About Traumendes_Madchen (twitter: @TM_VN)

Träumendes Mädchen is an indie team devoted to telling stories. We like them to be unusual, in all sort of genres, and we like to tell them in unusual ways. Despite the german name, we’re actually french.



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Wounded by Words Post-mortem : Nothing went wrong, really?

Posted by (twitter: @TM_VN)
Monday, May 4th, 2015 2:10 pm


Check out the game here : http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=39080

Since it’s been two weeks since the competion, now would be a good time to reflect on what we’ve done for Ludum Dare 32. It was our second time  as a team (see our LD30 entry here)…and everything went differently!

Couloir 1e essai

1st try on the corridor background (by @Orties)


Preparation, what preparation?
I wanted to take some time to calm down and think before the competition, in order to be ready for whatever may come. I tried to make a bit of research on various subjects I wanted to talk about in a future game but, honestly, the period before the actual game jam was hectic! Not only was I lacking time due to the (very) late release of our latest game, but my team was completely freewheeling. One or two days before the launch, I still didn’t know which artist was available and which was not… So yeah, I was relieved to get a full team on time.

Croquis couloir

Sketch of the corridor background (by @Orties)


Conventional rules for unconventional games
As I said before, I’m the kind of person who sucks at improvising: I need time to think about a story before actually writing it. The announcement of the theme was a bit of a shock. I knew « Unconventional Weapons » was popular but I really hoped for Companion to overtake it. That Saturday morning, in front of my cup of coffee, I felt powerless. Unconventional Weapons is a nice theme for non-narrative games, it sure encourages people to make funny concepts (and we all know that’s what people like the most about game jam entries), but it’s a disaster for a narrative game! I saw a Twine dev on Twitter giving up because of that. And afterwards, I realized with disapointment there were fewer visual novel than what we had for Ludum Dare 30. I think it’s not far-fetched to say most RenPy dev, either were too tired after Nanoreno (another game jam that had taken place a month before), either felt as uninspired as I was. Anyway, I was on the verge of giving up when my teammates urged me to find some motivation back. It took me an hour to get out of my lethargy befire I decided to go all out. As such, I chose the « Words as Weapons » approach. I also used some ideas I had for a while to make a visual novel that would recquire of me to go out of my comfort zone and add choices to my work. Let’s see how we did!

Gabriel sprite WIP

Gabriel Sprite Progression (by @Kinect)


What went right
I never saw my artists that fired up in my entire time as a dev! In the matter of two days, three quarters of the art was done. Three quarters! And I thought I was asking a lot from them, Laniessa even told me it would be a bit too much when I told her the amount of work needed. Everything was finished way before the end of the third day and I had actually trouble keeping up with the artists to give them directions. Orties and Kinect sure makes a dangerous pair! Roganis too seemed inspired since he composed the whole soundtrack in the matter of two days…and he was partying right in the middle of the contest! Are those people even human? How cant hey be so efficient 0__o?

Line couloir

Line of the corridor background (by @Orties)

Code was surprinsingly a piece of cake too. I had actually been practicing for some days in order to know how to use « affection points » and trigger the various endings. Since I’ve learned so much from Garden of Oblivion, our previous LD game, implanting the interactive adventure game system was easy and I knew what I had to do. I’ve learned a lot from our latest game too as I made the little animations by myself. The only thing I didn’t have the time to learn beforehand was the blinking animations and I really wanted to add it. It took me between one and two hours before actually understanding how I should do it and I only had to ask Keul for a little help with the optimisation. Since he was there as a backup, it was pretty simple to get organized: I only had to ask him for the difficult elements I couldn’t do due to lack of skill/time.

Aplats couloir

Flat colors of the corridor background (by @Orties)

As for the writing, I didn’t feel comfortable obviously, since English isn’t my native language, but it went better than expected. I read into that fact as the result of my recent practice: since I’m writing on my devblog in English now, I’m starting to get the hold of it. It wasn’t the case back in August. I wasn’t inspired by the theme per se, but I really wanted to tell that story and my reseach did come in handy, since I didn’t have to check for the smallest fact.


What went wrong
Err, nothing? No, really, nothing actually went « wrong » 0_o. I couldn’t finish the story on time (nor proofread it) but it wasn’t because of bad management: I was glued in front of my computer during the whole contest, writing and coding like crazy. True, I could have woken up a bit earlier, but I really felt too tired for that (I didn’t have time to rest for days even before the start of the competition, after all). No, I really think I just saw too big. The story needed more time to be developed and I just didn’t have enough in three days. Planning different endings was a bad idea for a game jam, since it only added me more work, but i twas the core of the visual novel,it couldn’t be removed.

