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Making your game general

Name: Anonymous 2018-08-08 9:11

ITT we discuss how to collaboratively design our games.

Name: Anonymous 2018-08-08 10:51

>>15
your're are writing style is actually very recognizeable, I don't know why but I always know it's you. same with Nikita, although he is way more obvious because he always complains about Russia. I'd say posts about occultism and tulpas are similarly uniquely yours, but you don't always bring those up the way our pet bydlo brings up Russia.

as for removing perks making the player disappointed - that might be the point, although I guess the game should be appropriately short (so that the disappointment doesn't overpower you and make you stop playing, and also so that it's harder to make the game unwinnable by fucking around until you don't have enough power to finish it). but imagine a short horror game in which the player is cursed or infected and will certainly die/transform/disappear in some time - like the ending of the first season of the Walking Dead game, but backed by mechanics instead of just lame cutscene shit. this could make a powerful, frightening experience

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