
( ! ) If you're looking to read a specific part of this article here's a breakdown:
Part 1 - Looking back
Part 2 - Developer feels
Part 3 - Future plans
Part 4 - Gratitude

Part 1 - Looking back
This whole thing started almost 4 years ago back in February 2016, when I joined the GameJolt GDC Jam and made a game within 72 hours. In this case you should read 'game' more as 'concept' since that's all it really was back then.
What happens in A Lifetime of Realistic Simulations: you make some choices, then you die. That's it, there's nothing more to it! Now without going into the underlying philosophies of existentialism and nihilism, this little 'concept' did seem to stir up a some interesting thoughts and emotions in people.


A few days later, somewhere in the dark corners of my brain, the thought of making what is now 'Imagine Lifetimes' was born! As you can probably tell, over the past four years this idea has expanded into something bigger and hopefully better. It has grown from a handful of choices and one sudden death into a mountain of choices to make, 2 voice-actors, 7 main life paths, 10 unique endings (and counting) and a lovely community at the heart of it all.
Last year I have completed one of my main goals which was getting the game out there. After dedicating myself to the project at the start of the year, the first playable build was finally released in August 2019 here on GameJolt. To top it all off it was featured here on the GameJolt homepage, played by jacksepticeye and GreyStillPlays, and showcased for the first time at Slamdance DIG in LA.
That is just, wow. I'm incredibly thankful (more of that in Part 4 - Gratitude) for the exposure, the feedback and the support I have received since then.

Part 2 - Developer feels
I realize I have never really introduced myself as a person, so for those of you who don't know, my first name is Tim. By day I'm a 25 y/o building engineer from the Netherlands working a 9-5 job, at night I am making this game. Time has not always been on my side, over the course of four years a lot has changed in my life.
Between 2016 and today I have met my beautiful girlfriend, graduated with a college degree in building engineering, traveled, found a job, quit that job, moved from my quiet home-town to Amsterdam, started a new job there and then all of a sudden... BOOM!! ...we're in the year 2020.
I admit to being guilty of crunch, in my current job I spend about 90% of my day at a computer. When I come home, I'll eat some dinner, and then spend even more time sitting and gazing at a computer screen. I know it's not the healthiest thing to do, but I still push myself. I am intensely passionate about finishing this project, all while making it the best I can with the time and resources available to me. I would say my biggest challenge this year is to take care of myself, to take a breather every once in a while. Developing a game from start to finish is a tough nut to crack, especially when the team consists of just myself.
However, it is also incredibly rewarding.
I hope that by opening up about this a little bit people will see the amount of work that goes into this thing behind the scenes. I am constantly juggling art, coding, voice-acting scripts, audio files, devlogs, marketing, my personal life and some other stuff that all have one thing in common: they consume time.

Part 3 - Future plans
Okay, let's talk about what's in store for the future! Since the release of the Early Edition I have received a lot of valuable feedback in comments, on the discord and by simply observing people play the game in its current state.
First of all, the game is not perfect and realistically it never will be. However, I'm going to do everything in my power to improve the experience for you. One of the key things that I think the game is lacking at the moment is incentive. People are really enjoying the game, but there is no clear outline yet to explain the purpose of what we're actually doing it all for.
Without a goal or incentive to find out what's going on I think people tend to give up on it. What I think would help elevate the experience is having a story-line of some sort, a reason to care, something exciting to figure out.
Next I'll be focusing on improving the paths that are already there while also expanding them with fresh new content throughout. What's on the list so far:
Expand and improve the travel path (add depth)
Expand and improve the marriage path (add depth)
Make the existence of partner / kids / pets visible somehow
Re-work the career mini-game (faster, more fun, new levels)
Add one or two different career mini-games (variety)
Add depth to current choices
Add new choices / paths / endings throughout (new content)
Expand imagination / achievement screen (track progress)
Add game-saving (save progress)
As you can see my to-do list for the upcoming year is filling up nicely, however if there is anything you would love to see added to the game please do reach out to me. I'm always open to chat about suggestions and improvements!

Part 4 - Gratitude
Last but not least I want to take a moment to appreciate all the support you guys and girls have been giving me. It means a lot to me to see people pick up, play and embrace the game like you did. It's time for some shout-outs!
Thanks to @CROS @thoro
and the entire GameJolt staff!
Thanks to jacksepticeye / GreyStillPlays / BijuuMike and all YouTubers!
Thanks to every single one of the Discord members!
Thanks to @flamelover55 @850Studios and all followers!
Thanks to @ChasingErin @WeaponizedSoul for the old comments!
Thanks to Angelina Will for the female narration!
Thanks to Brandon Richard for the male narration!
Thanks to my girlfriend for providing emotional support!
Thanks to my family for conceiving me!
I'm wishing all of you the best for 2020 and the entire decade ahead of us!
-Frycandle
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