Eleesha sprite sheet

Eleesha Sprite Sheet (design by @Kinect and colouring by @Laniessa)

Ok, maybe I should have put our previous game release on hold to be able to rest properly but it was out of the question: I just couldn’t afford to fall behind schedule =’). Or post-dare fatigue maybe? I’ve been a vegetable for a couple of days because I badly needed some rest. But it took me less than a week to get back on my feet. And I still had time to try some other entries and release the updated version of the game with fixed typos and new content (Dave and Hassan routes).

Sooooo…it was super difficult and challenging for me, yet it didn’t went wrong.


What now?
As I mentionned above, there is a new build available fixing most of the problems/missing things. I’m still not completely satisfied because I couldn’t polish the story as well as I wanted, so I very likely will try to make another update later on. But, hey, you know how I am: I’m never satisfied with my work anyway X’).


GIF of the exploration scene (final assets, colouring by @Laniessa)

I think it’s the best looking game we’ve released so far and one of the more optmistic given my tendancy to make my characters suffer horrible things (still not joyous though !). I’m also quite proud to be able to create a diverse cast for a change and it plays a big part in the story. For now most feedbacks I got were rather encouraging…I hope you’ll all like Wounded by Words :3.

Wounded by Words Release: Can you escape the pain?

Posted by (twitter: @TM_VN)
Wednesday, April 22nd, 2015 1:42 pm


Wounded by Words is the tale of six people who are trapped in the ruins of a shopping center after a terrorist attack. All they can do is wait for the rescue team to come. As the individuals are growing more and more desperate over time, you’ll be able to grow closer to them and discover their stories.


Due to the time limitation, the current build is still missing some scenes (and there are a lot of typos that we’ll be fixing soon) so you can follow our itchio account to be notified when a new build is up. Or take a look at our social network profiles (Twitter, Tumblr, Facebook, we have it all) where we’ll be relaying the news ;). I hope you’ll enjoy it and do let a comment on our LD page!

Progress update : In the dark

Posted by (twitter: @TM_VN)
Monday, April 20th, 2015 6:44 am

It’s the final day and I don’t see the end of the tunnel yet. Let’s pray we’ll be able to do it…

LD32 2015-04-20 13-38-19-93

Also, the game I’m working on is DARK…literally 8). Bad joke, I know…

Progress update : Too slow

Posted by (twitter: @TM_VN)
Sunday, April 19th, 2015 9:52 am

I never thought I”d say this one day but…my graphists are TOO fast. The assets are coming along nicely but I’m really behing in terms of writing/coding. It’s frustrating to see everyone going all out and you still haven’t finished your script yet.

LD32 2015-04-19 16-42-26-69


Anyway, I think I’ll be finishing 1/3 of the story today… I don’t know if I’ll be able to write everything, I may have to cut out entire scenes or concepts. We’ll see. In the meantime, enjoy this mockup. I may be slow but I’ve got the prettiest graphics of them all :3 !

You can still follow us on Twitter to get progress live too 😉

Progress update: Don’t give up!

Posted by (twitter: @TM_VN)
Saturday, April 18th, 2015 2:07 pm

At first, I really hated this theme. Ok, I still do, ahah. I was at the verge of giving up and I decided to give it a try after all.

So, here’s a mockup of our yet-to-be-named project about « Words as weapons ». I think it’s the only way possible for a narrative game to fit the theme, I’ll really hope this will work out!

LD32 2015-04-18 20-51-29-40

You can follow us on Twitter to get progress live too 😉

title screen

Check out the game here : http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=39080

It’s been two weeks since the competion, so I feel now is the time to sit down and think about what I’ve learned from the experience so far. Quite a lot, to be honest, so let’s break the « what went right/what went wrong » formula, shall we ?


Before the war

To really understand our experience, you have to know who we are and where we come from, right ? So, here’s a bit of context : our lovely unpronounceable team, Träumendes Mädchen (« Dreaming Girl » in german), is specialized in creating story-focused games. We’ve been making visual novel for some months now and I’d say we’re starting to get a hold of it. Since I’ve always wanted to add gameplay to make our works more interactive, I thought Ludum Dare would be a good opportunity to do so. The goal was clear : we had to make a game.

LD asylum

But, of course, jumping from mostly linear visual novel to full fledged game in a few days wouldn’t be that easy. So we decided to make a warmup game to practice. Soon, I had some assets to create a tiny prototype. The only thing missing was the code. Being a writer and a manager above all else, I was only able to code simple things and I had never done jumpscares before. So I needed the programmer. And he was so late to help me, I barely had any sleep the night before the launch. But we did it, we finished the prototype (with less features than I intended but, well, it was for practice purpose after all). Then the real deal started.


