Hi everyone! I hope it is okay to ask for this type of recommendation.
I have played a few Twine games but they have all been pretty simple, mostly focused on the story-telling. While I love this type of Twine I know that it is possible to create fairly complex game mechanics with the engine.
It's this type of more complex game that I am looking for. It would be especially cool, but not necessary, to know which format the game uses. Mostly I am just looking for excellent examples of what Twine can create, mechanics-wise.
Does anyone have suggestions?
Thank you~!
Comments
It is really quite beautiful.
Do play until you get to the bit with a map.
The initial exploration doesn't look very complex, but the game changes quite a bit afterwards.
There was also a game with a rabbit (i think it was a rabbit) exploring a 3D world that was made with Twine and really advanced, but I can't find it anymore.
Yes, that's it! Thank you!
I forgot about a game called (do not) forget... I am slightly embarassed now...
I use twine because html is better for text than unity or unreal and i don't want 3d. There are certainly professionals on my team and the sound design rivals AAA games.
Unless you can put down a coherent argument about why unity or unreal is better than html for text...
Plus there's the simple fact that there are thousands of crap games released every year with unreal and unity, and also very good games released using simple engines. Two other examples are Stardew Valley and Game Dev Tycoon. The engine you use has a negigble effect if you can do everything needed with it, as html can for text.
never heard of Stardew Valley in my life (Searches google,farming simulation seriously), that out of the way it's not that I want to make a text game, it's because simply I don't need to include graphics (I could but its not necessary) so to save time and effort I decided to make a text game now for your 2nd argument I never said that unreal or unity were better at making text games but the op is asking for great games made in twine so I asked the question why?? why look for amateur games when you can play better games online like swords and souls or rogue soul 2, you're arguing in an argument that doesn't exist in the first place
and my game is based on swords on souls it gives lots of great ideas and mechanics which I was able to implement relatively easily onto twine: shop, consumables, level up, gear and upgrading gear, survival mode, story mode, achievements, stats, skills and upgrading skills I was able to implement all of these sure it took me about a week but it was also my first week using twine or programming
I used Stardew Valley because it was made by a developer with no previous experience, using a freeware game engine, and sold over a million copies. Given that it sold over a million copies, I'm not sure why you'd respond to that saying "Farming simulation seriously?". It's successful and that's all that counts.
Your argument was that people should only look at games made with "pro" tools if they want to look at how to make successful games, but I'd look at Stardew Valley over any "pro" game if I want to look at how to make a successful indie game on a budget.
How this devolved into a pissing contest over the relative worth of amateur made games I don't know, but it's a pointless tangent that isn't helping anyone. Especially, since it's been off tangent from your first post, @Khaloodxp—you're also wrong, but I'm not going to bother engaging on that point.
Could we get back to the point of coyohti's thread, please?
Making a good text game requires a good hard look at how to use the text engagingly. Few hit games will teach you how to do this.
80 days is worth a look. While not twine, it could be replicated well enough.
As an artist myself I know it is never the tool but the skill in handling it that makes great art. I've seen fantastic pieces of artwork done with a humble ballpoint pen. It's not a question of if Twine can make a great game - a game can be great at any level of complexity - I just happen to be specifically interested in examples of people "pushing the boundaries" of what one typically sees done with the engine.
Anyway, that's enough of my part in, as TME well-described, this pissing contest.
Here is an overview of gameplay: https://forums.thesecretworld.com/showthread.php?87285-The-Dreamers-Wake-A-strategy-puzzle-game&p=2019545&viewfull=1#post2019545
In general, complex gameplay comes from overlapping lots of different systems, that may be shallow in themselves. Each gameplay elements only needs (and should) do one small thing really well, but if you have 5-10 simple things working together, you get good depth.
I think a mistake people can sometimes make in designing games is they put too much emphasis on one mechanic and try to develop it to the exclusion of everything else. I believe really good games come from layers. Because of this, to make a complex game you don't need a powerful engine.
If anyone's interested, looks very much like the art for this was done using Marmoset's Hexels... have owned that program for a while but never got round to actually making much with it.
Mine don't look as good as Clarretta's screenshot, but you could see if you can find anything cool about my games on my website:
www.kieronrana.com
I seem to have misunderstood you, my apologies, from the twines I have seen so far all of them share one aspect they're extremely boring and ridiculously long, I mean a twine is an interactive fiction right so why does the stories suck so bad, if your looking to make a good twine either really focus on the story (open sorcery was kinda fun) or forget the story totally just ignore it 100% and concentrate on making fun gameplay (that's what mario did and it was pretty fun), I myself am not a writer so I am creating an rpg where the story is there just for amusement really, I mean all the elements of an rpg could be easily enough implemented into a twine, just forget the character designs (I mean to a gamer they really just make the game 10% better) because they're too much of a pain, that's my advice because while games like (do not) forget may look semi-impressive it is super boring
Where'dya get the image? Did you make it yourself and set it as a background image, or is there some proper awesome coding going on.