Hi, I'm Isabella! I'm currently a Masters of Fine Arts candidate at the NYU Game Center, and I find joy in making fun little games. Thanks for stopping by!
Exorcise a demon through a psychic, card-counting ritual!
Note: Production on this title has halted indefinitely, but for the sake of showcasing growth, please enjoy Thorn Hollow!
- I
About
Demons are haunting the little town of Thorn Hollow, and you've been called upon to exorcise them. Explore each haunted house to discover the "number" of the demon - once you have their number, engage in the exorcism ritual with the deck you've built and items you've gathered in the house to expel the evil and save the townsfolk!
How to Play
You have 5 ROUNDS of 2 CARD HANDS to land as close to or exactly on the GOAL NUMBER (shown in the top left of the screen; random in this prototype.)
You may only choose ONE CARD from each hand of 2 cards to either ADD or SUBTRACT it from your accumulated total (shown directly above your hand). CLICK DRAG the card of your choosing to the right to add and to the left to subtract.
Your deck contains 10 CARDS TOTAL - Ace to 10 - so use your "psychic powers" to count your cards for the best results!
Use the HOLY WATER item (icon in the bottom left) to predict with 100% accuracy what your next hand of 2 cards will be to even better predict your moves!
Land on the goal earlier than Round 5? Your goal range will EXPAND, and it will be easier for you to get that perfect exorcism!
Once Round 5 ends, click the EXORCISE button to reveal the results of your labor - did you succeed, or will the demon continue to run rampant? Play to find out!
Play Description
In this prototype, you'll see a very early version of the card game - the simulated "exorcism." Inspired by Blackjack and R, you must try your best - through the help of your handy "Holy Water" item and your own card-counting intuitions - to land as close to the demon's number as possible. Because the deck only contains 10 cards - Ace to 10 - as the rounds progress, it becomes easier to predict what cards you'll draw. Depending how close you are to landing on the number, a different ending occurs that changes the course of the game narrative! If you land on the goal number early (before the card game ends on Round 5), the goal number range expands and it becomes easier to get the best ending!
Click drag one card per round to either the right to add or to the left to subtract it from your total to proceed to the next round. The game ends on Round 5 no matter how close or far you are to the goal number, so choose wisely!
Credits and Production
This is an early prototype of the puzzle, deckbuilding RPG Thorn Hollow by Isabella Djurovic, Kat Aguiar, and Kristina Atanasoski. Shown in this prototype is a proof-of-concept for the card game segment, unlocked after completing the exploration puzzles in the haunted house levels. Production on this game has halted indefinitely, however our plans should we ever resume development were to add more items and situational cards that get shuffled into your deck to aid you during your exorcism, and to create more puzzles that would "hint" at the goal number in the card game. Kat did some amazing audio design work for this prototype, which is unfortunately absent from this prototype due to build problems I've had no luck resolving (curse you, Unity WebGL build!!)
Thank you so much for checking our and playing Thorn Hollow!
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This is a tad off-topic for this blog, but a thought thatâs followed me into the new year is the idea of rewards and how we expect feedback for everything we do, even outside of games (and perhaps because of games). With the new year rolling in, Iâve been thinking about my goals for 2019. Iâve always been a very results oriented person, for better or for worse. Itâs certainly whatâs gotten me some of the achievements Iâm most proud of; thereâs been a lot of opportunities given to me that never would have been possible had I not worked every angle in pursuit of some goal, whether it was fleeting or truly what I wanted. But that kind of thinking has also caused me a great deal of pain and anxiety. Itâs a little sad to say, but Iâve never been the type to âstop and smell the roses,â and the saying âitâs the journey not the destinationâ has always eluded me. However, as I thought of resolutions these past couple of weeks, I found myself feeling so exhausted from the rewards thinking. Itâs strange, because this is the only way Iâve ever lived my life, and also because games may have some role in molding the minds of highly engaged players like myself to expect payoff - or response at the very least - for the deeds we do. It got me wondering: is there another way to reward players? Is there a way to reflect experiencing something for pleasure and not for strictly tangible gains that is still satisfying? And underneath it all, past the surface-level fascination I have for rewards systems in games, what can I learn from them to better myself as a human?
Thereâs a lot of ways to reward players of your games. Feedback like I mentioned above is a great one; visual and aural feedback, balancing intrinsic and extrinsic motivations, variable vs. fixed rewards - and unexpected rewards even! - all for the player to see and understand. Showing task relevance and the value of behaving a certain way in the game is another big one; sometimes even learning itself is a great tool for rewarding the player - giving the player a brand new, interesting area to explore when they go off the beaten path for example, or allowing multiple solutions to a problem so the player feels like they found unique and unexpected ways to interact with the game... the list goes on. Maybe learning as a means for rewards is one of the better ways to fight the dangerous feeling I described above, where we start to only do things for the end results. Heck, simply showing a bunch of juicy particles when the right buttons are inputted feels like such a good reward in a lot of games! We game designers have a great responsibility to our players in how we reward them - if we donât design these systems in a way thatâs satisfying, our players will leave to find something more worth investing their time in. In life, as people without titles like âdesigner,â itâs not always so clear when youâre doing something to advance yourself. Itâs not wrong for games to be different in this way - we do use games to escape the confusion of our daily lives and to amplify our desire to prescribe meaning to events that may otherwise seem unfortunately meaningless, after all. We want to believe thereâs an order somewhere. At least, I do. Games really play up this part of my brain that is relying so heavily on the notion that the things I do matter somehow, and that all things that happen in the world are noticed and accounted for. It scares me to think of a life where even a small fraction of the things we do are possibly inconsequential. How can all our planning, all our tears and efforts and endurance, ever fall to the wayside when they matter so much to us? Can that ever really mean nothing? In most games, anything worth doing always matters.
