Posts Tagged ‘Visual Novel’

We invite you to play (Mono no) Aware!

Posted by (twitter: @thommaz)
Thursday, May 5th, 2016 11:33 am

mono no aware

Hi everyone! Voting is almost over, but we thought we should write a post inviting you to play our game before the end.

mono no aware

(Mono no) Aware is an interactive novel with platformer elements that discusses life’s shapeshifting nature. We were really trying to achieve a delicate result using watercolour and subtle dialogue and, well, please let us know what you thought!

Arrow keys to move
X to interact and push things
Z to jump


Posted by
Sunday, April 17th, 2016 10:32 am


Mouse for a pencil with paint for a program.

Ever wanted to be a magic potion? Ever wanted to fight an evil dragon wearing a top hat, monocle and smoke pipe? Ever wanted to get your directions from a great wizard?


He is a great wizard, I tell you!



The script of the game is fully working! Not all images are properly placed yet, and I’m tired as hell right now, so it’ll take some time to make the proper “image enter, image leave”s. In any case, you can already enjoy the full story of my game! Enjoy!

You can also download the zipped version clicking here, if you’re interested.

The Seed of Love Postjam version!

Posted by (twitter: @fullmontis)
Thursday, December 17th, 2015 3:10 pm

I am happy to say that the postjam version of my Jam visual novel, The Seed of Love, is now out on!

Main addition is music, more images, unlockable endings and additional features.

Hope you will give it a try.

The Seed of Love on

You can find the game page here if you want to rate it!


The Seed of Love

Posted by (twitter: @fullmontis)
Tuesday, December 15th, 2015 7:20 am

After a programmer’s hour at 3 AM in the morning full of adrenaline and tiredness, I was able to submit The Seed of Love, my Jam entry for LD #34.

The Seed of Love

Now, after 4 hours of sleep, I can think straight enough to fix a couple of bugs that I left in the build and make a post annouincing the game!

The game is a Ren’Py visual novel. The structure is very simple: just read the story, make choices and see which ending you get. I tried to make a story worth reading. I like it, and I hope you like it too.

Hope you will give it a try.

I wanted to thank everyone for the wonderful time this weekend. Despite the tiredness, LD is always a momnet of joy. I am really curious to try out your games now :)


The Monster Inside – Post-Mortem

Posted by (twitter: @tylerowen)
Tuesday, September 1st, 2015 10:11 am


Click here to visit the Ludum Dare entry page

This is the most fun I’ve had working on a game jam entry in a very long time. And the key to that was the scope of the project. This was my 6th game jam I’ve done, and I feel like I’m finally starting to understand what kinds of games can be accomplished in a short weekend. With The Monster Inside, we kept it simple and small, and the result is one of my favorite games I’ve ever created.



In my full time project, Lacuna Passage, I’ve been doing a lot of programming work that hasn’t felt very creative. For Ludum Dare 33 I thought it would be a perfect opportunity to take a short break from that and build something almost purely narrative with a distinct, simple art style. After the reveal of the theme “You Are The Monster” I started brainstorming ways to limit the scope of the project that would allow me to focus primarily on the story writing.

The first aspect of this was to use very simple art. I decided that I did want the game to be 3D, but I didn’t want to have to spend time animating characters, doing physics collisions, navigating obstacles, or managing an inventory or items. That quickly led me to consider doing an interactive visual novel. We could use simple static 3D renders in the background and just have text and dialogue in the foreground.

I was inspired by the memory of simple chapter art that would sometimes accompany young adult novels like Harry Potter. In the example below you see a small black and white image that appears at the beginning of a chapter and gives you a small taste of what you will encounter in the following text.



I always loved these images as a child and I’ve always wondered why more adult novels don’t incorporate establishing art in a similar way. Some fantasy books include illustrated maps in the back cover, but why not full illustrations to really put you in the world?

