"A Dark Room"
My first horror game. A choose your own text-based adventure about forcing interpretations on dreams and nightmares.
My first horror game. A choose your own text-based adventure about forcing interpretations on dreams and nightmares.
A surreal, postmodern piece on the unreliability of maps, cooperation, and true freedom from a surreal room. Created with a bunch of pretty photos I took, both digital and film. Made for a Digital Humanities final commenting on the ethicality of data expropriation.
(12/21/21)
For one of my college finals, I told my teacher that I could easily "recreate the feeling of Dark Souls even in something like Twine." The idea got turned down, partly because it sounded too ambitious in scale. But after messing around with the idea, I was able to create a combat system and two "bosses" in a single weekend.
Marlboro Demo, with First Two Bosses.The result right now is a sort of meta "Punch-Out!"-like game, with a sort of mature "Groundhog Day" story mixed in. I want to keep working on this, since I believe it has a lot potential, especially with the combat. I can see it being very fun to figure out how each combat encounter works, and how to "one-shot" each individual boss. I can also see a lot of subversive work with the "respawning", and Marlboro's reactions to each death.