My vacation reaches its end. Assuming my apartment is intact, new art will resume shortly. Here's some oldies but goodies to tide you over.
I've been thinking a lot about games. As you probably know, I can program them pretty easily but I struggle to make them fun or, you know, coherent.
This is especially hard in porn VNs like Floating Flowers. Most porn VNs have a good opening hour, then devolve into just a moving gallery of porn with intervals of the player doing something painfully mundane in excruciating detail.
If you want that, just do your week as usual and stop by here Tuesdays and Fridays, gotcha covered.
Floating Flowers started off basically incoherent and is rapidly swerving towards 'porn gallery', so I don't think it's got a good foundation.
My strength is in characterization, so I am thinking about how to revamp the story/progression in Floating Flowers so it feels more natural, more interesting, and less difficult to move through.
If you have thoughts, let me know.
As to the goblin mafia prototype and the halloween prototype, those were always intended to be prototypes. Their design isn't super compelling when you actually play them, even though they sound good when described. Game design is easy to imagine, but actually implementing something fun is hard.