About kristoffer zetterberg

i make twine games and write stuff here:

things i love include sushi, minimalism, japanese rock and feminism.


Ludum Dare 30
Ludum Dare 29
Ludum Dare 28
Ludum Dare 27

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Notes on departure, postmortem

Monday, September 2nd, 2013 8:47 am

Play Notes on departure here

I had heard about Ludum Dare a couple of times, seemed like porpentine – who got me into making Twine games in the first place – had made quite a lot of her games for these kind of game jams, but I thought I’d not be able to make one for a jam myself, as me writing under time pressure doesn’t work very well.

Seems I was a little bit mistaken.

Ludum Dare 27 had been going on for about half a day when I by some chance stumbled upon it. The theme suited me perfectly; I wanted to do something minimalistic and the idea of having something that would only last for ten seconds made me thinking that this will actually work out.


Click on the picture to play Notes on departure

I wrote the script almost entirely in Swedish (my first language) to begin with, using OneNote and Word, I then began translating it with at least two different translating tools and one online dictionary, and I actually texted a friend of mine a couple of times too just to get his opinion on the translation.

When I code in Twine I always consult porpentine’s twine resources, and it’s thanks to her and Leon Arnott’s macros that the games turn out the way I want them to. Be sure to check out their games this LD too; they’re amazing.

I’m not sure how long it took me to create the game; I’m usually only creative in short bursts, the rest of the time I’m consciously thinking or doing something else.

Apart from writing it, what took me the most time by far was making it look the way I desired; I’m always having a problem with the colours and how the text lines up.

These things considered, turned out I had a couple of hours left until the deadline, but I didn’t want to change or expand on anything. I know everybody thinks my game is short, personally I don’t have such a long attention span – especially when it comes to reading on a computer – and I’m more interested in getting the player to think and contemplate on the experience, rather than for it to actually be lengthy one, so it has both to do with this, and the fact that I’m a slow writer.

I had an explicit idea of what I wanted to do with my game: I sought for it to remain open to interpretation so that the player could put in their expectations and wishes and let the experience kind of be what they wanted it to be, or perhaps the way that seemed most natural to them. The interactivity had to be meaningful, and had to be approachable and able to interpret in a lot of ways, and as I didn’t have the time to try and expand the game as that would have jeopardized my vision, I focused on making what I had as good as it could be.

By doing that I hope that instead of bringing a longer experience the tale would live on and expand in the imagination of the player, as it really is their experience and story, and I have no idea of what they choose and how they choose to interpret this, though I would love to know.

This has been a very inspiring and fun thing to be a part of, and I’m thankful for all the comments I’ve been getting and have really enjoyed playing your games. If you’re interested I have a tumblr where I publish my games (or interactive fiction if you prefer) just two of them so far but I’ve got some under development and some just waiting to get translated.

Thanks for reading! I appreciate all your feedback and comments!

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