A Happy place filled with Happy People
This game started as a example set for the developmental process of traditional state based game play and it somewhat expanded.
In retrospect the most fun around this project was building the waterfall narratives and the actual writing dialog. However when I look at how I spent my time on this project, I spent more time trying to layer the graphics to give it a old school terminal feel and then chasing visual effects to add the text/fading/glitching.. all of which I feel is secondary to the actual experience of the game, time could have been better spent on building more narrative paths and the normal player wouldn't have cared less about things like timers/computer terminal ambiance.
I had thoughts to take this interface strip it down to a more flexible bare bones and turning it into something more table driven, so that it can be expanded into a simple interface for interactive storytelling. But moving onward felt the smarter play then trying to push some nuances.
Overall I found Asylum Escape one of the more satisfying of my early projects.
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