Well, with our game we could do whatever we wanted. So I took the idea of simple “chapter” art and combined it with an isometric style that I am fond of. A reference image we used can be seen below.



Artist on DeviantArt

But we needed to go even simpler for our scope. With a film noir style we could go pure grayscale and avoid the complication of color. The result fit our needs perfectly.



Our artist, Doug Auerbach, did an amazing job with this style. It gave me exactly the context I was looking for with the narrative, but without being overly complicated and time consuming.

After working more on the script I realized that visual novels have some interesting advantages over writing a book or traditional short story.

For example, I could control the pacing of the story completely. The player has an interactive button to progress the text, but I could fully control when that next line of text was revealed after a delay. I could make the player hang waiting for the next suspenseful line to appear. It also prevented the player from reading or glancing ahead to spoil the timing of a reveal. Obviously I’m not the first to discover this, but it was something I found very powerful while writing the script.

We were also able to leverage the benefit of sound and music. Clark Aboud, my long time partner for all things musical, did an incredible job on the soundtrack with a unique theme for almost every chapter. This really helped bring the static scenes to life and engross the player in the mood of the story.

As for the story, I was mostly inspired by having recently finished the first book of The Dark Tower series. SPOILERS for both The Dark Tower and The Monster Inside… there is a Succubus in that first book that stuck with me and largely led to the plot you see now in The Monster Inside.

I wanted to include some limited dialogue trees in the game that would make the player feel more like they were role playing the character of Jack, but I knew that I probably couldn’t make them extremely branched or it would make our scope too large. So I stuck with very few dialogue trees that had very short branches. It was a small touch that helped you feel more a part of the story rather than an outside observer.

I managed writing these dialogue trees with a program called Chat Mapper. I highly recommend it. I didn’t actually have time to create an xml parser that used the exports from Chat Mapper, but it was still very useful to keep the dialogue trees organized while writing. I ended up just copy-pasting the story text from Chat Mapper into .txt files with my own parsing logic. It was lightweight and simple for our purposes, but it did have a high probability for error (thankfully I don’t think there are any).

The only real point of “gameplay” that I included was a simplified investigation mechanic where you are able to search crime scenes for clues, but it is very minimalist and again only really serves to put you more in the role of Jack by clicking on scene objects rather than just the NEXT button over and over.

The only thing that I did not have time for was to incorporate some simple motion elements into the art. I wanted to have a rain particle effect overlaid on the dock scene, and I wanted steam coming from the sewer grate in the alley scene, but we simply ran out of time. Thankfully these were just set dressing ideas and didn’t affect the overall game. We are extremely proud of the end result and hope you enjoy playing it!


Well, it’s out and on its way!

Posted by
Tuesday, August 25th, 2015 3:09 am

Well, it’s going to be as complete as it will be for LDJ.

This was my first foray into Ludum Dare. AND it was still a practice of balancing things that I had to do in life and doing GameDev stuff. Probably spent a good 12+ waking hours trying to get my motorcycle endorsement.

But it was still quite an interesting ride. (more…)

The Most Fun I Had Being Frustrated

Posted by (twitter: @HayBee_05)
Tuesday, April 21st, 2015 3:35 pm

So my first game jam was fun! Fun but frustrating at times. I can’t wait till the next one!

I definitely want to try working with a team next time. Especially with people who have different skillets as me like programming.

Until then I will work on my art and animation (both 2D and 3D) .

Check out my game here!

Gods Gonna Cut Em Down: Post Mortem

Sunday, April 19th, 2015 10:21 pm

Ludum Dare 32 or the story of how I inadvertently completely ignored the theme.

The first day of the jam was spent entirely on looking at visual references. The second was spent on making those visuals. The third was spent on making the story. This is the hardest I’ve ever worked on a game jam — and the game is maybe five minutes long.


God’s Gonna Cut Em Down (GGCED) is my first foray into the visual novel, using an engine called Tyranobuilder. All of the art is done by me, through an over reliance on the Photoshop Blur tools.