Then something struck me. On New Years Eve I finished Season 2 of a show called The Good Place. The show is genius, if you havenât seen it already - a great blend of comedy and thought-provoking concepts about morality and the afterlife. An idea relevant to rewards systems that kept appearing in the show was the concept of âmoral desserts.â The show describes this as the idea of doing something good for the sake of the anticipated reward, as opposed to doing something good because itâs good. In other words, itâs the idea of doing something almost exclusively for the dessert youâre expecting and feel youâre owed at the end of the meal. This is a huge dilemma in reward systems design; many times you want a reward to feel like icing on the cake, not like the sole reason the player will do that cool quest you spent so much time creating and tuning. Thereâs the idea that content, if itâs cool enough, will be reward in itself to play, and satisfaction will arise from play itself. Is this a naive thought for designers like us to believe, if so much of what we do in our day-to-day lives is with a specific reward in mind (like recognition, or social or financial gain)? It seems at odds with how we operate, but perhaps itâs another form of idealism weâve woven into games: deep down, we want to do things for the sake of doing them, NOT for the fleeting reward itself. But boy does the carrot taste sweet once you finally reach it.
The term âmoral dessertsâ is so aptly named and so relatable that I canât help but find myself recalling these last few months where all Iâve been doing is moping over the dessert I feel I earned but didnât receive. For me, 2018 was so life-changing and full of newly found joy... but it also felt cruel in a lot of ways, like it was overflowing with moments from start to finish where I did my best, put my heart and soul into a thing, and was left with an empty plate when all I wanted was to dig into some metaphorical cheesecake and call it an experience. (Who doesnât love cheesecake?) I found myself obsessing over it all - through researching and playing with rewards systems in games, actually! I found myself studying all the different kinds of ways games would make me feel good - or bad - for the actions I took, and reveled in how immediately the world took notice of me. I dissected all the dissatisfying moments of my year that haunted me, and put them up against a chart in my mind of ways it could have felt rewarding and wasnât, or why exactly my enormous efforts in situations that were so important to me felt so meaningless in the end when I had all the words in the world to explain why it felt good to do simple fetch quests in an RPG. I thought about how a reward can seem like a punishment if itâs not the one the player expects and wants, or how failing to give a reward when the player feels they did something to earn one is demoralizing and threatens their capacity for long-term engagement. I blamed everything around me for threatening my âlong-term engagementâ with my dreams for game design. Iâm not exaggerating when I say I wrung myself out with this line of thinking. Indeed, Iâve been a child crying for dessert.
But as I watched The Good Place and waited for midnight to strike on New Years Eve, I really pondered moral dessert. Had I done any of the things I did in 2018 for the dessert? I felt I didnât get any, and had nothing to show for all my efforts - I even thought for so many months that I had even less than what I started the year with, and that I may have even regressed. But could that really be true, if time passed and I matured? Itâs not tangible, but does that mean it doesnât exist? What if my mind and expectations was in the wrong place all along, and thatâs why it didnât turn out the way I wanted; in other words, what if I was expecting the kind of reward I might get from a strategy game when all along I was playing a hack-and-slash? Of course Iâd be disappointed as a player; I was setting myself up for disaster. In that line of thinking about the âwhyâsâ instead of the âwhatâsâ of the year, it occurred to me that as much as I mourned the endings... the âwhyâ in the things I did was never for the result. Maybe I wanted the dessert in the end, but really I did what I did because I wanted to pursue it at the time. Maybe my growth isnât tangible, but saying it doesnât exist would be totally negating those 365 days that I really believed I wasnât wasting as I lived them. I wanted to know it was noticed, but if I were to go back now, I think I would do the same knowing I wouldnât get the results I wanted. It really isnât about the dessert in the end, and growth is not material but it exists and is something to be proud of. Maybe the game of 2018 was trying to show me that.
Some say there are two different kinds of players to identify when youâre conducting a playtest: the kind that blames themselves when an interaction is confusing or unexpected, and the other kind that blames the game itself. Maybe this time it wasnât a problem with the rewards system itself, if Iâm to be so bold to say that there even is one in life, but rather a problem with me, the player, for blaming the game when I could be more balanced and look to myself for how I can improve despite how the game is structured. We donât really have a choice in life but to adapt, do we? So, reader, Iâm going into 2019 now with a new mindset thanks to games, the pain of living, and Kristen Bell. Iâm cutting down on moral desserts.
Beside my thesis, Iâve been working this semester on developing a new card system. I had concrete goals for this system that rose from the both the love and challenges I faced creating an unreleased storytelling card game, Blossom, and additionally from my insatiable interest in creating, examining and poking at systems (which many times leads me to cards.) Out of these forces, Analog Dreams (working title)Â came to be.
Out of all the games Iâve ever had part in developing, Blossom sticks out to me as one of my favorite. Blossom is a 2 player cooperative storytelling game, where players draw a hand of evocative, pictorial cards and take turns placing them on a playmat that includes a timeline. Inspired by the improvisation and idea of important but organic placements in Tarot divination, Blossom aimed to give more structure and cooperation in the creation of a story via cards. What Blossom did fantastically was provide a structured storytelling experience for players who enjoyed narrative games, and it even seemed to function fairly well as an exercise for writers who were looking to generate ideas on world or character building. As someone who loves to play Dungeons & Dragons and be a GM, I found this flow to be really exciting. However, where Blossom fell a little short was it was quite overwhelming for players who struggle to be creative on the spot, and by its nature the game put a lot of responsibility on the players to inform their own experience. This is a big flaw in Blossomâs design, and I hope someday to return to the game and address it.
