They say that endings are hard, but I personally find the beginnings to be the biggest problem. I have my characters backstory, the world they live in and their individual motivations clear in my head, but how should I tell them to the player? Too much exposition gets dull. Too little, and the player ends up confused. I’d love to start my game with an explosive, exciting start, but that would be a disservice to the overall story. It’s really hard to sell a game with a slow beginning and all the best content plotwise in the later game.
Next up
art comission.
"Thanks guys for endless hours of fun." 👍
(My first fan art. Read the article, please.)
🍒Did you like the game? A demo is available for free on Steam.
✌️ Thanks for playing IndieGameiacs!
⚙️ Free Demo: http://bit.ly/UniDuni
📺 Full Video: https://youtu.be/5qEbVXg7GaQ
The whole squad is here!
Interested? Follow me!
Strange Umbrella
"Day to Day" (also check spud out here he's a great guy and writer: https://soundcloud.com/spudward)
Today I tackled drawing different variations of facial expressions for one of the main characters in Eden. What do you think of it? :) Eden: https://gamejolt.com/games/Eden/592698
Levels' maps.
not the greatest house, but it's a house! :D
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