The game is a short vignette — think of it as the first chapter of a larger work. It is, in essence, that. After working all weekend on the art and design for this game, I’m looking towards continuing to work on it.

A Breath of Fresh Air

Posted by (twitter: @!/TKia_)
Sunday, August 24th, 2014 3:29 am

Well, after a wild, wild ordeal, it looks like I’ve finally finished my game. Essentially.

And, by essentially, I mean, I would be OK with submitting it as it is, but I would definitely like to add more. For example, having images would be nice.

My game, which I’ve made with Ren’Py, is a short, story-driven visual novel, with only one choice in it. So, really, calling it a “game” per se might be considered just the slightest bit of a stretch by some people, but, uh…

I’m going to ignore those people.

Right now, though, the VN is all just completely text. I haven’t had the time to begin on any art yet. So, forget the whether-or-not-it’s-a-game debate, because we need to clear the floor for whether-or-not-it’s-even-a-visual-novel debate. Spoilers, it probably isn’t. Maybe I should just call it a text-based game or a text adventure or something, if I can’t free up any time tomorrow to do some art before submitting.


Ah, well, I digress. This is my very second Dare, and I’ve had just amazing amounts of fun working on this little project as I watched thousands of other creative people across the globe work on theirs. May the best games win!

The problem with visual novels…

Posted by
Sunday, April 27th, 2014 3:56 pm

The problem with visual novels… is they go from impossible to screenshot, to finished in a very short period of time. D: Oh well!



So now I am as finished as I’ll get this weekend. :) I’m so relieved to have something mostly done, even if it is just tiny. Game is here.

Good luck to everyone else! NEVER GIVE UP!!!

The Day After announce

Posted by
Sunday, April 27th, 2014 2:11 pm

Four hours till compo ends, so i guess it’s time to at least make announce and a summary. Spent the whole first day on writing and a bit of sketching. Today made a script, art and of course, more writing. It’s been fun, even though obviously not enough time for all planned writing and proper art 😀 And definitely not enough time to think about interesting blog posts :_:

The game is considered ready, but i’ll spend left time for polishing. Maybe add more art.

I won’t publish game yet, but here’s a screenshot:



Yeah, well, that’s just a cover. I don’t want to scare you by in-game art yet ^_^. And yeah, it’s Ren’Py based visual novel.

And now i’ll get back to polishing. See you in a few hours!

A Catastrophic Date

Tuesday, January 14th, 2014 4:10 pm

Hey, just wanted to make a post talking about the game I made (azuritereaction) with a friend (sweetielise); it’s called A Catastrophic Date. (Hey, we only had a few hours to come up with a name!)












It’s a cute little visual-novel-esque game (no nudity/sex/romance in it though) that we thought up, and it was the first time I’d completed a game project since… probably 16 or so years ago, when I was making games with Klik & Play and Multimedia Fusion 1 back when I was about 12 years old or so.

The game itself is really short, there’s about 10 or so possible endings with 7 of them being unique, including a secret ending, too :)

Sweetielise did the art in probably 8 hours, and the coding took me about the same amount of time, but we got continually distracted by Awesome Games Done Quick during most of Saturday, haha.

That said… I will probably NEVER program a visual novel game like this in Multimedia Fusion 2 again. Easily one of the most frustrating programming experiences I’ve ever had, for sure. Still had a lot of fun making it though, and I hope a lot of you have fun playing it!

Additionally, feel free to check out our main work on YouTube, Twitch, and a webcomic that I write with the links below! Looking forward to the Jam sessions coming up, we’ll likely do another game for that (and any future MiniLD’s too) :)



Era of Errors (webcomic)
First Page of the webcomic


Posted by (twitter: @avaskoog)
Monday, December 16th, 2013 7:46 pm

Not you! However, you will step into the shoes of one. For this was a scumbag, right?