I felt a new concept brewing in my mind after making Blossom. The problem I wanted to tackle, putting more gameplay elements and rules into a storytelling card game, was something I wanted to address without changing Blossom drastically - this led me to the quick decision to start from scratch and make something adjacent but still quite different, as the jumping off point and end goal was somewhere else. I realized I wanted to try my hand at making a card system that could properly accommodate my lofty goal: to make platform on which both freeform storytelling experiences AND narrative games with clear gameplay goals and strategic decisions could take place. Thus, Analog Dreams was conceived.
As I started prototyping, I thought about the parts of Blossom, and Tarot before Blossom, that I liked. I liked that the cards were simple, but offered a wealth of information. In Tarot this information must be memorized, and is therefore relatively inaccessible, but there is indeed the provision that the readerâs âfeelingâ about the card and its location in the spread could be more important than the conventional card meaning. This came forth even stronger in Blossom, where there werenât any words or ranks on the cards at all - just art that was pulled from open source museum collections. Although many can agree pictures can speak to our emotions and inner narrative sometimes better than words can, this can be difficult if you want to do more than just tell stories, or even if you just want some help in doing so. Looking at other fortunetelling devices, I found the Lenormand deck - similar to Tarot, Lenormand uses imagery to imply a deeper meaning, but contrasts Tarot in that this imagery is more accessible. Because the objects on the cards are more basic - a book, a house, a mountain - it is seemingly easier to improvise; the system is not as daunting to learn as it builds its foundation on cultural expectations and views on a worldly object. This is seen even clearer when you discover some of the Lenormand cards have vastly different meanings in different countries. (e.g. the Snake in âFrench Modernâ readings signifies trouble, but in âGerman Traditionalâ reads as a neutral woman card.) Still, Lenormand was still a fortunetelling device, a âtoyâ as Keith Burgun might say, and far from a game. Following the gameplay-itch, I found the Decktet, which is a great, charming card system I became a huge fan of conceptually.
I canât say Iâve played any AMAZING games on the Decktet, but studying it is what gave me my biggest breakthrough in making Analog Dreams. The cards look like a bit of a mess on first glance: they have an image, multiple suits (none of which are familiar), a name, and a rank (the cards pictured are part of the extended deck, and are âpawnsâ instead of ranked.) Some cards, the Aces and Crowns, have only one suit; most have two suits but some have three and one card has no suit or rank... itâs hard to wrap your head around with all the information jam-packed into any given card. But there was something so interesting about the intersections that appear in these cards, and the subtle narrative I liked so much from Lenormand. I felt like I at last found an example of a card system that had combined gamey-ness with storytelling and the design challenge quickly evolved: how do I make a card system that does better - one that is clearer and more concise?
Finally...
What you see above is a very rough paper prototype of the major cards in the Analog Dreams deck. After many iterations, there are now 26 cards total (28 counting the Jokers, temporarily called âThe Excuseâ after the Joker-variant in the Decktet), and they have a similar level of variance without the cognitive overload. The way I combated the parsing difficulty in the Decktet is by making only some of the information apply on the card depending on how youâre looking at it; that is to say, the orientation of the card changes what the card means.
As you might be able to make out from the image, the face cards (the Jack, Queen, and King) have two suits, and two titles (names and art pictured VERY subject to change). Letâs take the first card pictured as an example: the card is always ranked as a King, but depending on how it is viewed, it is either a King of Clubs (the Mouse), or a King of Spades (the Bird). All face cards behave this way; what about the other cards? They too are affected by orientation, but they all share a suit - itâs their rank that changes. Therefore, the 2 of Spades can also be the 9 of Spades, the 3 of Clubs the 8 of Clubs, and so on until they meet in the middle at the 5 and 6. This means the placement of the card in a game, or how youâre holding it in your hand, changes the possibility space of the game.
Having the orientation of the card changeable was influenced by Pipe Dream and other puzzle games like Tsuro. I loved the idea of positioning being part of play, similarly to how the âreversedâ definition of a Tarot card is different from its traditional meaning. Not all games currently being prototyped on Analog Dreams have hard rules about the players being able to âchooseâ which version of the card they will play, but some do, and it feels like thereâs a good amount of strategic possibility to be explored there. Now, you might be wondering:
Thatâs cool, but whatâs happening right now?
Currently, Iâm iterating on the games I have made for this system and adopting the rules to fit this new positioning rule. Additionally, a very special and talented friend and colleague of mine has agreed to collaborate with me on putting even better art on these cards that is reflective of the universe all the games are narratively set in. All the games Iâve been prototyping take place in a grander sci-fi inspired world that I have so many ideas for, and each game is a narrow âperspectiveâ of a character in that universe. This is the first time Iâve worked with a great artist on bringing a game idea to life, and Iâm so thrilled and thankful I could find that in this project.
Look forward to seeing a more completed version of Analog Dreams soon!
Fatal Error. 114 likes. Fatal Error is a 1 vs 3 cooperative strategy game where three technicians work together to take down their ship's AI Overseer who has gone rogue.
