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Sci-fi omegaverse yuri visual novel Void Hyperion out now!
Our Yuri Game Jam 2024 entry, Void Hyperion, is out now!
In the far future, humanity has taken to the stars and found monsters known as Voidlings. A captain of the human Empire is assigned a suicide mission to destroy the nest of a Void Queen near the Empire's borders. However, unbeknownst to her, those by her side may have different thoughts.
Features:
~18k word script (1-2 hours)
2 endings / 1 per heroine
5 original tracks (with a music player!)
If this sounds interesting to you, please check it out!
#visual novel#yuri#release#void hyperion#omegaverse#lesbian#sapphic#lgbt#yuri game#yuri vn#gayme#science fiction#sci fi#yuri jam#yuri game jam#wlw#vn#yuri visual novel
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i just played through Who Is The Red Queen. phenomenal game, i legit cried
aaaa thank you so much!!! that makes me really happy to hear!!!! ⸜(*ˊᗜˋ*)⸝
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Thank you for playing and reviewing Lachesis or Atropos! It helps us and our yuri stories out a ton 💕
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spooky indie visual novels you've never heard of for spooky season
since it's October I thought I'd put together a list of spooky indie visual novels (horror, Halloween, creepy, dark comedy, anything in the spirit of the season goes) that you've probably never heard of but can play right now on itchio!
model employee
Model Employee is a corporate horror visual novel. Just discharged from the hospital and massively in debt for their life-saving cybernetics, the player-character must adapt to the “extreme” work-life balance of a Tethys Team Member- but they have help. Penny, the artificial personality that controls all security, waste disposal, and employee surveillance in the facility, specializes in reinforcing an especially cutthroat variety of workplace culture- and she’s taken an interest in you. If you want to get ahead in your career, you gotta be willing to take some risks.
model employee is such a tightly structured visual novel for being made in just one month for a game jam, making full use of everything while surprising you at every corner. every part of this game was so well planned and thought out- dystopian corporate satire isn’t my cup of tea (we’re living it) but the way they present everything in this game makes it feel so much more intense.
beary the hatchet
It’s Halloween 199X, and you killed someone during your morning shift. Honestly it’s inconvenient. This job was imperfect, sure, but you got to wear a mask with no questions asked and the pay was livable. But now you’ll have to keep the body in the backrooms till your shift is done. Bummer. “You’re… the absolutely WICKED and AWESOME Bearwater Grizzly Killer, aren’t you?!” …and now enters the dreaded true crime fan.
beary the hatchet is such a uniquely lovely game to look at, even if the subject matter is grim. I love the color palette and tones in this, I love the 2.5D graphics, I love how expressive all of the designs are. it’s a game oozing with style.
WE KNOW THE DEVIL
Anyone can kill the devil; that’s why they always make teens the vampire slayers, the magical girls. But some kids can’t even get that right; and that’s why meangirl Neptune, tomboy Jupiter, and shy shy Venus have to endure one more week of summer camp and each other, singing boring songs about jesus, doing busywork for adults, and hoping god’s radio can’t hear them. Before they can leave the summer scouts, they’ve got to spend twelve hours in the loneliest cabin in the woods and wait for the devil to come and live through the night–or not. You know.
it’s a visceral experience, something that feels foreign and familiar at the same time. I love the direction for it, the sketchy monochrome sprites against the colored photos- parts when there aren’t any characters on screen feel that much more real, like you’re watching found footage because of how tense everything is.
disconnect
Late at night, a phone call from a friend keeps disconnecting from you… On and off, on and off, constantly… …What would you do if you realized your friend wasn’t who you thought they were? And how would you react when the truth was finally revealed? (“̷̢̑W̸̨̊o̸̫͊u̷̱͝ḽ̸͛d̴͉̐ ̵̚ͅy̵̜̽o̸̥͗u̷̮̎ ̷̜̏s̶̤̄t̸̥͐i̴̻̕l̸̰͝l̸͉̓ ̷͕́ȁ̸̩c̸̡̓t̵̜̊ ̵͓̈t̶̙̄h̶̦͂e̸̩͠ ̸̩̅s̶̘̏a̷̪͛m̵̮͒e̴͖͑ ̸̭́w̷̨̚á̴̱y̵̯̑?̶͎̌"̷͈̆) Find out what happened to our scaredy-cat protagonist, Indie-a famous horror storyteller on the H-T-M (Horror, Tales, and Mystery) forum. What would she do when she unintentionally uncovered a mystery hidden deep within her own home?
