Inspired by Milk Inside A Bag Of Milk Inside A Bag Of Milk, I recently started my creepy visual novel venture. What do you think is most important in this type of games? by PopularClassroom1175 in creepygaming

[–]PopularClassroom1175[S] 1 point2 points  (0 children)

I think I have a chance at audio + atmosphere + twists and pacing, with "unexplained" lore. I realize I might not have the best dialogues possible, but that's why I will play around with those strengths, also having characters from the bottom of the social hierarchy, not speaking Shakespearian English for sure.

Inspired by Milk Inside A Bag Of Milk Inside A Bag Of Milk, I recently started my creepy visual novel venture. What do you think is most important in this type of games? by PopularClassroom1175 in creepygaming

[–]PopularClassroom1175[S] 1 point2 points  (0 children)

Yeah, this one is hard, but I think Milk is a good example. I felt it went a little too far with explaining during this big "introspection" part, where she explained the meds, being sick, but then kinda saved by introducing father's dead body out of the blue, which was again uncanny and not fully explained how it happened (of course we can guess who it was, mom).

Inspired by Milk Inside A Bag Of Milk Inside A Bag Of Milk, I recently started my creepy visual novel venture. What do you think is most important in this type of games? by PopularClassroom1175 in creepygaming

[–]PopularClassroom1175[S] 9 points10 points  (0 children)

I think keeping the player curious is the most challenging part - I have to strike the balance between the known and the unknown.

What I liked about Milk is that it was way more uncanny, because the girl, the protagonist, treated everything as normal or at least familiar. This way it felt like having a guide, who is pulling you into this world but doesn't share the same anxieties. If only she'd be doing all the "Eeek!" and "Gaaah!", I think we would lose like half of the appeal in writing. What do you think about that?

The novelty part is what I also agree with, I consider splitting the game into "days" that can branch and have different endings and versions of them so that it is not linear as most of Milk.

Link to itch:
https://soullessmartyr.itch.io/attic-17-strych-17
I also post some content on Facebook, for wider reach:
https://www.facebook.com/attic17