An incomplete idea : Escape paradise

Jardin croquis

Finding the right view to draw the garden wasn’t easy

I’m the kind of person who sucks at improvising. When I write something, I need time to think about the story I’m going to make so that everything fall into place. It could take weeks or months depending on the plot. So, I can’t just enter a gam jam like « YOLO, no preparation whatsoever », I have to at least have some kind of trail. And, luckily, I had an idea about what to do for the contest : a short horror story with some point & click elements. There would be this character trapped in a beautiful garden and he  would have to escape but doing so would only uncover terrible things. It was a simple idea that needed work but I thought the theme would help me expand it. The first thing I noticed when I woke up early that Saturday is that the theme was way too vague for my taste. « Connected Worlds » didn’t hold much potential for me. I went with the « life and death » approach (a bit like what the Other Side dev did, his entry is great by the way) but wasn’t really satisfied with the result.


See, I’m used to write games that lean solely on plot. Plot that sometimes has shock value (like what I did with Ambre where a guy has to shelter a little girl and things become really weird) or is built to make people think (like the bittersweet remake of Cinderella I wrote for another short contest). But Garden of Oblivion wasn’t leaning on plot like my other projects, it didn’t even need a strong plot. It was relying on the mood, on the gameplay and eventually on the litterary references I put everywhere. Plus, I was too busy managing the artists and trying to code to be able to focus on writing a decent story. So I couldn’t really find a way to expand my idea like I wanted to, making the main character suffer a bit from this issue.



The main character : never say reven

Usually I tend to be very specific when I ask one of my artists to draw me an important character. Here I didn’t know what I wanted and I didn’t really cared. It could be a man or a woman, white or black, I didn’t mind one bit. I intended to ask Melow to be the character artist but she was a bit sick and couldn’t really work that much. Morsy offered to draw the MC instead because she was interested. Thing is Melow tends to draw cute girls whereas Morsy tends to draw alternative characters, so that little choice completely changed the way the character was brought to life. She was happy to experiment new things and asked me about the gender of that protagonist. Since I didn’t care and had trouble answering properly, she offered me to make the MC gender-neutral. And so, Reven was born without a gender, because we felt it was not a key element to the story (making writing a bit more difficult actually but it was interesting). Since I suck at finding names and I don’t like normal ones, I called Reven like that because it was « never » in reverse. Yeah.

RevenFrom a sketch to the almost finished sprite

I was happy with my new designed character but that didn’t help one bit finding how to go into its backstory in depth (like, the reason Reven was send to Eden in the first place is briefly touched upon but not developped). So I didn’t, even though I really wanted to, due to the lack of time. Because of that, Reven is not that much of a well-rounded character, not as deep a others I wrote, and that still bothers me.


Puppies make everything better !

1408791725-croquis-animauxTo make a perfect purgatory for our poor Reven, I wanted cute animals to keep the character some company. I asked Melow to draw them inspired by some of the real life plushes I have (hey, stuffed animals are great gifts). Finding names was once again tricky so I went with whatever popped on my mind. Hence the duck being called « Duck McDuck » (I suck at names, remember), the otter « Lotte » and the fox « Fox-tan » (Firefox reference, I guess). The rabbit was more difficult, I racked my brains and decided « Humpty » fitted (he has a big head, he looks like an egg-man to me). Giving them personnality went quite easily. I’m just a bit dispointed we didn’t have the time to make their sprites change expressions outside of dialogues. Another time, maybe.


The turning point or « What went horribly wrong »

Hopefully the artists were really motivated and they worked really hard throughout the weekend. One was kinda sick but managed to do some drawings nonetheless, one was staying at my house and hardly took any break and the other stayed late at night to finish as much as she could. The first day was kinda misleading because I had time to tweet a lot, to show people some screenshots, everything seemed to go alright and all. It was definitely the best day for me and I enjoyed the full community experience. But I hadn’t made much progress on the script and was behind schedule, which was an alarming sign. I had to work really hard the other days to make up for it. Thing is, while the graphists were advancing well, Roganis, our musician, wasn’t getting anywhere because of a huge block. He did what he could though and managed to produce some tracks for the game (you can listen to the unused track in the trailer video BTW). But, well, otherwise, everything was going well, right ?

DuchesseThe duchess looked a bit off on the first sketch, so we made a more modern version.

