My name is Goss and I wrote the story and dialog for Late for Love, which you can play here.
"What?", I hear you say. "Did they have a dedicated writer for a game jam?". We did, and if you give me a moment I’ll explain how I drank just as much coffee and slept just as few as my two other teammates, and how I helped make the game we made (which you can play here by the way).
We decided to mix speed racing with dating sim, and so each of us had a challenge. Our game designer/programmer Gama had to make sure playing it would feel seamless and interesting. Our artist Mdonze had to give it bones and flesh, and I had to write an engaging story for it to convey feelings which, despite what fans of the Fast & Furious franchise might have to say, don’t easily flourish in a roaring vehicle storming on the tarmac.
Finding the idea
No game has ever told a good story without blending it in its gameplay. I knew I had to use as much core elements of the game as possible; to make constraints into strengths so that the story would only work in this particular situation.
What’s a love story that only happens in a car, doesn’t involve characters getting lost at any point (we agreed they’d be only one road) or physically interacting and can be told in just about a few minutes?

At first I had this idea of two childhood friends whom you’d follow very briefly at specific moments of their lives - key moments - all of which would happen on the move (a sled ride when they’re four, a forbidden night on a motorbike at sixteen and a car trip in adulthood for example) and serve as levels for the game. Mdonze and Gama gave that pitch the strongest, most spontaneous and synchronized “Nope” that’s ever been said by professionals who rightly know what can and cannot be done in less than three days.
It had to happen in one trip. One journey, a few minutes of playing and The End.
We knew from the beginning it’d work well if they were going to a wedding. It’s both romantic and dramatic, especially if they’re late, and it makes for a proper background to the racing aspect of the game.
It could have been their wedding, though I feel it would’ve been hard to build up drama without going too cheesy.
The bad news is I won’t unveil much more of what ended up in the game because I don’t want to spoil it for you if you haven’t played it yet (have I told you you can do such a thing right over here?). Sorry about that. The good news is I’ve already said it all anyway. If you’ve played it, you know.
Pouring it into the game
Once the story had taken shape I wrote it down in short form; a little synopsis which I read to Mdonze and Gama, to see if they liked it. At this point we had about 60 hours left (we started late).
I broke it down into a classic structure of three acts, each of which matching one of the three different environments Mdonze had begun to draw.
The second act takes place in a forest
Then we set up a process; I would write one act on Twine, present it to the team, get feedback, do some rework if needed, implement it in the editor and start working on the next act.
I didn’t expect implementing the story in Unity to take half my time. We had a system worked out for my non-programmer brain in which I’d fill up blank fields with dialog lines and set up timers for answers or next dialog events.
That last bit is what took me so long. Because Gama designed the game so that the conversation would happen as you are driving, it became a real-time interactive fiction and we had to take pacing and flow into account.
I twisted and tweaked those timers until the conversation flew smoothly whatever path you'd choose and still fit the driving rhythm, while giving the player enough time to focus on both.
Answer "Not at all" and she'll reply something nice almost instantly, while "Yes" will start a 15 seconds long awkward silence
Many ideas bounced between us about how to blend narrative elements with gameplay rather than simply laying them on top of it, i.e. make stuff happen out of the dialog box. Some we managed to implement (above screenshot of second act for example), some we didn’t have enough time for.
This was my first game jam ever and I could write ten pages on what I’ve learned but what I really want right now is to shut up and hear what you guys have to say about our game.
BONUS QUESTION: I’ve hidden a famous dating sim reference in the game, comment this post with a reference to that dating sim if you’ve found what it is! ;)