Update and Afterthoughts

So, I’ve uploaded the game to itch.io. You can take a look here. Nothing new, I’m afraid, just a rather snazzy webpage with a money-giving option for those who are particularly kind-hearted. Here’s a snapshot of the page (clicking it will take you to game’s page):

Screenshot 2014-05-10 20.15.02

And I’ve received some criticism lately that’s given me plenty of food-for-thought, especially when it comes to a potential post-comp release. JavadocMD pointed out the lack of agency in the game, a very good point that hadn’t quite occurred to me. Of course, some of this is to do with a lack of time — there’s no way I could make x varieties of kill methods and path choices in just 48 hours, but it is feasible to do as a post-comp version. I also agree that this inclusion could make it a lot more affecting, as the player will feel more personally responsible for their actions rather than feel as if they are merely following the breadcrumbs laid by me, the author.

But I’m not sure how I feel about implementing any kind of change. I’m really happy that for many people the game worked and that the message(s) came across, so I’m reluctant to make any dramatic changes that may compromise the already-effective parts. It’s a damn-annoying dilemma. And there’s so many other projects I want to start that I almost just want to move on. But I am proud of this piece. Grr, I hate indecision.

Edited to add: I better also mention that I changed the game’s title screen slightly — though it’s so unimportant and superficial I didn’t bother to class it as a post-comp version or something silly. Hopefully I haven’t infringed upon any of the rules, but if I have I’ll happily revoke the minor change.