I love the style of disconnect and the unorthodox way of getting to the truth of the matter. I’m not normally one to play furry VNs, but the designs are adorable and I love the presentation of the game, it has a lot of animation in it. there’s also one moment not too far in on this screen that made me scream…
curse of the juniper tree
Curse of the Juniper tree is a tale of two siblings, a cursed tree and an isolated village. It is a short kinetic visual novel featuring 2d exploration. Walk around the snowy village and talk to its inhabitants! Story is loosely based off the fairytale called The Juniper Tree by the Brothers Grimm in Grimm’s Fairy Tales in 1812.
this is a lovely and short story about two siblings living in a frozen land together. it’s a very atmospheric story with so many beautiful blues and detailed character designs. the controls were a bit hard to figure out at times but it’s worth your time.
reaplaced
Grea Perrim is a reaper of souls, and it’s her duty to bring the deceased to the other side. But in the world of reapers, death isn’t any kind of equalizer. The value of a soul is directly tied to the peculiarity of its death. Grea’s supernatural senses bring her to a Halloween house party with three costumed guests. She soon finds the most valuable kind of soul: the victim of a locked-room murder. In order to reap the soul, Grea must unravel the identity of its killer and explain its death in full. Is this the work of a human? A witch? Or something else entirely…?
reaplaced is a fun little whodunnit set on Halloween about a grim reaper out on the hunt who finds herself in the middle of a murder mystery. it’s much more indepth than I was expecting and the soundtrack is wonderful—there’s a lot of small touches to it that make it great.
Silver Thread
An exorcist that doubts the existence of ghost might sound contradictory but to Alicia Wilkershire, this is the right way to get closer to the truth. Her latest job sounded like another run-of-the-mill case and she greeted her client with her usual pessimism but is it, really?
Silver Thread is a spooky and short RPGM game about a skeptical exorcist trying to help a guy with his problems. the style is lovely and if you also like this kind of style, the developer has several other RPGM games like this!
Elevator Hitch
Elevator Hitchis a short 2.5D surreal horror/escape room visual novel with point-and-click and puzzle elements following the story of two co-workers suddenly finding themselves stuck together in a "Perfectly Normal" 70s office elevator. They must explore each liminal-looking floor and find a way to get off the elevator to their actual destinations.
like a few others on this list, Elevator Hitch was made in just a month for the Spooktober Visual Novel Jam and was my favorite game from the year it came out (2022). it's more of an adventure style game than pure visual novel, so expect puzzles and a lot of bad ends! this developer also has a lot of other similar style adventure visual novels.
The Case of the Serialized Killer
When a popular illustrator is found dead, disgraced demonologist Harold Ludicael is hired to summon her ghost. Ghosts are the one thing he can't summon, but with sharp insight, perhaps he can solve the mystery, and resurrect the most important thing: His career.
this visual novel is an absolute feast on the eyes as all of the art is done by traditionally painted watercolor artworks! the characters are all unique and the world feels very lived in. if you like murder mysteries then check it out.
Stillwater
"𝕊𝕖𝕖𝕚𝕟𝕘 𝕤𝕥𝕣𝕒𝕟𝕘𝕖 𝕥𝕙𝕚𝕟𝕘𝕤 𝕔𝕠𝕞𝕖 𝕒𝕥 𝕒 𝕡𝕣𝕚𝕔𝕖…" A woman arrives with a mysterious letter in hand addressed to her grandfather. Etched in crimson is a foreboding message, a warning—a promise made from a time forgotten. Private Investigator Hugo Laurent and his assistants must solve this bizarre case before an old family's curse befalls them all.
