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1  General / Check this out! / 1,000 Heads Among the Trees was released! on: December 11, 2015, 08:44:02 PM
Hey!  I talked about this game a little earlier in the introductions, and just wanted to say that it was finally released today.  It's an interactive exploration of an eccentric town that was founded by witches in the Peruvian desert.  It has a photo-conversation mechanic, where you take pictures of things and show them to characters, who describe them in a free-associative way.

Here it is:

2  General / Introductions / Re: hi everyone on: November 19, 2014, 05:59:00 PM
Thank you Michaël!!
3  General / Introductions / hi everyone on: November 18, 2014, 01:18:09 AM
I think I've posted here in the past but never done an introduction.  I've done a lot of short experimental games and notgames, but recently I've been working on my first long-term project in a while.  It's based on time I spent with a brujo in a desert suburb in Peru that was founded by witches during the Inquisition.  The gameplay involves the player wandering the town at night and taking photos, which they then show to NPCs who spin stories about the photos.  The exquisite-corpse-narrative-as-documentary style was inspired by Apichatpong Weerasethakul's Mysterious Object at Noon (although my project has spun pretty far off of the documentary/docugame course).  It's kind of a conversational mechanic—the player doesn't talk, but if they want to steer a conversation in a certain direction, then they can take certain types of photos and show them to characters. 

Here's a link to the Greenlight page with a video trailer.

And here's my main website

- Aaron
4  General / Check this out! / Re: Please Knock on My Door on: November 18, 2014, 12:51:14 AM
There seems to be something really interesting here in the repetition.

I'm wondering, how would you make the player feel like they technically have the choice to do things (like leave the house, reach out to people), but don't because they feel too bad, it's overwhelming, etc?  I suppose apathy could also be provoked by screwing with the rewards system, making rewards either not worth the effort or making them seem out of reach.

The art style and environment are pretty great.
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