A cooperative, asymmetric strategy board game where three technicians work together to take down their ship's AI Overseer who has gone rogue.
Play as the robot assistant to the eclectic tenants of an apartment complex.
Description
Play as Otto the Combo Butler, an Alexa-like robot with the ability to move freely around an apartment complex helping the tenants. Combine two items each matching one of their specified wishes to merge them into an object of their desire!
About the development...
Early on, we decided Otto is fundamentally a puzzle game about combining two objects in a space to make a new object that inherits the original objectsâ âpersonalities,â and satisfies the NPC who asked for it. Coming up with a story to contextualize this action, we decided that the player character is a robot butler created for the purpose of satisfying the odd requests of bored, rich tenants in a strange and surreal luxury apartment complex.
Functioning as one of the main programmers and puzzle designers on the project, a lot of the challenges I faced were how to communicate what the player needs to do as clearly as possible. Some features this can be seen in is the âadjectiveâ hinting: when the player tries to combine two objects that donât fit to answer the puzzle prompt, Ottoâs machine-learning brain realizes the main âadjectivesâ that can be used to describe the incompatible objects, which helps the player to narrow down the correct answer and also gives them more information for future puzzles.
As proud as I am of Otto, I think if I were given more time with the project I would re-examine a few things. Our initial idea included separate, fun objects that were generated even from wrong combinations, and this was part of what made the idea so interestingly wacky - so I definitely would include that in a more detailed version of the game. Another problem we found during development was that there is only one correct answer to all the prompts; the fun of so many puzzle games is that there are different ways to arrive at the solution, and thereâs creativity and satisfaction in getting there. Because Otto only has one correct answer and one generated object for each puzzle, the player could theoretically keep mashing two objects together until they have all the adjectives revealed, and then quickly deliver all the correct combinations. Although we did put some engineering time into trying to prevent this - adding logic to reveal the object adjectives only when TWO objects are combined instead of just mashing the âcombineâ button on every object thatâs picked up - it is still relatively easy to cheat the experience.
Nonetheless, I learned a great deal from working on this project and canât wait to create another puzzle game in the future using the skills I gained from Otto!
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Description
Voice only trivia game against a rogue AI host.
Created by Isabella Djurovic, Jordan Jones-Brewster, and Rachel Moeller.Â
About the development...
The original intent behind this project was to create a game using the Amazon Alexa, and when we as a group soon discovered that it was inaccessible to develop for (at least at the time of this gameâs creation), we pivoted to using Windows Voice instead. The original pitch was to create a kind of dystopian game show where Alexa is a GLaDOS-like host who takes great pleasure in watching her contestants fail and become automated laugh tracks for her next victim. This, luckily, didnât change much when the technology shifted, but the market for our project certainly did, as Windows Voice requires a PC, microphone, and calibrated software.
The design challenges we faced in development was phrasing the trivia questions such that the player would know how to phrase their answer. Because we needed there to be one-word answers, and because pronunciation plays a part in how the software determines the correct response, we had to pay close attention to how playtesters were answering and how they felt about losing. This led to a system where the player could answer as many times as they like in a time limit set after the question is asked, which made it less frustrating to fail a question. We also made the game over sections quite short to allow for the player to jump right back into the trivia, which also encouraged replayability.
I had a lot of fun writing the death scenes and sprinkling in world-building between correct answers. The humor and timing of these voice lines worked to entice the player to continue playing even when they failed because they wanted to know more of the story surrounding the game, which was very rewarding as a designer and writer. If I had more time with the game, I think I would have made the opening, as humorous as it is, quite a bit shorter after the first time itâs heard - this way the player could get back to the game even faster after failing. I would also love to get this on the Amazon Alexa as originally planned! Maybe someday.
Learn to master the way of the crystal ball from the city Mystic themselves.
Description
In desperate need of a job to pay your student loans, you have submitted your application to every corner of the city. Just when you'd given up hope, you finally received a response - an invitation from the city's most infamous mystic in some seedy part of town. Reading the page, you see they want you to be their intern and eventually succeed them as the premium mystic. An odd offer, but you don't really have any choice. You decide to drop by and see what it's like.
About the development...
Full Circle was what came out of my realizing there are external tools for dialogue systems and my attempts to grapple with them to make an interesting, fun NPC to interact with. I was thinking at the time about how trite and enormously overdone the âfirst day on the jobâ scene is in most media, and attempted to make something more facetious: a first day on the job as a scamming, false psychic.
Having had more experience with Inform 7 at this point, I felt more able to tackle the program. I had a lot of fun learning the new dialogue tools, however, and was able to flex some of my writing skills without the challenge of working in a surrealist world like I had in my last IF. So all in all, Iâm proud with how this project turned out, and was happy to be able to give the player more clear direction in what to do in the game.
The sun is dead, but perhaps you can still find solace.
Description
The sun is dead, bur perhaps you can still find solace.
Credits
Cover image from That Kind of Woman.
About the development...
This was my first work of interactive fiction, and it was a total blast. It was my first time using Inform 7, and I had heard horror stories about the game engine. As it turns out, I absolutely loved playing around with it! The natural language parser wasnât confusing to me at all - go figure. I went above and beyond here and even tried to make my own dialogue system - I had no idea there were plugins for such a thing. This game is rife with parser errors and itâs extremely unclear in some stages what the player is supposed to do (a hallmark of the genre, it seems!), but I had a lot of fun learning through this project, and was able to focus on creating a unique, abstract experience because of my limitations to text. As a writer, I relished this focus.