Stillwater is a lovely looking game - I love everything about the art direction for it. it's not overly scary but very atmospheric with several endings to find.
Who is the Red Queen?
Alice falls down the rabbit hole into a Wonderland not quite right. Meeting an eclectic collection of people, animals, and some things in between, she sets out on an adventure in this odd new place to find the missing Red Queen. Or, more specifically, to find the pieces of the dismembered queen whose body has been strewn across the land.
a familiar but new take on Alice in Wonderland, now with a lot more yuri. like a lot of the VNs I've recommended, this was originally made in just 1 month. this one in particular has a lot of dead ends, mention of gore & dismemberment, and other content warnings.
okay now that you've made it this far I'm going to promote my gay horror / Halloween visual novels
Asphodelium
Hazel is an ex-adventurer who's settled down with some of his previous guildmates after the adventure of a lifetime—taking down a doomsday cult that tried to end the world, but at the cost of killing their former guild leader who turned against them. Despite their adventure still haunting him months later, he's tried to move on. —That is until a man with the same face as their guild leader approaches him. This is a story about cults and killing and killing cults. And being in love.
Asphodelium is a melancholic dark boys love visual novel that I made solo in about 3 months. it's entirely in NVL mode (I love you NVL) and around 3 hours long and my personal favorite game I've made so far.
Dahlia
a vampire has snuck into your room while you were sleeping. the only question is - are you next on her menu? Dahlia is a very short sapphic visual novel made in under 36 hours for the Velox Formido game jam, a jam for shortform visual novels. survive being trapped with a lovely little vampire, or don't.
also NVL mode because I love NVL mode. this is a short and sweet vampire visual novel I made solo in a weekend for a game jam that has several different endings.
Witch You Want
With a rather sparkly magical paper, you find a job listing for a local witch needing an assistant with making potions before the town festival that weekend. You sign up, unsure exactly what to expect...... A pompous and questionably excellent witch runs a local apothecary in town but finds that if she wants to make enough potions before the festival that weekend to sell (and keep her ongoing potion shop afloat) she'll need some assistance. After a dubious help wanted ad, she gains you as an assistant. Will the two of you see through to the festival? Will you be able to make a single potion? Will this girlfailure capture your heart?!
this is my latest visual novel that released just a few days ago! I directed & programmed this short cutesy game for a game jam at our studio. it's pretty fluffy romcom with a potion minigame in it. please help our girlfailure make potions, she needs all the help she can get.
#reblog: other devs#play who is the red queen? free on steam and itch!#who is the red queen?#yuri#visual novel#wow its been a hot moment since ive used tumblr
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The Final Prize is Soup (horror yuri game) out now on Steam!
The Final Prize is Soup is out on Steam now! (Developer: @4noki-vns)!
🍲 2 heroines / 6 bad endings 🍲 Cinematographic story-telling ✨ New custom tracks ✨ New King extra!
And more!
Please check out this survival-horror yuri visual novel!
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The Final Prize is Soup out on Steam now!
youtube
Our survival horror yuri visual novel The Final Prize is Soup is now out on Steam with the help of @quill-yuri!
After a disastrous break up, Qian Hailu wakes up to find that she's dead. Luckily (or unluckily), she's been given a chance to turn back the clock and avert her death—as long as she can pass three rounds in the game of life.
You who are unqualified to drink Meng Po's soup, you have been chosen for the game of life. Three worlds, three rounds. Win all three and you may avert your fated death. Lose any and your bones are forfeit for tomorrow's lunch broth. Good luck. Our ghosts have prepared their takeout containers, all plastic, non-microwaveable. —A survival-horror yuri visual novel.
Features include:
~45k word main story
2 main heroines (2 major endings / 6 dead ends)
Cinematographic storytelling
Accessibility options
A CG gallery, a music gallery, dev notes, and an achieved endings screen
In addition to that, we added a few touch ups for the Steam release as well.
New content for the Steam update includes:
Steam achievements
Additional custom tracks
New dev Q&A
King route side story!