You’ve screwed up. You’ve offended and hurt people. You’ve lost your loved ones. You’ve only got one chance to redeem yourself. Maybe. Perhaps not a good chance. Perhaps not a worthy chance. Who can tell? Figure it out. Play SCUMBAG.

This is a depressive visual novel and text adventure sort of crossover. Just click around. Talk to people. It’s all conversations, this game. An easy game with a difficult objective. Play it a few times to figure as much out of the background story as you can. It only takes a minute or two or three each time, probably.


Me, Ava, of Royal Railway, made this with my friend Mehdi over the course of the last three days as a jam entry. I did sleep a lot, too. I had to rush the end of it. Oh, well.


Warmup game: The Box

Posted by (twitter: @fullmontis)
Sunday, December 8th, 2013 4:09 pm

Since I didn’t know how to spend this Sunday, I thought it would be a good idea to warm up my brain with some quick game development. So I made The Box, a short visual novel in about 5 hours. It uses the Ren’py visual novel engine.

Be warned, it will probably leave you angry. So go on at your risk 😀

In the game you find a strange box, and you have to discover what’s inside. But it isn’t as simple as it sounds… Expect some weird stuff to happen.

I consider it more of an experiment to see how creative one’s mind can get. It yelded some interesting results.

Check it out here, if you are interested. Here are a few screens:

Hope you enjoy it. See you next weekend for some sleep deprivated, coffee fueled development!

FINS or The Metaphorical Shark Game

Posted by (twitter: @CScribes)
Friday, November 1st, 2013 8:42 pm


So we’re doing it! I’ve finished the outline and started a sprite for this thing. As always, because my mind loves to over complicate everything, this game will feature real sharks and metaphorical ones legasp! Will be using Ren’Py and yup. Now to sleep and get back up to write-edit-draw-cry-collect-program not in that order of course ^^

Title: FINS

Synopsis: It’s 2046 in an average coastal town, and Anna-Marie thought she’d be spending her break partying it up in warmer waters. But, instead, she finds herself in a den full of cold-blooded lunatics. Because of one, minor, slip up involving letting her best friend alter a grade, resulting in her owing him big time for it… Anna-Marie has to dig up some dirt on the local big bad business in town if she doesn’t want her professor blowing a gasket. The only problem is that snooping around in a major corporations graveyard is never a good idea, and when she stumbles upon some very big and very, very illegal information, Anna needs to think fast unless she wants to end up sleeping with the fishes!

Annamarie 1.0
Anna-Marie Gutierrez: A young freshman in college overwhelmed, under-employed and suffering from a severe case of apathy. Due to an ‘incident’ involving her best friend fudging a grade for her, she has to uncover dirt on Tributary Inc. and finds herself way over her head.
Logan Cho: The resident all-around activist and genius in the making, he’s passionate about uncovering all the dirty deets on Tributary Inc. and publishing them up anywhere and everywhere he can.
Experiment F-2V or Fien: A highly, highly illegal Splice Anna-Marie encounters while uncovering the Inc.’s secrets. Splice being a slang term for humans genetically crossed with another species. In his case, you guessed it, a shark.
Big White: A local loan shark and small town gangster, that is working in step with Tributary Inc. to cover up what they don’t want to be known to the public. Is harassing the Gutierrez family over past due loan payments.
Tributary Inc.: A shadowy, international organization that participates in some highly unconventional activity behind the mask of a family-friendly corporation.


Posted by (twitter: @CScribes)
Thursday, August 29th, 2013 3:54 pm

The Link.

Minor bug fixes, etc.

My earnest advice and goal for next time is to have a working demo BEFORE the time limit is up! This way I don’t cause so many inconveniences when I have to keep re-uploading. Hope you check it out! Report any problems and i’ll get on it asap. I run on a windows so if one appears on another system, do let me know so I can run some scans :)

Have a smiling Darla while your at it.
Darla Waist Up SO

Bun Out!

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