Solace was hugely inspired by one of my top favorite games of all time, another IF called âFor a Change,â right down to the sun motif. The surrealism in For a Change was breathtaking to me when I first played it, and itâs still a game I turn to every once in a while to relive the wonder I had to be in that gameâs world. It was my goal here to experiment in creating a similar kind of surrealist world, which is of course a very lofty goal when compared to the sheer genius that is For a Change. It was fun to go so far out of the bounds of reality and make something that doesnât totally make sense but is enjoyable for it. I think I will try again in the future to make a surrealist IF... but will perhaps plan a little longer on what exactly it is I want the player to get out of it!
Wander the forest of your mind in search of a story.
Description
Wander the forest of your mind in search of a story.
This project was made as a one-week personal experiment in game narrative. For the sake of discussing my design process and showcasing growth, above is a secret link where you can play the experience.
How to play: Find all five trees with falling, golden leaves to uncover a line of your story. Upon finding them all, you are free to leave the forest of your mind.
Credits
âConcept, programming, sound and design by Isabella Djurovic.
About the development...
Lucid was another experiment in minimal controls, coming right off the heels of Sheepâs Clothing. Here, my focus was in creating an interesting 3D environment and a peaceful play experience where the playerâs story - their reason for being in the forest - is procedurally generated. The gameâs goals itself are simple: find and visit the trees from which golden leaves are falling and then leave the forest to move on to the next chapter of your life. What I wanted to explore in this space, however, was a little more complex: how the lines of a story, when scrambled, can lend for a completely different interpretation. This was my first time experimenting with voice-over, and a big challenge was how to write the lines such that they can be interchangeable to create a unique poem for each playthrough. If theyâre too abstract, they donât make much sense; if theyâre too specific, their placement in the poem matters too much.
Since this was my first time creating a 3D environment, I put much of my time into making the space feel atmospheric. I donât think I made it all the way with the design problem in the voice-over, which is why I canât confidently say this game is complete, however itâs still a challenge I think about and will perhaps revisit in another project someday.
Description
Your family has changed quite a bit since you've last checked on them.
Credits
Concept, programming, graphics, and design by Isabella Djurovic.
About the development...
Still working within the limitations of p5.js, I wanted to experiment here with the feeling of helplessness. In Sheepâs Clothing, the player has only one thing they can do: move. Like a ghost moving from room to room, I wanted the player to bear witness to their familyâs degradation into monsters, and have nothing they can do to stop it. I was interested in this sense of inevitability, and was inspired by the futility of almost all games - the game is going to go in a predetermined direction if you engage with it. When this turns into the only thing in the game, how does the player react? I found through playtesting that most players would attempt to find other things they can do - run out of the house or room, interact with the NPCs or objects. Interestingly, something I could have never designed - the playersâ attempt to regain control over the gameâs circumstances - only worked to make the narrative and play experience I was going for even more powerful.
I struggled a lot with the visual art. I knew it had to be consistent and at least somewhat visually pleasing since it would be the only thing the player could really focus on, but since Iâm not a visual artist this ended up taking a huge bulk of my development time. I tried where I could to insert some level of spookiness and like there was something amiss - the crooked photo frame in the entrance room for example - but I didnât have a very strong concept of how small visual details could have a large impact on the overall experience. I think if I had more time to work on this game, I would have added more of these little touches, I would have made the house more expansive, and actually would have made objects the player could somehow interact with (though I would have still made it an experience without any text, so Iâm sure making something like this would take a lot more finessing). Perhaps to increase that feeling of futility, I would have made objects the player could pick up that would seem to be able to save the little PC, but the player would learn by the end that nothing really will.
I had a great deal of fun experimenting with this game, and I hope you do too!
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Gain karma the best way any chicken can: by sacrificing your unborn chicks to greedy farm animals.
Description
The path to enlightenment is a difficult one for every species. In Karma Chicken, sacrifice your unborn chicks to greedy farm animals for your own good!
Credits
Concept, programming, graphics and design by Isabella Djurovic.
Music: Partita in A Minor by Johann Sebastian Bach and Scherzo No. 2 by Frederic Chopin via Internet Archive, licensed under CC BY 2.0.
About the development...
Karma Chicken was my very first digital project created at the NYU Game Center. Our professor handed us an empty p5.js project save for the chicken you see, with its egg-laying tendencies and all, and said âmake a game.â The obvious part of this design challenge is trying to come up with a reason why the player might want to lay eggs in the first place. My first thought was about how chickens laying eggs are now more of a service to everyone else rather than something they just happen to do, which led me to the game idea: what if the chicken is doing this service for others, giving up what should be what is most precious to them, in hopes that their sacrifice will eventually be recognized and appreciated? And here is where the fun part lies; like so many of us learn, sacrificing parts of yourself can turn into a spiral - despite your efforts, many times someone is still dissatisfied, and often you donât feel any better having compromised your own values for the sole purpose of making someone else happy. You realize this, but a lot of times you just want to keep pushing through it because you think itâs the right thing to do.
What I hope came through was that this actually ISNâT the right approach for the poor chicken. The NPCs ask for more and more that the player can just barely deliver; they are usually ungrateful, or at the very least blissfully unaware of just how much the player is overextending themselves for them; something as dramatic as the playerâs salvation is on the line, but at the cost of something very dear to them. I wanted this to be somewhat veiled behind the gameplay: the timer and egg counters encourage the player to meet these expectations, and hopefully they get sucked into it quickly enough that they donât really understand the implications of their actions until theyâve failed once or twice. The secret, true ending only occurs when the chicken chooses not to oblige the very first animal who asks too much of them. By choosing not to engage in this harmful cycle, the chicken reaches true enlightenment.
