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on emshort.blog...to how the player will get across the game world efficiently during the later stages.
There are a variety of design strategies to get...
There are a variety of design strategies to get...
...And still she goes on, feeding your desire until desire becomes obsession, obsession turns to addiction, and addiction becomes total enslavement.
Within a few...
Within a few...
...By the end of the game I felt a weird sort of affection for the most trivial details, down to the zipper on the...
...how you get to them.
It’s a purely conversation game. As in a lot of choice-based games, you have up to three...
It’s a purely conversation game. As in a lot of choice-based games, you have up to three...
...Another strategy is to build a gas plant for relatively cheap power early in the game, but close it later when better sources become...
...games are getting enough voters.
Those entering IF Comp may also be interested in this best-practices discussion of how to write a walkthrough...
Those entering IF Comp may also be interested in this best-practices discussion of how to write a walkthrough...
...a lot in how much information they give on a) which choices are traversable when and b) when they’re likely to become unlocked...
...I’ve tried a variety of packaging approaches to make my games more appealing or simply because I wanted to see how hard it...
Every four years, Victor Gijsbers puts together a list of the top 50 IF games of all time. To vote for this, one sends...
...to develop when the game ends, and I would have enjoyed exploring at more length. But as this was created for a game jam...