Whew. This is where I get very honest with my audience…and myself. This project was a long yet amazing experience. It was a lot of hard work but that was mostly because I wanted to portray a specific game world and I didn’t want to cut any corners. I learned a new tool (Twine) which is always awesome. I will definitely use it again for future projects. If I could do anything differently, however, it would be to not take on quite so much when I’m not feeling well. I got very sick at the start of this project and since I’d already committed to my idea, I didn’t want to change it to something simpler because I work really hard to finish what I start and try to do it to the best of my ability. In hindsight though, I probably could’ve done much less and still achieved the same goal, although likely less effectively. I struggle with giving anything less than my best, even when I’m not at my best. In fact, I’m pretty sure that I got sick because I’ve been working myself too hard this quarter, trying to juggle two classes and a full-time job. …Like a crazy person. That being said, I’m glad that I got to finish this project and I really appreciate the course staff for giving me an extension which gave me the opportunity to execute my vision without sacrificing the quality of the game I wanted to create.
Overall, I’m very happy with the way my game turned out. I think it presents an interesting tug-of-war between pathos and logos: the struggle between our emotional and logical sides. It is this delicate imbalance that Riley has to gripe with on her journey to finding a life partner and ultimately finding herself. I enjoyed creating this game and look forward to experimenting more with interactive fiction!