Beyond the fun I had with the gameâs themes, I had a lot of fun tuning each level! I spent most of my time tweaking the number of eggs requested in proportion to the amount of time the player had to deliver them, even going back many times to adjust the amount of time the eggs take to be laid. Although I had made action games before, I was still pretty new to this kind of attentiveness to numbers over âfeeling,â and it was really rewarding to get to a spot where I felt the game was satisfyingly challenging without being frustrating.
What will happen to Seedie and their underground friends when the sun comes up?
Description
What will happen to Seedie and their underground friends when the sun comes up? Explore the underground and interact with a community of seeds in their journey through life and its many uncertainties, where there is no beginning or end, only the cyclical confrontation of challenge met along the way.
The seeds will continue growing whether or not someone is playing with them, and the sun will continue to rise. Will you take the time to notice them?
Credits
Concept, programming, graphics, and music by Isabella Djurovic. Thank you for playing Perennial!
About the development
Perennial is a narrative/art game that explores a selection of the many different responses to a life-changing event. Through the lens of seeds that are getting ready to grow into flowers, Perennial features a reluctant cast of characters, each with a unique outlook on the inevitably approaching sunrise. Perennial strives to create a non-linear experience through the abolition of a defined beginning and ending within its story; because the game's events loop, the game starts and ends whenever the player chooses to engage with it. In this way, the freedom to experience the game how the player wishes is granted by taking away their ability to control a progression of inevitable events. Because the order and selection of possible rooms to explore are different each in-game day, the narrative provided by Perennial is truly personalized for each player.
The main inspiration for this project was the attempt to convey the period of anxious wait within a transition period; there are many different perspectives on the upcoming challenge, it never plays out quite the same way each time, and at times it feels that one is trapped in uncertainty until "sunrise" finally comes. Where many games focus on a climactic moment, Perennial calls attention to the quiet, more introspective moments before climax. The effect of Perennial is best achieved as a display in a public location, where passerbys can begin their journey underground at the very moment they stumble upon it.
âA Mystic Group Chat with Attractive Guys!?â | How the Otome Genre Fits into Gender and Gaming Discourse
You were looking for a game app just to kill some time and stumbled upon an app called âMystic Messengerâ. It sounded interesting so you downloaded it and soon found yourself chatting with someone nicknamed âUnknownâ. They persuaded you to go to some studio apartment, and as soon as you walked into to the apartment, your app is suddenly connected to a mystic group chat with attractive guys!? After a long chat, they ask you to join their secret party planning association called R.F.AâŚ
â Cheritz Team
Upon a friendâs request, I reluctantly downloaded Mystic Messenger, a dating sim Iâd heard absolutely nothing about save for sparse, out-of-context tweets raving about favorite characters.  I filed these small interactions under the âfandoms Iâm not part ofâ category in my brain and dismissed them.  (Well, all except for the âDoes Jumin Han is gay?â meme, which tricked me for a bit too long into thinking that an astonishing amount of people I followed also follow GameGrumps, where the joke came from an article titled: âThe rumor come out!  Does Bruno Mars is gay?â)  My friend urged me to play, saying she needed someone to talk to about the game - someone who could love the young and handsome business tycoon Jumin Han just as much as she did.  Since weâd bonded previously over our mutual enjoyment of HuniePop, a raunchy dating-sim with gameplay often compared to Candy Crush Saga and my only other experience with dating-sims, I trusted her that this would be worth checking out at the very least. I downloaded the app one night and was immediately launched into the first game Iâd ever seen that was made specifically with women in mind, paving the path to one of the most thought-provoking experiences Iâve ever had in my many years of gaming.
Before we get to that, letâs take a quick look at HuniePop.
As IndieDB describes the game, HuniePop takes âa gameplay first approach thatâs part dating sim, part puzzle game, with light RPG elements, a visual novel style of presentation, an abrasive western writing style and plenty of âplotâ.â  What this description so cleanly glosses over is that the aforementioned âplotâ, quotes and all, is to sleep with every girl in the game.  This is certainly an unconventional first exposure to the dating-sim genre, so I wonât imply my experience playing these games back-to-back is anything less than unique.
I enjoyed HuniePop more than any one I knew expected - myself included.  My sexual orientation was blatantly questioned more times than I can count upon my admitted love for the game (as rude as this was, it was a less severe reaction to my admitted enjoyment of Mystic Messenger, surprisingly.  More on that in a little bit).  Despite all the criticism I received from playing it, I thought HuniePop was one of the most fun games Iâd played in a long time because of its jaw-dropping narrative.  You are clearly doing something horrible, taking advantage of more women than fingers on hands, but the gameâs hilariously foul language, exploding colors and upbeat music make it out to be harmless and compelling.  This dichotomy is a goldmine for analysts and addictive for sensory hogs - both categories I fall into.
