This past month Roy and I have been feverishly working on a game to submit to the International Love Ultimatum, a game jam spearheaded by Twitter friend Amanda (@acosmos). We made the deadline! (…with only minutes to spare due to some exporting issues. Welp.)
Our story is a simple dating simulation with 4 different possible endings. We tried to make the first-person experience as genderless as possible so that anyone could play without being jarred out of the experience (we did have a small update after release to remove the word “boy” out of one of the dialogue texts.)
Since this whole experience was the first for both of us, we learned a lot. I loved the way it tapped into both my skillsets as a UI/UX dev and comic person. It has re-energized my interests in studying user experiences and I am more mindful of how games interact with players.
Designing the characters took roughly 5-6 hours on average. I’m pretty happy with how they turned out.
Because I hate myself I also spent some time making a little movie for the end credits (this will forever be emblazoned into my brain as the Night I Stayed Up Until 4AM to Make a One Minute Video):
I plan to go more into detail about our process in the future because I think a lot of the lessons we learned are worth sharing. If there’s anything you’d like to know more about, ask away in the comments! We are already laying the groundwork for our next game, so any feedback would be helpful.
Otherwise, head on over to itch.io to play the game!