If you haven’t tried it, give my game Neon Lies a go. It’s free and plays in the browser. I’m quite proud of it, I think it’s among the better things I’ve made. If you play it, I’d love to hear what you think of it 🙂

https://mattiasgustavsson.itch.io/neon-lies

Neon Lies by Mattias Gustavsson

A Cyberpunk Adventure

itch.io

@Mattias_G I just finished the game a minute ago 😉 And I loved it.
The tone and ambiance is great. And the attention to details really makes a difference. My special love goes to the loading anim with the floppy disk + floppy sound

It reminded me of the hours I spent on my amiga as a teenager.

Only regret for me : the story is quite linear, there no moment where you can choose between multiple places to go (I mean places where you can do things to advance in the story).

@pmartin thank you :) hearing peoples thoughts on the game, and hearing you enjoyed it, is such a great feeling!

I think it’s a very fair point about linearity. I feel there’s also a lot mire that could be done with deeper dialogs and some side tracks. I’ve actually considered picking it up again an embellish it some. I originally made it in 10 days for a game jam, so something had to give, and it was non-linearity for sure 😝

@Mattias_G a ten day gamejame game 😱 OMG I'm even more impressed !

The intro with appartment and the girl is an incredible idea as a soft tutorial for such kind of game (for me it feels very nintendo way of doing things… and it's a big compliment). Bravo

@pmartin well, an *intense* ten days 😅

Nice to hear you point that out - since it is my custom engine, there were a handful of different concepts i wanted to teach the player early on, but I don’t like in-game tutorials, so that intro bit was my way of trying to teach the player about dialog, inventory, and concepts like a place changing if you leave it and then go back

@Mattias_G Same feeling about the in-game tutorials. I prefer the "integrated in the scenario/normal game play" version that you used.

In my last game (looooong time ago) it's what I tried to do (this was a little bit difficult because the scenario was proceduraly generated… so I had to integrate the whole tutorialy scenar in the procedural story generator).

@pmartin That sounds like a challenge! What was the game?

@Mattias_G A never published game called "Adventure in a shell" because everything in it was texte based just like in a CLI shell or the or more precisely like the combat text box in the Dragon Quest serie.

The whole game was based on a "scenario engine" that could generate interesting main stories and side quest stories when ever needed while keeping everything coherent.

1/2

@pmartin that sounds really cool :)
@Mattias_G I really loved to develop it. It was a link between two of my passions : gamedev and storytelling. It was based on a very interesting way to build stories by using "master plots" that all have a well defined set of constraint quite easy to use in gamedev. And another storytelling trick : building characters around "character archetypes" that really fit well with the different roles in the plots (and are good way to build "origin story" side quest for almost any character)