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TIMINGS
Our team was from different time zones (England and US), but we still managed to publish the game on time! In London time terms, we had a team meeting each evening; Leo wrote during late evening and night; and Natalia and Sasha picked up in the morning.
BIGGEST FAILURE
Natalia wasted 3 hours before realising that only the online version of Twine in MacOS does the correct import of html files that had been edited in Windows Twine!
GREATEST DISCOVERIES
- Miro turned out to be a real time saver for planning game structure and variable balance
- Natalia and Sasha used efficient drawing process: first do the sketches as quickly as you can, and then set a timer for 15 mins and imagine that you only have that long to correct a sketch of another lazy junior artist (not you!) before the game release, clean out only the most messy parts!

Some sketching process if you are still reading
THE WORD OF THE MASTER OF WORDS: LEO
It’s tempting in a branching narrative path game to want to create more options. That will, however, create quite an intense writing lift. Miro not only helped us visualize the game’s choices so Sasha and Natalia could get drawing, but also provided a natural segue into Twine as well. I think ideally in planning out writing, you should think of how many words and options you can realistically do per hour (with breaks), based on your first few attempts. Budget that time against your time remaining, and make sure to leave several hours for finetuning and testing.
THE WORD OF FIRST TIMER: SASHA
The most interesting part for me was to forbid myself to strive for perfection and instead Get Stuff Done — and what’s more, not even in my most comfortable area of expertise! But the timelines kinda left no space for inhibitions, so I just went with it, and learned a loooot — and was very happy with our result.