Evocatize your game description


I've almost completed my second game. Though, the first game is far from complete, 2/6ths complete.

The first game was a slow burn of improving the page and I'm not quite sure if it is great yet. Still, there are things that I have come across with game description pages that urk me. Some things I avoided, some I didn't realize I needed until it was staring me in the face.

The point of the game description is to make people hit download and not feel betrayed when they play your game. Take the core of what the game is and put it in a list.

Exercise

Candied Oblivion* is a Porn game* with RedHeads* where the existential crisis of the protagonist/player and an accident completes the plot.
People think they need a checklist and in the way that people consume Japanese-style visual novels, it kind of is.
Outside of porn and fetishistic otaku consumption, people want a why to play your game. There is a why wrapped up in the aesthetics and mechanics of your game. 

Candy is a sweet little escape from life. It can be brief and short or it can be drawn out and blinding. The more you pay attention to candy the longer it lasts and the better it is.
Where does the sweet candy of a woman lie? Is it in the way she looks at you? Is it in the grace of her manners? The soft-touch of her skin or the intoxicating flavor of her lips? When you taste a woman, she tastes you. Makes you into her candy and you melt.

When I write this blub. I want to evoke a feeling that is the game in a microcosm. I want the reader to get hungry for the game. I want them to anticipate that feeling. We are emotional. The reason why movie trailers are just the entire movie spoilers and all is that people need to feel the movie.

Players need to feel your game. Your game probably isn't a horny candy mess of philosophy, death, pretty redheads, and sex like mine.

I think I am going to try a similar exercise with my earlier game. It's a game that I made with a partner under the banner of sweet potato games. It is about the character dating and getting a young college girl to fall in love with them, or the sun will go out.

The sun is blinding to the eye and heats up our summers with yellow warmth. It comes up every morning to greet our days, no matter what that day may bring. Through breakups, tragedies, and plagues the sun has still risen to light up our days. Until now.
You play as a teen whose social life failures will make the sun go out and purge us in an unending night.

That is really negative though. I'm not sure that it is evocative. Games are fun (sometimes), dating is supposed to be fun. I missed summer. Hopefully, we get one this year.

Game Update
I'm coming up on third base!


The story is written, I penned a few more sections that I missed, which is the trouble with branching paths and the way I write them.

I have 40 out of 43 pages tagged with images.

Then 20 out of 43 pages are programmed. 

Let's look at the checklist I made last time.

What is TO DO

X  I need to figure out the sticky add-ons for the action finisher in DAZ.

     I want to do an animation but I'm not sure what to animate.

X  Write stinger

    Programming, 

X  half of the images need to be tagged for the last four scenes 

     then copy-paste, then troubleshooting

X  touch up photos (for example the update image has a thing on Grace's forehead)

     Design the Game Page

     make a cover gif?


April Patreon post teaser


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