That's right, King enjoyers! A new 15k word short story extra will now be available for you to explore the main story path of the King route. To unlock this extra, complete both initial heroines' routes. 🐍
Please check out The Final Prize is Soup on Steam (ノ´ヮ`)ノ*: ・゚
As always, the additional content (sans Steam achievements) will also be available on itch.io! Please keep an eye out for the update later today if itch is your platform of preference.
Steam || itch.io
#yuri#wlw#sapphic#visual novel#vn#yuri vn#indie game#lgbtq#yuri game#gay#lesbian#horror game#steam release#the final prize is soup#announcement
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youtube
🌈👭Yuri fans! We’re excited to announce that horror death-game visual novel, The Final Prize is Soup, is coming to Steam on August 27!
Developed by @4noki-vns
Wishlist now on Steam! https://store.steampowered.com/app/2903060/The_Final_Prize_is_Soup/…
🍲 ~45k words 🍲 2 major endings / 6 dead ends
#yuri#wlw#quill yuri#reblog: publisher#the final prize is soup#wishlist#steam release#yuri vn#visual novel#vn#yuri game
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The Final Prize is Soup Steam Announcement!
youtube
The Final Prize is Soup, our survival horror yuri visual novel, will be brought to Steam with the help of @quill-yuri!
Follow a woman through a series of death games in the afterlife to gain a chance to return to life!
You who are unqualified to drink Meng Po's soup, you have been chosen for the game of life. Three worlds, three rounds. Win all three and you may avert your fated death. Lose any and your bones are forfeit for tomorrow's lunch broth. Good luck. Our ghosts have prepared their takeout containers, all plastic, non-microwaveable.
~45k words
2 major endings and plenty of dead ends
5 CGs
Cinematographic storytelling
Accessibility options
A CG gallery, a music gallery, dev notes, and an achieved endings screen
As with our previous Steam releases, The Final Prize is Soup Steam edition will contain some updates and additional materials. Please keep an eye out!
The Steam edition upgrades will also be pushed to itch.
Wishlist now on Steam!
#visual novel#yuri#wlw#sapphic#lesbian#lgbt#lgbt games#yuri game#vndev#vn#yuri visual novel#visual novels#the final prize is soup#horror#horror game#death game#indie game#wlw game#Youtube
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ahh tysm for giving me permission! and thank you again for sharing, I went back and got the other two endings and I don't have the proper words for it right now but it was so beautiful and atmospheric and bittersweet, I loved it so much :')
and I'm honored you want to read it! I''m fine with sharing, if a bit nervous, but I hope you enjoy haha ^^ https://archiveofourown.org/works/55604659
aaaaaa them!!!! i love it!!!!!!!! thank you for sharing - this really made my day!! (((o(*°▽°*)o)))
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hello, hope you’re doing well! if possible, you can answer this privately but it’s fine either way: are you alright with fanfics on your work? I recently played Who Is the Red Queen? and it captivated me so much that I really wanted to write something for it haha, but it’s perfectly alright if not. either way, thank you so much for sharing, the hatter’s alice route really touched my heart :’)
I am totally okay with fanfics of my games!! (((o(*°▽°*)o)))
Wow!!!! It's like I've reached a new level of existence...!! I'm really happy to hear that you enjoyed Who is the Red Queen? this much - thank you for playing!
(ノ´ヮ`)ノ*: ・゚Feel free to share the fic with me - I'd love to read it if it'd be alright with you!
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tender feelings like water Chinese translation // 《柔情似水》 中文版
Our yuri fantasy visual novel "tender feelings like water" has a simplified Chinese translation now! Thank you so much to Yuan again for translating!!
我们的百合游戏《柔情似水》现在有中文版了! 欢迎大家来玩 (*¯︶¯*)
#yuri#visual novel#vn#vndev#indie game#translation#chinese translation#chinese#chinese fantasy#wlw#lesbian#sapphic#tender feelings like water
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4 years ago today, the wheel of fate started turning for an outcast princess and a mysterious beauty...
Happy 4th anniversary Without a Voice! We have a series of announcements for it to celebrate, written by adirosa.
