jam like this. High score of 150! I had a lot of fun just spinning around and around to hit all those skulls. 

Thanks! I had a lot of fun making it. Can't wait to try your game too!

Thanks for the kind words and achieving the pop star singularity!

Wow, amazing work! Love all the different dog names you included in the doggy dex. And the best part? I didn't even break my keyboard!

Wow, awesome work! I did a mana heavy build that just barely eeked out a win. The last fight was down to the wire. Great aesthetic and it felt super fun to play.

Ooooh. I see! Thanks for the tip.

Incredible! I only got an "A" ranking but had a great time. Loved the art and our overworked mouse acolyte. Definitely gave overcooked vibes with all the running around and increasing chaos with all the different orders.

Great work, this game is so cute! I love the vibes and the music is exceptional. Plus hanging out with a talking cat is a top ten fantasy for me. 

I did run into a bug: the third ingredient for the moonshine mixer just said "text?" I got stuck and couldn't figure out how to progress! It's possible this is intended, and I just couldn't out the puzzle? 

Wow, amazing work! The art style is so good, and I loved the card art. I picked the old dude rocker off vibes alone. Also, impressive that you managed to make a whole deck builder in a month! 

Wow, this one is great! Love the aesthetics and eating children as a central game mechanic!

So glad you enjoyed it! This was a ton of fun to work on, and I'll pass your kind words onto the sound/music designer. They did such great work on this.

It was a combination of the zero cost card that let you draw 2 cards and the card that drew one card and gave you energy. I had duplicates for both of those and a trimmed deck. Again, really nice stuff!

Love the aesthetics and mechanics! Great work!

Wow! So freaking cute. Loved the worker placement, resource generation mechanics. Excellent work!

Such good stuff! I got an infinite combo which felt immensely satisfying to pull off. 

Just sent a friend request via Discord. My first name is "Ian."

Howdy Feedback Forum,

I'm an animation writer and recently released my first ever interactive fiction game as part of the #devtober challenge. It's a short adventure game made in Twine called THE SECRET OF WITCH ISLAND and is packed with jokes, puzzles, and emotional goodbyes . 

If you have roughly forty-five minutes, give it a play and drop me a review and/or rating on Itch. I'm interested to work more in games and want some feedback for when I tackle my next project. 

Excited to hear everyone's hot takes. Stay safe out there!

https://dapper-dinosaur.itch.io/the-secret-of-witch-island


The game's cover image was made by real life friend and artist Zak Eidsvoog. Check out his portfolio for more of his workzakeidsvoog.com

Just sent you a friend request on discord.


https://dapper-dinosaur.itch.io/the-secret-of-witch-island

It's your last day on Cascadium before you and your best friend leave for the #1 magic school on the Mainland. Just when you think you'll have to spend the day wistfully wandering around, your friend gets a wiz bang idea, "Let's go explore WITCH ISLAND, baby!"

THE SECRET OF WITCH ISLAND is an interactive fiction game about exploration, puzzles, and hard goodbyes made as part of the #Devtober challenge.  

FEATURES 

  • Live a comedic adventure packed with memorable characters and singular ending. 
  • Overcome unexpected obstacles as you explore the magic island of Cascadium and beyond.
  • Entirely text based and playable in browser.
  • The game lasts roughly one hour, so you can quickly return to your own adventure back in the real world.
(2 edits)

Howdy Devtober Folks!

I'm a little late to the party, but I wanted to talk about my Devtober experience and releasing my first ever game, THE SECRET OF WITCH ISLAND. 

https://dapper-dinosaur.itch.io/the-secret-of-witch-island

Cover image by artist Zak Eidsvoog. Check out his portfolio for more of his work. zakeidsvoog.com

A little context. I'm a writer working in animation, and I began this process with exactly zero coding experience. I heard about the Devtober challenge through a friend of mine, and since I was between freelancing gigs and always had an interest in working in games, I said to myself, what the hey. I signed up thinking it would be a fun side project, just a little thing to occupy my time. 