Diving deeper into my play experience, although I was pleased that I could choose to be female, the game was clearly marketed and intended for men.  This can be seen in the developerâs, HuniePotâs, backstory for Audrey, one of the characters in HunieCam Studio, the spiritual successor to HuniePop.  HuniePot explains Audreyâs turn to the life of a cam-girl as the result of a âbitter hatred of menâ following the events of HuniePop, where the player character cheats on her with literally every other character in the game, thus establishing the canon protagonist as male.  It was no secret that HuniePop was made by men for men, but I enjoyed it nonetheless.  I appreciated the joke that the game was making on dating-sims and the male gaze - or rather, the joke that I sincerely believed the game was making.  (This belief changed after the release of HunieCam Studio, where I realized this supposed âjokeâ evolved into unbridled misogyny via gameplay where you play as a pimp, but I digress.)  At the time, I thoroughly enjoyed HuniePopâs lighthearted, seemingly nonthreatening approach to casual gaming and the dating-sim.  Its male-targeting gameplay did not once faze me, as this is present in all games - or so I thought.
Before Mystic Messenger, I had no idea what the word âotomeâ meant, let alone that it was a genre in gaming.  Translating to âmaidenâ in English, the otome is a subset of games that specifically target female players.  Belonging to this category, Mystic Messenger by Cheritz operates in real-time to give female gamers small doses of dopamine every few hours over the course of 11 days, primarily via flirty instant messages from a cast of four men and one woman.  Over these 11 days, the player will have picked one of the characters to focus on courting, and based on the decisions the player makes throughout the game, the story will take one of several predetermined endings with that character.  The writers of the game certainly did their research on what kind of content a large set of otome players want to see, as each character in the game, though differing in personality, utilizes messages (group and private), phone calls, and picture messages to melt the hearts of even the most unaffected players.  How exactly the Chertiz team accomplished this astounded me.  Letâs take a closer look:
Pictures.  Collecting pictures of each character is a big part of the game.  Certain pictures can only be collected when you choose to focus on a particular character, so the only way to unlock all pictures is to play diligently through all possible routes in the story.  However, one thing that stood out to me is how these pictures are earned; never was my character asked for pictures of herself - the only picture any of the cast had of my character was her display picture, which is selected at the beginning of the game (this excludes the hacker character, 707, who denies using his capabilities to stalk you without your permission save for a background check in the prologue).  It was so strange being on the opposite side of the spectrum that Iâd experienced living as a woman - I would receive pictures of the characters, sometimes unprovoked and sometimes when I asked, and never ever was I expected to reciprocate.  These pictures ranged from simple selfies, to snapshots of a costumed role-play, to bathroom-mirror shots straight out of the shower, and my character was not once asked for a picture even to verify that she was a living, breathing human.  What a stark contrast from reality, where women in some countries like South Korea (where Cheritz is based, ironically enough,) are at times asked to put their photo on job applications.
Messages.  What intrigued me most about the in-game messages was that the player is never last to respond - there is never even a possibility to be left hanging by any of the characters in the game.  In other words, if there is an option to reply to a message, the player will always receive a response from that character, and in the end it is the player who is leaving the character hanging.  Another fantasy for those who are left waiting at their phones, hoping for a reply from a romantic interest.
Phone calls. Â Occasionally, the player will receive a phone call from a character in-game. Â These phone calls are voice-acted, and are purely optional; the player does not have to answer, and they can hang up without repercussions. Â Should you choose to answer, oftentimes the character will ask how your day was or if you ate already. Â These portray the characters as genuinely concerned for the playerâs well-being, as opposed to aggressors who are trying to get something from the player out of the call. Â I found myself looking forward to the calls for this reason - in contrast to the phone calls Iâd receive in real life, ranging from telemarketers to people in my life who are calling because they want something from me, here was a phone call where a concerned virtual character was calling to make sure Iâm taking care of myself. Â These calls are a cute touch that add good variety to the game while maintaining the intended play experience: that the player feels safe and loved, their heart sufficiently captured. Â After all, Iâd hazard a guess that most of the phone calls people receive daily have little to do with their emotional health.
These are only a few of the aspects that firmly place this game in the otome genre.  Playing this game directly after HuniePop if nothing else amplified the effect the game was trying to place on me, and made me notice how incredibly different these particular games are.  Perhaps the most pronounced difference in the two games are the end goal:
In HuniePop, it is to sleep with all 12 girls in the game.  Granted, these girls are still available to romance after sleeping with them, but you donât get the defined âyouâve done itâ speech from Kyu, the gameâs guide and one of the available girls, until youâve dominated all the characters (yes, that includes the secret, unlockable ones).  Even this open-ended nature to the conclusion of HuniePop is in direct contrast to the inflexible conclusions in Mystic Messenger, as the player is free to continue romancing and sleeping with the characters of HuniePop indefinitely.
Contrarily, in Mystic Messenger, the âgood endingâ of each characterâs route (which are clearly labeled âGood Endingâ after the credits roll) always promise everlasting happiness with the playerâs chosen character; in the male charactersâ cases, the player character ends up happily married to their selected man, and in the sole female characterâs case the player character is joined with them in a presumably long-term dream business arrangement (and maybe one of you could explain to me the difference between that and marriage anyway, while weâre talking about it).  The writers of Mystic Messenger make these endings very concrete.  Although there are multiple endings, the only ones labeled âgood endingâ are the ones that offer a happily-ever-after deal, whereas the ânormal endingâ of each character yields uncertainty; the chosen character is satisfied with the player character, but there is no promise of longevity to their relationship.