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a lesbian, moments before disaster
-
Lachesis or Atropos is a horror-mystery yuri visual novel with 4 major endings and lots of bad ends. Kiss girls! And find all the ways you can die...!
@ Steam || itch io
#lachesis or atropos#yuri#yuri vn#horror game#mystery game#wlw#lesbian#lgbt games#lgbt#sapphic#gxg#sketch#art#visual novel#vn#vndev
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happy valentine's day!
Who is the Red Queen?
#who is the red queen?#yuri#wlw#lesbian#visual novel#art#valentines day#witrq#play who is the red queen? free on steam and itch!#vn#yuri vn#gxg#yuri game
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The Art of Asset Reduction: VNConf 2024 Write-Up
youtube
This is a write-up for my Visual;Conference 2024 talk on asset reduction: presentation of scenes with reduced art labor.
I will discuss how to reduce production requirements via various methods of asset presentation and staging, walking you through case studies of existing visual novels. This talk will guide you to answer the question: How do I fulfill my project scope without asset bloat?
This is an art talk that assumes you have already scoped down your story and have created a list of scenes that you need. This is not a talk about scoping down your game's story.
You have scenes you need to make. How are you going to make them (and with style)?
Abstraction
Cut-ins
Reduce
Reuse
-
I. Abstraction
I start off with abstraction as a reminder that visual novels are a combination of visual and novel (amongst other aspects)
Abstraction
Abstraction is a strong tool for bringing focus to the writing, highlighting ambiguity and setting the mood with colors.
Examples I mentioned in my talk include:
Black screen
Solid colored screen
Sky BG
Of Components
The mood-setting power of abstraction also extends to scenes with characters, especially CGs.
As again, abstraction draws focus to what you choose to emphasize: the characters.
(FLOWERS -Le volume sur ete-)
They are gay. Thank you for coming to my VNConf talk.
-
You can similarly abstract characters.
(Lachesis or Atropos)
Consider representing irrelevant characters (e.g., NPCs) as silhouettes. The reader can fill in the details within the shapes themselves.
Silhouettes are especially great for crowd scenes where you want to draw focus to the main characters.
This will be a recurring theme:
What do you really need to draw?
-
II. Cut-ins
One common not-quite full screen piece of art you'll see in many visual novels is the cut-in.
The cut-in typically consists of the:
Item/focus
Frame
And is often for topics such as objects or small animals, which may exist in the scene but may not be within the same frame of reference as the background and sprites.
The separate framing informs the players that the item is "separately framed."
(Who is the Red Queen?)
For example, this small bird is not huge and would not be the size of a character's head even had a sprite been on screen.
The Foreground-Backdrop Heuristic
Cut-ins make strong use of what I refer to as the "foreground-backdrop heuristic."
(Shikkoku no Sharnoth)
A general backdrop informs the reader of a broad location or scene (especially if characters are present). Then a more specific foreground (the cut-in) informs the reader of the specifics.
As the foreground cut-in is in a different frame, the pairing of the two helps create a mental model of the space in the reader's mind.
Cut-ins can be used for:
Backgrounds (mix and match foregrounds with a backdrop)
Reduced CGs
Presenting existing assets in a different frame of reference
CG variants
Try tackling your visual presentation in a layered, comic book-esque fashion with cut-ins!
Just be careful about clutter.
Whether you want to go for the layered cut-in style, the 3d stage cinematic style, or a combination of the two, make sure you have a vision before you jump in.
SD CGs
I had to make an obligatory mention of SD "super deformed" CGs in this talk, so here it is in the write up as well.
(Grisaia: Phantom Trigger Vol. 1)
SD, chibi. However you call these, they're great for playful scenes that might require more art than your classic sprite-background combination.
What SD CGs do best is that they:
Fulfill the role of a CG
Are easier to draw than fully rendered non-chibi art
Can be distributed to different artists to reduce artist workloads due to style difference
Just keep in mind that a simplified CG is still a CG and thus may lack reusability.
Consider what scenes really need a CG.
-
III. Reduce
Now, consider asking yourself: "Does what a player does not see need to exist?" (mostly applicable for games with opaque UI)
Yet, what you need to draw is what you need to draw. How can you reduce the work in what you need to draw?
