Devlog #2: On the Weight of Guilt and the Interactive Experience
Hi. It’s been a few days since we launched the browser fragment of Liza's chapter. The main question we’re facing right now is: how should we end this chapter?
Full notes
Full Grim update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes1 addition1 change0 removals
Performance
Gameplay
changedThe main question we’re facing right now is: how should we end this chapter? We want to convey the drama of the moment when Liza hits a dead end. We have an idea to insert an active 3D FPS segment at the end, in the vein of classic survival horrors. It gives a false sense of hope and heightens the impact of the finale. On the other hand, we’re afraid of losing the "meditative" quality of the visual novel.
addedFor us, Grim is about the weight of choice. What do you think: is it worth adding dynamic first-person segments, or is it better to stick with text and atmosphere?
Grim changes
changedThe main question we’re facing right now is: how should we end this chapter? We want to convey the drama of the moment when Liza hits a dead end. We have an idea to insert an active 3D FPS segment at the end, in the vein of classic survival horrors. It gives a false sense of hope and heightens the impact of the finale. On the other hand, we’re afraid of losing the "meditative" quality of the visual novel.
addedFor us, Grim is about the weight of choice. What do you think: is it worth adding dynamic first-person segments, or is it better to stick with text and atmosphere?
Hi. It’s been a few days since we launched the browser fragment of Liza's chapter.
The main question we’re facing right now is: how should we end this chapter? We want to convey the drama of the moment when Liza hits a dead end. We have an idea to insert an active 3D FPS segment at the end, in the vein of classic survival horrors. It gives a false sense of hope and heightens the impact of the finale. On the other hand, we’re afraid of losing the "meditative" quality of the visual novel.
For us, Grim is about the weight of choice. What do you think: is it worth adding dynamic first-person segments, or is it better to stick with text and atmosphere?