I wrote a very long post on my blog about the whole IF Comp experience, my thoughts about what I’ve done with The Thick Table Tavern (or TTTT for short), and rounding up the feedback I’ve gotten. It’s a lot, some of it might not be coherent (it was written over different days), and like my entry it probably could have done with some editing. But it was cathartic. So here’s the TLDR.
TTTT was a project intended for last year’s comp, but stuff happened and I had to shelf it. I dusted it off last July with the intention of submitting it to the comp no matter what state it would be (not smart, but who hasn’t had bad ideas before). My goal was to make a functioning game that I would be proud of, and reach top half of the ranking. The first goal was fulfilled, the second was missed by this much (I ranked 37).
The idea of the game was to create a simple bartending simulation in a fantasy setting, where you make drinks, chill with some trope-y patrons, and just enjoy the vibe. This what was the old version was essentially about. I just ended up getting too excited about working on the game again this Summer and started adding stuff to my to-do list. From July to September, I was working in some capacity on TTTT. I focused a lot more of the UI/Visual during the first half, while I wrote more of the story during the second (essentially September).
In hindsight, this was a terrible idea. I ended up being too ambitious for the time allocated, and I was just in way over my head about the whole idea. [Also got distracted by other stuff, and caught Covid by the end of September… obviously neither helped.]
A lot of things were cut from the entry: other one-timer NPC (which included a traveling salesman monk), a whole middle part with the Watcher checking up on you and your choice (lol, no real choices were included at the end), recurring NPCs who ask you for advice, etc… So, by the end of the entry, it showed that TTTT was essentially an unfinished entry. It looked good, but it lacked substance.
So what worked:
- The UI/Visual worked for a lot of people (I am so proud of this one)
- Most characters introduced were fun
- People liked the dialogue/banter and the snarky tone
- The storylets (especially the Older Couple, they were my favourite to write as well)
- The accessibility (being able to play with a keyboard, font change, etc…)
What didn’t work:
- The writing needing a lot of editing/proofreading (was expecting that, didn’t take enough time for it)
- The intros threw off the pacing, by being so long and descriptive. Even after that, the pacing was off.
- Some mystery was introduced with the Watcher/Fortune Teller which lead to nowhere (cut for time)
- Same thing for the Tip Jar/Sign (there was supposed to be an event where your jar gets stolen) and the Restocking event (coding is hard).
- The lack of choice.
- Bugs. Obviously.
What’s on the fence:
- The bartending bit was appreciated by a lot of people, while others found it boring/grindy.
- Some people enjoyed the vibe of the story, others found it had nothing to say/was boring
- The randomisation meant a lot of fun for player, or pretty much nothing for others (no NPC would show up)
In hindsight, TTTT wasn’t ready for this year’s Comp. Another year working on it would probably have given justice to the whole vision I had. It would have given me time to iron out those bug, have more testers going through it, include all NPCs I wanted, and proofread more extensively. Even then, I am not sure it would have stayed under 2h of gameplay…
But no need to cry over spilt milk. It was submitted, it was reviewed and ranked. At the end of the day, I don’t regret it one bit. It was an amazing experience where I learned a lot, even through my many mistakes. I don’t think I pushed myself this hard on a project (whether it was IF or not) before. I am proud of what I have done no matter the results. Now I can focus on making it EVEN better with all the feedback I got.
Thank you to the peeps at home who cheered me on (I know they won’t read this, but still). Thank you to the peeps who’ve followed through my progress on the game and kept me motivated through it all. Thank you to everyone who played the game, rated it, left me a comment or a review. Thank you to everyone who took their time to give me extensive feedback (the good, the bad and the drink puns!) and answer my many questions when they encountered a bug.
I’m going to stop this Post-Mortem with a nice bit. My family who are mostly non-gamer (or think games are evil and whatnot) not only loved the game, were enthusiastic about trying more IF, but became highly competitive in trying to get the highest score in the Timed Arcade mode (38 drinks in 5min has not been not beaten yet). And finally, a quote from my mom: This is the first time I’ve liked a game.
EDIT: There was actually an interesting comment in the anonymous ones I got with the rating, where the reviewer wondered whether my entry was more of a point-and-click than a interactive fiction game. I would love to discuss more about it with that person (or anyone really)!