And then why not put the post mortem here too! Vague spoilers but I would assume that goes without saying…
Thank you all for playing my game. I truly appreciated all reviews and feedback. As it’s often the case with things like this by the time I had submitted the game I was pretty sick of it and couldn’t bring myself to do any more work (certainly not more work under a strict deadline) but plenty of the reviews gave me such food for thought that I really wished I could have got such feedback earlier in the development cycle. Ideas, approaches and angles I would never have thought of myself were all graciously offered up so again, thank you. I was flattered by how much thought people put into their interpretations.
I have written a few twine games before (they’re on my website http://riazmoola.com/games.html ) but primarily as experiments for myself or friends, as fun projects, toys, portraits of our relationships, etc, which were generally only played by irl friends. As such a lot of it is pretty naive by the standards of this community (though I would have entered Perndemonium 2 if the timing had worked out). Metallic Red started out like this also, but around the time it was nearing beta test stage I realised that if I pushed to get it done in time I could enter it into the IF Comp. An event I was aware of but not something I really “took part in” so much as used as a big list of notable and well polished games that I could peruse.
I am glad that I did that push. Having one of my games in the hands of strangers was a novel and enriching experience for me. I can spend a lot of time in my own head, doing projects just because I’ve told myself they need to be done and then not really sharing them outside a close circle of IRL friends. Entering the comp gave me a chance to try something different and I’m really glad I did. The difference between a friend saying “cool game I liked it” and a total stranger writing 500 words about it is vast. So if there’s a learning here I would say, getting things finished is important, but getting them seen by a caring audience is also important.
That said, getting the game into my testers hands a month before the deadline gave them enough time to play it, but didn’t leave me enough time to act on the feedback on anything except the technical / polish level. I actually got feedback quite similar to some of the reviews that I basically agreed with, but didn’t want to try and act on close to deadline for fear of adding a bunch of bugs/typos/inconsistencies. So another learning is I would say don’t underestimate the amount of time it might take to get tester feedback, but in addition don’t underestimate the time it might take for you to be ready to work on the tester feedback, and the amount of time the actual work might take.
On the more nitty gritty side of things, I really wish I could have added a lot more on the visual design side of the game. Working with my friend
Dain Kaplan (@dainkaplan on Instagram) to create the cover image was an absolute highlight of the process, and I wish I had the graphic design skills to get the rest of the game to the same standard of polish. Sadly my handle on visually pleasing or novel layouts is sub minimal, so maybe a skill I could work on. (My previous Perndemonium game got a look over by a graphic designer friend of mine and I think it made a huge difference)
In terms of the game itself it was a bit of a hodgepodge of ideas. If you’ll allow me to write self indulgently, I originally planned it during COVID (big surprise) as a game where you spend your time in your space ship, reading tarot, exercising and tending to the hydroponics array, but with a much gamier feel, IE maintaining various well being meters. In the end I ditched this idea because I couldn’t figure out how to make the chores… Not feel like chores (yes I did read that fallen London article). I’m really pleased that people liked the salad dressing minigame, because I was quite proud of the fact that it was realistic, fairly self explanatory, couldn’t be messed up, didn’t gatekeep content, but also provided a little feedback. I think in hindsight I should have worked a bit harder to have some of the ship based chores play similarly, maybe a bit more work in the hydroponics system somehow, or maybe adding a ping pong or Antikythera mechanism mini game. (These sound like really fun ideas now but if you asked me about them 8 weeks ago I would have told you to leave me alone)
Originally I also wanted to keep the game entirely on the metallic red (just as a self imposed limit, my previous game had a lot of galavanting) but I think getting out of there was probably the right call. It’s a small thing but I’m proud of the little compass mini map technique of navigating around the site and I hope to use it again some time. I like the idea of mapping a space out, but I always find it stupid when I want the character to leave a room but I’ve forgotten which compass point has the door so I ask them to walk into a wall. I stole the idea of the mini map from “The absence of Miriam Lane” which implemented it much more elegantly.
A bit of blunt self criticism: I wasn’t quite happy with the emotional arc of the ending. I don’t mind the pc’s actions being inscrutable (it’s the will of the gods, baby) but I didn’t feel like the impact was where I wanted it. I did enjoy the way the game wrapped up, but the pivotal conversation was a bit lacking somehow. Obviously this is quite a hard thing to judge, in the end I just ran out of both time and gusto to workshop it. I think slipping more back story in would have been the way forward, but I can only really see that now. Which is annoying, but less annoying than working on something forever because it isn’t quite right and never calling it done.
Anyway this is long enough. Again, thank you all for playing and interacting. I feel really proud of myself for getting it out there. Next year I’ll release Metallic Red 2, a prequel colony sim where you play as the pc’s father making decisions about how best to run your underground cult base whilst alienating your child. (Joke)