This game was a massive team undertaking, and I haven’t had to lead a creative team on something of this scale and complexity before. I’m so glad that most comments have been speaking highly of every part of the game– to me, that means that I did a good job tieing everything together as a director. I’ll do a proper writeup/postmortem about the game later, I dunno if it will get much into the directorial...
Since the last time I posted here, I have another game out, UNLOCK & UNWIND. This is another collab with Fisher, a bloody action story about a cybernetically enhanced sadistic infiltrator and her mission to kill the Princess. It’s a short and fun VN, made for Daydrinking Jam.
But, looking at the date… how we feeling, gamedev fam?
Yo, how’s it going? Is bluesky down again? Shame. You know what won’t be down due to AWS outages and/or vibe-coding? Your own personal website! And now I can announce that I helped put together this guide and support forum for indie web devs, so please check it out!
Now, I got a lotta small things done and continue to have a lotta increasingly big things to do, so let’s keep this post brisk.
I have a new game out! The Voyeur: A BDSiM Side Story, a short kinetic novel from the perspective of...
Nervously twiddling my thumbs while I wait on the timer for TYVNJ2 to count down.
Now constantly cross-referencing: the same three-and-a-half themes that have been fascinating me since middle school
Now internally gushing over: the creative process and how it connects people
Now admitting to myself that: BDSiM will generally take a lot longer to develop than expected because of the gameplay elements; hopefully will be done by the end of the year
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