Not really. The biggest problem was that the code was way too complex for me to handle alone. So I couldn’t even start to write all the little interactions I wanted to make or even ensure we had something playable. I was worried sick because in two days, the programmer almost hadn’t showed up. When he finally helped me a bit, there were TONS and TONS of bugs to fix…and he only came the last night to do so. I was on the verge of giving up. He wanted to try his best though, so while the others had finished and gone to their well-deserved rest, we stayed together to finish the game. But we were lacking time so much we could barely add the gameplay part. So the entry we submitted that night at the last minute was a linear story whithout any polish and full of bugs. Like a story-less visual novel. The empty shell of a game, if you will.

colo chambre cauchemar

Making a half-game really frustrated me. After a day of rest, to sleep a bit, I took the following day with the programmer to fix some of the major bugs (turned out game wasn’t beatable). And I worked hard later that week to finally add what I wanted, while asking him for some help. It took us three more days at a normal pace.


Garden of horror

The_LD_Asylum 2014-09-09 17-25-04-19

When I thought of making an horror game within 72h, I knew we had to work hard on the backgrounds to offer many variations, including creepy ones. Noone could have pulled it better than Orties since she loves scary things so much. The last version of the garden is especially…lovely. It looked like one of Saya no Uta’s (a visual novel I really admire). But, we couldn’t make the animated bits right away, since I needed my programmer for that, so the glowing and moving part are only in the post-jam version. As well as the jumpscares actually. I fiddled with some sound effects and animations to make those. I feel the game wouldn’t have much sense without them. An horror game without jumpscares is just too sad. Say hello to the scarecrow !


Puzzles, puzzles, puzzles everywhere !

Surprisingly, we had fun with making the puzzles. Morsy had difficulties to understand what I wanted at first but she managed to make really pretty drawings. I only asked for simple ones but I can’t complain when I see how the knife and axe ones turned out. Even the extra puzzle looked great. Coding them wasn’t too difficult either, so the main task was really more about making the interactions on the background.


And then, there was the riddle… I was planning all along to insert one into the game but in the haste I had to come up with something real quick and we couldn’t ask someone to test the result for us. So, in a predictable way, many players complained that the clues weren’t clear and that they had no idea how to pass it, showing us how important it is to ask someone to play your game beforehand X).



So, what can I learn from this mess ? To begin with, it was obvious that our first time adding gameplay would be painful, and it has been. We learned the hard way that making a game isn’t just putting some assets together, you have to test the game over and over again to correct bugs and make it work for real. What seems like a short and innocent bit of gamedev actually takes you A LOT of time. But it’s that testing phase that makes the game feel alive. In short: making something is easy, making something good is not. But the experience has been enriching and I think we’re now more ready to add gameplay in our stories. Maybe for another edition of Ludum Dare ? Who knows…

Garden of Oblivion Release : Escape the Garden

Posted by (twitter: @TM_VN)
Sunday, August 31st, 2014 10:50 am

Better late than never, right XD ?

title screen

One day Reven awakens in a strange but beautiful place where the young teenager is treated like a very special guest. There are talking animals, each being rather kind and friendly. Unless the door is mentioned. The one in the back of the garden. But what could be behind that mysterious door ? And why Reven isn’t allowed to go out ? You shouldn’t try to know the truth…

GoO 02GoO 03GoO 04

Due to lack of time, the game jam version was really unpolished and full of bugs. We fixed many of them with an update but we felt it was still very much incomplete. So we took some more days to make a post-jam version on itch.io that offers a more polished experience.  If you want to rate the original LD entry, drop by our page =).

Post-mortem incoming !

Progress update : the library

Posted by (twitter: @TM_VN)
Sunday, August 24th, 2014 3:59 pm

1am in France

Only one day left for the Jam, tension is rising. The team’s becoming tired but we’re doing our best to implant moving and interactions with the backgrounds. If everything goes well, we might have a 1/7 of a semi-playable game tonight… Yeah, still a looooong way, we’re not gonna sleep very much I fear XD.

Good luck to those who’re submitting their games right now !

Progress update : Trying too hard

Posted by (twitter: @TM_VN)
Sunday, August 24th, 2014 12:57 am

11am in France

Since heavily story-focused games were our speciality up until now, here’s a little peek of a traditionnal use of RenPy : a background (sketchy for the moment), a textbox and a bunny sprite. But well, the opportunity is just too good for us not to experiment a few innovations. Expect some interesting things in the final version ~

Meanwhile, still trying to write something that makes sense. With stuffed animals, philosphy and scary trees. Let’s refill the cup of coffee, shall we ?

Progress update : Connecting neurons…

Posted by (twitter: @TM_VN)
Saturday, August 23rd, 2014 5:11 am

2pm in France

Drawing by @Morsy

I don’t know what we’re doing right now…but we’re doing it !
(If you want to follow our progress, we’re livetweeting the Ludum Dare BTW)

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