Indeed, these games seem to be reinforcing certain stereotypes regarding men and women in romantic relationships.  Men want sex, and they donât want consequence or commitment attached to it.  Women want a relationship with only one person, preferably one that leads to marriage or another secure future.  Secure is even a key word here: the ending of HuniePop is insecure - the player can continue courting forever without conclusion, as if time itself stopped on a moment where the player does not require any food, money, occupation, or lifeâs purpose; all that is required to sustain is colorful, popping orbs and the chance to get laid.  The ending of Mystic Messenger is secure - there is an unchangeable finale featuring the playerâs love interest, examined in a visual novel-esque text scroll.  If it wasnât obvious enough the game had drawn to a close, the word âEndingâ is plastered across the screen after a long credits sequence, the singer of the final theme crooning their unwavering affection for you in your loverâs stead.  The memory of the conclusion to the story remains in the playerâs heart - the only way to relive it is to commit to playing the 11-day game again.  Both games are assuming a lot about their audience and targeted gender, but it goes without saying that these two games are not for everyone.
What about all other games, then? Â Like the AAA titles that are supposedly marketed to a larger audience?
I played many other games before HuniePop and Mystic Messenger.  The latter was shocking to play not only because I played it after HuniePop, but also because I was coming from a lifetime of gaming that has been produced by men with men in mind.  I always knew this was the case, but playing a game like Mystic Messenger, despite the fact that it was also made by men with an overgeneralized concept of âwhat women wantâ from a romantic relationship, opened my eyes to truly how exclusive modern gaming is to female gamers.  A game doesnât have to be entirely based on romance for me to pick it up and enjoy it, but does it really have to feature only one woman, and as a scantily-clad side character at that?  That character was not made for me, no matter how feminine her body is, no matter how cute I may think she is - she is a 3D-modeled puppet for men to speak to other men through, assuring them she doesnât mind being viewed as their fantasy.  Likewise, a game doesnât have to feature a female protagonist for me to pick it up and enjoy it, but does it really have to end in marriage?  In order to feel safe in a modern gaming environment, do I have to seek out a game like an otome, where I need to answer questions with what a virtual character wants to hear in order to win them over?  Does there exist a way to make a game with an environment inclusive to people of all genders without blatantly insulting or objectifying any of them?
But there is inherent shame embedded in gender discourse in pop culture and entertainment, gaming being no exception.  Just as I received criticism from playing HuniePop, I also received biting remarks when I told friends and family alike that I was playing a game like Mystic Messenger.  Gaming, which is more often than not portrayed as a menâs-only club,  many times outcasts games that display any form of supposed femininity.  The fact that someone like me, someone who has been playing games all her life, knew nothing of the otome genre already speaks volumes to how much merit a female-targeting game is given.  I am given the sense that heavily trafficked games journalism sites, those that claim to report on every game they can, must not consider otome games as those worthy of reporting.  Silence is a powerful weapon against those who are marginalized.  So what happens then, when you try to break that silence?  What happens when you share your play experience with an otome game as you would your experience with a AAA title?  I canât speak to everyoneâs experiences, but once I started talking about otome within my own circle of friends and family, I was shocked by the result.  I found a very detailed story about the value our society places on masculinity, and in that the backlash against anything labeled as feminine as a result (even though romance and dating-sims are not exclusively feminine, nor should they be regarded as such).  A statement as benign as âIâve been playing Mystic Messenger lately,â met me the response of sometimes laughter, sometimes a dumbfounded âwhy?â or âreally?â, and sometimes a disgusted âwowâ, just as a few of the milder examples.  Similarly, as I would tell a person I play this game, a little shadow of an instinct in the back of my mind would tell me to hold back what I was about to say, and instead hide that I was playing it.  Their discomfort at just the mentioning of an otome game along with the shame I have been conditioned to feel for expressing a liking for a game âmade for womenâ, a game that isnât really a âseriousâ or respectable game, revealed to me how actively the barrier between women and their in-game counterparts is reinforced.  After all, Iâve never received this kind of reaction from âIâve been playing Mario lately.â
So just as some asked me when I said I was playing an otome game, I ask back, âwhy?â  Why should I have to be ashamed that I am playing an otome game?  Although I received oftentimes uncomfortable laughter when I mentioned I played HuniePop, even that seemed more acceptable because the game was widely regarded as facetious.  HuniePop even gained much of its popularity from YouTube personalities playing the game on their channels, whereas Mystic Messenger and other otome/visual-novel games are known only to those who seek it out or pass it along.  I noticed this even more when I asked a friend for more otome game recommendations; she gave me the link to an enormous database of dating-sims Iâd never heard of when we were in private, and described to me how to navigate the database and find exactly what Iâm looking for.  If I could compare it to anything, it felt like a drug deal.  Perplexing, that a game where you systematically conquer all available women is met with less resistance and disgust than a vanilla game where you exchange sugary sweet text messages with virtual love interests.
Here I am left asking, why am I expected and encouraged to hide that I play a game like Mystic Messenger?  What is it about this game that is more shameful than any game in the Final Fantasy franchise, in Metal Gear, in The Legend of Zelda, in Rocket League, in Dark Souls, in Overwatch, which I could freely discuss without any question?  Mystic Messenger is a game for everyone that is marketed to women, in the same way that most other games are for everyone and marketed to men, so why is the exchange in this avenue going only one way, where women play the latter but men do not openly play the former?  If Mystic Messenger is a game for everyone, even if some claim it is feminine in nature, why would that alleged femininity change anything about the play experience and who the players are?
Finally, the question that is most daunting to ask as a female gamer: if it really is its supposed femininity that makes games like Mystic Messenger shameful, if femininity is so wrong, are women supposed to be ashamed of themselves?  How are women to trust actions made to include them in a world that has disrespected and disenfranchised them since time immemorial when these images in games and other media whisper, not so quietly, that we will never be welcomed?