Don't Eat The Damsel by intersectiongames
Don’t Eat the Damsel is an illustrated interactive fiction. The narrative follows one day in the life of a dragon.
All the illustration and story was created in 72 hours. The story was compiled in Twine, and Photoshop was used for the art. There may eventually be a timelapse you can watch that captures most of the development. This is the first Twine game we've made so it was interesting, and we definitely learned a bunch.
We had planned on doing something in Twine for LD31, so the theme of "Entire Game on One Screen" meant that we had to think outside the box. The definition of screen here should be considered with an open mind, especially in regards to alternate meanings and metaphor.
We saw one screen being everything encapsulated in this one day, especially the mechanic of being forced to live it over and over again until you get it right. Life with boundaries.
Don't Eat the Damsel is an Intersection Games Miniature. We call smaller, or individual group projects Miniatures, often because only part of the Intersection Games team is working on them. In this case, just two people. A little different from our usual GameJam fare when we average at least 6 people.
Thanks for reading!
You can find out more about Intersection Games in the places listed below:
Website - http://www.intersectiongames.com
Twitter - https://twitter.com/InterXGames
Facebook - https://www.facebook.com/intersectiongames
All the illustration and story was created in 72 hours. The story was compiled in Twine, and Photoshop was used for the art. There may eventually be a timelapse you can watch that captures most of the development. This is the first Twine game we've made so it was interesting, and we definitely learned a bunch.
We had planned on doing something in Twine for LD31, so the theme of "Entire Game on One Screen" meant that we had to think outside the box. The definition of screen here should be considered with an open mind, especially in regards to alternate meanings and metaphor.
We saw one screen being everything encapsulated in this one day, especially the mechanic of being forced to live it over and over again until you get it right. Life with boundaries.
Don't Eat the Damsel is an Intersection Games Miniature. We call smaller, or individual group projects Miniatures, often because only part of the Intersection Games team is working on them. In this case, just two people. A little different from our usual GameJam fare when we average at least 6 people.
Thanks for reading!
You can find out more about Intersection Games in the places listed below:
Website - http://www.intersectiongames.com
Twitter - https://twitter.com/InterXGames
Facebook - https://www.facebook.com/intersectiongames
| Web | http://www.googledrive.com/host/0B9qDMX29N98Sak0yYWlhRFlxdmc |
| Original URL | https://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=39152 |
Ratings
| Coolness | 59% | 3 |
| Overall(Jam) | 3.00 | 679 |
| Fun(Jam) | 2.35 | 927 |
| Graphics(Jam) | 3.97 | 174 |
| Humor(Jam) | 3.19 | 226 |
| Innovation(Jam) | 2.79 | 667 |
| Mood(Jam) | 3.16 | 411 |
| Theme(Jam) | 2.24 | 994 |
This might be interesting for a small audience, but not for me.
I really like the art though!
but anyways, i LOVE the art! Well done!
Art was really nice and the story was lots of fun.
Maybe try left justifying you text though, center justify is hard to read for long sections of text because your eye can't follow a clear line in-between lines to get back to the left side (thing I learned in Typography)
But is so well made that i still wanted to see the end ;)
But, overall, good work!
Overall, we were aiming to do something a little different with this game. Our artist got to have really cool experience in being able to do traditional illustrations for a game, and I got to do some more in-depth writing. All our past games as a studio have been small, and traditional, so lots of sprites, and backgrounds, etc, and lighter in the story department, so this was a chance to play a bit.
I've mucked around a very tiny bit in Twine before, and the artist had never used it, so part of the reason things are the way they are is just too little time working with a new engine. We've learned a bunch, so hopefully we can improve story formatting, and add extra features like sound in future games. And maybe fix up this one.
Plus, I ran out of time for a final edit. So yes, there should be more paragraph breaks. That much I know.
As for writing style, and sentence length, I'm used to more traditional fiction writing. I don't normally have images to lean on, and there is a large part of me that believes that writing, even when it's intended to be delivered with visual media, still ought to be able to stand on its own.
Still, there's never a perfect piece and there are probably a few places where sentences can be tightened and made more svelte. That's editing for you.
No chapter waypoints was a deliberate choice, but it sounds like that's pretty frustrating for people, even for something on the shorter side, so something to keep in mind for the future.
We really do appreciate all the comments. Especially me, since it'd be pretty easy for me to keep doing personal project Twine games in the future.
@chaoseed
Yeah, backstory for the world was something we joked about a little during the jam. It's sort of a "riff" on "all those stories." Time contraints do always make things interesting, and I'm a little rusty, I don't write as often as I should.
Plus what's here is already a little text heavy for people, so we'd either need to cram things into the images, try and slip things in here and there, or include an option to read supplemental material.
Length (especially) and world building (which I haven't done excessive amounts of) are something I want to play with more in the future, as a result of this effort, and people's comments.
Looks good, it's funny, but it's annoying that it always drops you back to the beginning...
...which wouldn't be a problem if there were multiple branches of good right decisions, but I guess it's still okay.
In the long run, I can only say one thing: Keep up the good work!
Kardfogú of Creative Sectors, out.