finished acquiescence!

Posted by (twitter: @zillix)
June 27th, 2011 10:33 pm

play it here!

I’ve never made a game with any sort of dialogue choices, so I didn’t know how to approach this.
Most dialogue-heavy games allow the player as much time as they want to make a decision; I wanted to make my game real-time, in the sense that conversations had to be responded to one way or another. After a bit of mulling over the theme for a week or two, I hit on the idea that’s represented in the game.

I kind of missed the mark from my initial intent. I initially wanted to give the game a lot more depth (I had 5 or so more screens planned with interesting decisions), with part of the goal being to illustrate the impact that having different companions colors the choices available to you. I also never came up with an ending that I really liked, so I pretty much just avoided one altogether.

With full-time job and a fully-booked weekend, I wasn’t sure I was going to be able to finish. I ended up putting a few hours in after work for a week, and then doing some touch ups and all of the art in one sitting. This game was definitely made in the least amount of time of all my games; maybe 15-18 hours total.

I’m very happy with the art style I ended up with. I deem it minimalist-by-necessity; I did it all Monday morning starting at 12:30am, with having to go to work the next day. I’ll probably use it in future ld’s, where I don’t want to focus on art much.


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