Love that the Thimbleweed dev process has been a masterclass on making point & clicks. The game is great, but the bonus advice is priceless.
-
-
Thanks. Twitter will use this to make your timeline better. UndoUndo
-
-
-
So
@grumpygamer , the fifth thing is an awkward statement. For example, why should a psychological horror p&c adventure have humor?
-
Our game got some negative covfefe because there wasn't enough humor to lighten things up a bit. It's a balancing act.
-
Black Mirror had humor? Nevertheless it received great reviews. Not every p&c needs humor, not every p&c needs a cartoony/stylized style.
End of conversation
New conversation -
-
-
Rule 4 is wrong.
-
That's a bold statement. Why is it wrong?
-
Should be: 4. Every good adventure game needs great puzzles. The world, story, and characters need to be properly adapted to them.
-
I think your 1st point is a given. But your 2nd one is risky at best. Puzzles should flow from the world organically, not the opposite.
-
There is a limited number of puzzle categories that you can use in a point-and-click. Writing the story first produces only some of them.
-
Your last point shows how we see adventure games differently. To me, they are narrative-driven: story, characters, world are the pillars.
End of conversation
New conversation -
-
-
5th rule I would elaborate that most stories need humour for pacing, empathy & character. Forced humour point'nclickers are boring tho..
Thanks. Twitter will use this to make your timeline better. UndoUndo
-
Loading seems to be taking a while.
Twitter may be over capacity or experiencing a momentary hiccup. Try again or visit Twitter Status for more information.