One option is:
Palette Limitation
You've heard of gray scale games, but don't forget about other ways of limiting your palette to reduce workload.
Dramatic, mood setting color power
Less rendering work
(Sona-Nyl of the Violet Shadows)
A similar idea can be applied to NPCs for a more detailed take on silhouettes.
-
IV. Reuse
Lastly, please remember to be economical and reuse assets as necessary. One of the great joys of cut-in BGs, for example, is reusability.
I had to give an obligatory mention to CG variants in my talk, such as:
(Fatal Twelve)
However, overall, you never know when you'll want to use various components of your art elsewhere such as intermixing CG and sprite art.
Please keep your working layers if possible.
Other reuse examples:
UI (especially in episodic games)
Gameplay (e.g., Kogado's rhythm game)
Consider asking your programmer to work on a framework to reuse, reducing repeated code work.
-
Conclusions
All in all, you can make your game.
And it doesn't need to be hellish on your budget or timeline.
If you take anything away from this talk, let it be to:
Prioritize reusable assets
Maintain aesthetic; avoid clutter
Display important scenes
Do not scope up; aim for a set goal
A scene can be presented in many stylish ways, some of which will suit your workflow better than others.
So, go on. Make your game!
-
Interested in my works? Find me on itch:
And check out my newsletter:
-
VNConf 2023 Talk Write-up:
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The Art of Asset Reduction: VNConf 2024 Write-Up
youtube
This is a write-up for my Visual;Conference 2024 talk on asset reduction: presentation of scenes with reduced art labor.
I will discuss how to reduce production requirements via various methods of asset presentation and staging, walking you through case studies of existing visual novels. This talk will guide you to answer the question: How do I fulfill my project scope without asset bloat?
This is an art talk that assumes you have already scoped down your story and have created a list of scenes that you need. This is not a talk about scoping down your game's story.
You have scenes you need to make. How are you going to make them (and with style)?
Abstraction
Cut-ins
Reduce
Reuse
-
I. Abstraction
I start off with abstraction as a reminder that visual novels are a combination of visual and novel (amongst other aspects)
Abstraction
Abstraction is a strong tool for bringing focus to the writing, highlighting ambiguity and setting the mood with colors.
Examples I mentioned in my talk include:
Black screen
Solid colored screen
Sky BG
Of Components
The mood-setting power of abstraction also extends to scenes with characters, especially CGs.
As again, abstraction draws focus to what you choose to emphasize: the characters.
(FLOWERS -Le volume sur ete-)
They are gay. Thank you for coming to my VNConf talk.
-
You can similarly abstract characters.
(Lachesis or Atropos)
Consider representing irrelevant characters (e.g., NPCs) as silhouettes. The reader can fill in the details within the shapes themselves.
Silhouettes are especially great for crowd scenes where you want to draw focus to the main characters.
This will be a recurring theme:
What do you really need to draw?
-
II. Cut-ins
One common not-quite full screen piece of art you'll see in many visual novels is the cut-in.
The cut-in typically consists of the:
Item/focus
Frame
And is often for topics such as objects or small animals, which may exist in the scene but may not be within the same frame of reference as the background and sprites.
The separate framing informs the players that the item is "separately framed."
(Who is the Red Queen?)
For example, this small bird is not huge and would not be the size of a character's head even had a sprite been on screen.
The Foreground-Backdrop Heuristic
Cut-ins make strong use of what I refer to as the "foreground-backdrop heuristic."
(Shikkoku no Sharnoth)
A general backdrop informs the reader of a broad location or scene (especially if characters are present). Then a more specific foreground (the cut-in) informs the reader of the specifics.
As the foreground cut-in is in a different frame, the pairing of the two helps create a mental model of the space in the reader's mind.
Cut-ins can be used for:
Backgrounds (mix and match foregrounds with a backdrop)
Reduced CGs
Presenting existing assets in a different frame of reference
CG variants
Try tackling your visual presentation in a layered, comic book-esque fashion with cut-ins!
