[SA Game Jam 2016] SMessy
(SA Game Jam 2016)
Project name: SMessy
Hobbyist (diversity too, I guess?)
48hr (More like 3 hours if I'm honest...but hey! better than not entering at all)
Project
A new experiment for me: moving away from a more linear twine experience to giving the player more options. Naturally, given time limitations, this means that the stories themselves are short experiences but at least as a player you've had more involvement.
I've tried to tell a number of different stories here through the world of a whatsapp conversation. All the stories start at the same point, but from the first response, the player is choosing the story they're uncovering.
Link: https://dammit.itch.io/smessy?secret=UDbFwkUnYeOAqWYGcuNhmaQZE0g
Project name: SMessy
Hobbyist (diversity too, I guess?)
48hr (More like 3 hours if I'm honest...but hey! better than not entering at all)
Project
A new experiment for me: moving away from a more linear twine experience to giving the player more options. Naturally, given time limitations, this means that the stories themselves are short experiences but at least as a player you've had more involvement.
I've tried to tell a number of different stories here through the world of a whatsapp conversation. All the stories start at the same point, but from the first response, the player is choosing the story they're uncovering.
Link: https://dammit.itch.io/smessy?secret=UDbFwkUnYeOAqWYGcuNhmaQZE0g
Thanked by 1Kree8
Comments
The bottom line: Writing non-linear stories (aka branching!) is a massive scope problem!
Also; "g/ HTML tag 'p' wasn't closed." appeared a few times.
Was an interesting experience indeed.
As someone who never knows what to say when someone us upset, something like this that kind of offers a "what one should say in x situation" simulation halps >_<
And about the actual conversations: I tried to take from my own experience - knowing that I've had similar conversations that I've handled poorly and some I've handled well (given their outcomes), so I tried to think of how I could have done them differently given the chance. Heavily inspired by recent playthroughs of Life is Strange.