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Given what I was trying for, what else could I have created? Given what I created, what else could I have been trying for? |
An isometric fantasy game about a journey through forests, ruins, and mazes.
Features in depth converasations with party members, hand-illustrated maps, and music blending accoustic and synthesized elements.
There's also an associated conlang, docmented [here], that adds some flavour to Elven culture.
A choice-based interactive story about three fugitives with a clunky time machine fleeing the intertemporal police.
Multiple endings.
This was the proof of concept game for my now-unmaintained parser game engine project, IntFicPy.
If you're not on Windows, or don't prefer to run unknown binaries, and you know your way around Python, you can try that link marked "Python file". Download it, pull the intficpy repo, checkout the "1.0" release, install pyqt5 in that environment, and put the game file to where it can do relative imports from the repo.
If you can't guess from the convolutedness of it, that was never an intended release vector. But if you'd like to use it, you may.
Assuming you can get it running, you'll find a 2-3 hour throwback parser game about escaping a cursed island.
It's one of my favourite things I've ever made, and I hope you enjoy it.
Writer: Thompson Lester
Illustrator/Programmer: Me
Built in 48 hours
A pilgrim searches a ruined place, alone.
Mouse-over to examine. This is the main mechanic that progresses the plot. Your character is trying to figure out where he is, and descriptions of things will change as he gains new information.
Music/Writing: Me
Built in 48 hours
A mystery suspense visual novel about a man who isn't sure whether he killed someone last night.
It was a very small team, and I was able to take on one of my favourite roles: the Jack of All Trades. I did the music, and the writing, and a little bit of the hooking together, and I got to work with a dedicated visual artist, and a dedicated programmer to make magic in 48 hours.