
play exposure
this ludum dare was a thrill.
I was able to put together something that I was really proud of, I had a ton of fun building it, and the reception has been fantastic.
exposure has received coverage from rockpapershotgun, jayisgames, and indiegames.com, and even has some video reviews.
the presentation
this time around, I wanted to create something that looked pretty.
the art style was inspired by the beautiful proteus. I was hoping I’d be able to get away with minimal, pixel-blocky art if I embraced it and gave it some 3d depth. it seems to have worked.
the music was created using figure. I’ve previously avoided making music for my games to save on time, but with this app I was able to get it done in less than 30 minutes.
the gameplay
I love to explore in games. I don’t like my hand to be held. I like to walk in the opposite direction I’m told to go and climb things because they’re pretty.
I don’t give much direction in the game.
some players will walk straight to end, bypassing hints to the depth to the world.
that’s a totally valid experience.
but some players will talk to all of the desert denizens, wander, explore the ruins, and piece together what’s going on.
this game is for those players.
the endings
exposure has three endings, but none of them provide much in the way of story resolution.
you can choose to help out either tribe… but is that’s really what’s best?
I thought about adding a canonical “good” ending, which would provide closure to the story and solve everyone’s problems.
but that seemed kinda unrealistic and saccharine.
there are some problems that don’t have a good solution.