It wound up becoming so much more than that, and after a hectic 31 days (and a few days into November) I learned a ton, wrote 18,000-ish words, and released my first ever game. 

DEVELOPMENT PROCESS

Knowing I had a limited time frame, I conceived of doing the game as some variation on a text adventure. Phoenix Wright and this weird online adventure game about exploring an abandoned house with friends were big inspirations. For the first couple of days, I experimented with a variety of game making engines to see what would be workable and easy to use. I tried Twine, Inform, Ren'Py, and Godot before ultimately landing on Twine due to its ease of use and it felt the most easily customizable in terms of adding in features. 

A tutorial game I made in Ren'Py. Maybe someday I'll return to the system?

STORY

While I was messing around in the systems, I began brainstorming what my eventual game would be about. I wanted to make something inspired by my own childhood growing up in Portland, Oregon. With the pandemic preventing me from visiting my Pacific Northwest home, I was drawn to the moments and months leading up to me leaving home for college as a teenager and all the goodbyes I had to make to friends, family, and my home in general. Wanting to explore that moment and feeling, I decided to center my game on that whole theme. Not wanting to get too autobiographical with it, I thought it would be fun to root the game in a more fantastical setting filled with magic, giant beasts and mysterious ruins. I found a lot of the specifics as I began writing the game, but it felt nice having a solid emotional core to really lean into. 

Word doc where I first took a crack at outlining my game. This was when I thought the game would have time travel? 

GAME DEVELOPMENT

With the game engine and story shape decided on, I still had a mountain to climb in figuring out how to actually implement what I wanted to do. I wanted players to be able to pick up and use items, explore various locations, minor dialogue trees, ability to remember choices, etc. I spent a surprising amount of time figuring out how to program variables, change appearance of texts, and creating chains of "if true, else if not true" expressions. I'm exceedingly grateful to the Twine discord, Twine cookbooks, and the countless forums and tutorials that taught me how to do everything that I wanted. I'm so used to screenwriting, and it was a whole new challenge to figure out how to not only write what I wanted, but also program all the mechanical features, simple as they actually are. Along the way, I modeled some puzzles based on unexpected / fun ways to interact with various text features including delays, scrolling, links and timers. You'll have to play the game to see what I mean.

Early iteration of game. This was back when there would be an in-game quiz!

WRITING PROCESS

Writing the game wound up being such a headtrip compared to my usual screenwriting fare. I had to write explainers for puzzles, dialogue leading the player to look one place or another, lines for characters to say when picking up items, etc. Despite the process feeling wildly different compared to what I'm used to, I really enjoyed it. It felt oddly freeing to work outside the scope of a screenplay where things need to always be so precise and just so. I didn't include multiple endings and as many dialogue trees as I expected, but overall I'm satisfied with how all the characters feel on the page, and I like several of my jokes and lines that I could only write for a project like this. 

WIP Section of the game.

PLAY TESTING

I'm deeply indebted to my friends and roommates who playtested the game to give me pointers. My first playtest session was particularly illuminating where I learned that I was being way, way, waaaay too wordy. Subsequent revisions made me cut way down which helped the game play so much smoother and cleaner. I also learned the importance of tutorials and the need to telegraph answers to ensure I wasn't being too opaque. Just as getting notes from friends on scripts is important, playtesting seems absolutely vital to development of successful game projects. 

Planned revision outline after first playtest session.

CONCLUSION

I began October uncertain how things would pan out, but after a ton of work and late nights, I ended the challenge (give or take a few days) with a fully completed adventure game. I learned so much and in spite of the time crunch, I'm really happy with the end product that puts a fantastical, interactive fiction twist on a real life experience of mine. This process was so rewarding, and here's to making another game project somewhere down the line. 

LINK TO GAME

https://dapper-dinosaur.itch.io/the-secret-of-witch-island

If you play my game, be sure to drop a comment! Also since I'm a little late to upload, I tragically missed the window to submit the game to the Devtober game jam. Cest la vie!

You can check out my twitter feed for my slapdash development log with more pictures of the process. @Ian_Rickett