Just be careful about clutter.
Whether you want to go for the layered cut-in style, the 3d stage cinematic style, or a combination of the two, make sure you have a vision before you jump in.
SD CGs
I had to make an obligatory mention of SD "super deformed" CGs in this talk, so here it is in the write up as well.
(Grisaia: Phantom Trigger Vol. 1)
SD, chibi. However you call these, they're great for playful scenes that might require more art than your classic sprite-background combination.
What SD CGs do best is that they:
Fulfill the role of a CG
Are easier to draw than fully rendered non-chibi art
Can be distributed to different artists to reduce artist workloads due to style difference
Just keep in mind that a simplified CG is still a CG and thus may lack reusability.
Consider what scenes really need a CG.
-
III. Reduce
Now, consider asking yourself: "Does what a player does not see need to exist?" (mostly applicable for games with opaque UI)
Yet, what you need to draw is what you need to draw. How can you reduce the work in what you need to draw?
One option is:
Palette Limitation
You've heard of gray scale games, but don't forget about other ways of limiting your palette to reduce workload.
Dramatic, mood setting color power
Less rendering work
(Sona-Nyl of the Violet Shadows)
A similar idea can be applied to NPCs for a more detailed take on silhouettes.
-
IV. Reuse
Lastly, please remember to be economical and reuse assets as necessary. One of the great joys of cut-in BGs, for example, is reusability.
I had to give an obligatory mention to CG variants in my talk, such as:
(Fatal Twelve)
However, overall, you never know when you'll want to use various components of your art elsewhere such as intermixing CG and sprite art.
Please keep your working layers if possible.
Other reuse examples:
UI (especially in episodic games)
Gameplay (e.g., Kogado's rhythm game)
Consider asking your programmer to work on a framework to reuse, reducing repeated code work.
-
Conclusions
All in all, you can make your game.
And it doesn't need to be hellish on your budget or timeline.
If you take anything away from this talk, let it be to:
Prioritize reusable assets
Maintain aesthetic; avoid clutter
Display important scenes
Do not scope up; aim for a set goal
A scene can be presented in many stylish ways, some of which will suit your workflow better than others.
So, go on. Make your game!
-
Interested in my works? Find me on itch:
And check out my newsletter:
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VNConf 2023 Talk Write-up:
#visual novel development#vnconf#visual novel#vn#vndev#development guide#devlog#game development#talk write-up#gamedev#indiedev#this talk is also a yuri visual novel recommendation (kind of)#lachesis or atropos#shiei no sona-nyl#fatal twelve#grisaia phantom trigger#shikkoku no sharnoth#flowers visual novel#who is the red queen?
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Happy New Year 2024
It’s hard to imagine that 2024 is already upon us. Thank you for all the support! I’ve had the chance to work with lots of amazing people again this year.
Let’s take a look back on 2023.
2023 Recap
In January, I gave a talk at Visual;Conference: Polishing your Release: the Little Features that Could.
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In June, I released a short demo of a story I’ve been wanting to write for a while. While Consummation isn’t quite next up on my list of games to make, I hope you enjoyed a sneak peek at its characters and world!
In July, we released an updated version of our horror-mystery visual novel Lachesis or Atropos on Steam with the help of folks at Quill Yuri. Thank you for the hard work, everyone!
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Check it out at
At the end of September, we released our survival-horror visual novel, The Final Prize is Soup, for Spooktober VN Jam. Amazingly, it won second place!
Jajajan!
A fulfilling year! (*¯︶¯*)
Upcoming
As for what’s upcoming in January…
I’ll be speaking again at Visual;Conference this year! The topic will be: The Art of Asset Reduction: Make More With Less
I will discuss how to reduce production requirements via the use of asset staging, recycled frameworks, and online resources, walking you through case studies of existing visual novels. This talk will guide you to answer the question: How do I fulfill my project scope without asset bloat?
Find out more at https://vnconf.com/
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Happy New Year!
shino
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#vndev#newsletter#happy new year#indie dev#gamedev#vn#visual novel#visual novel development#vnconf#visual conference#vn development#Youtube
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