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The Diegetic Manifesto
Otherside Game Design re:Minder · By
Eelstork
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8
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Topic
Last post
Short and Sweet
Make shorter games. Aim at action density somewhat comparable to what is found in film and animation.
started by
Eelstork
Feb 21, 2021
98
views
No replies yet
Cut to Play
The cut is underused in games. "Cut to play" describes the process of hinting gameplay through switching viewpoints. It...
started by
Eelstork
Feb 21, 2021
115
views
No replies yet
Experience x Challenges: Use Personas
In software, personas are used to ensure various types of users can enjoy the same software product. Likewise we aim at...
started by
Eelstork
Feb 21, 2021
99
views
No replies yet
Laugh and Cry
Game actions are not enough. Emotional, expressive characters are wanted. If our characters do not shed tears, our playe...
started by
Eelstork
Feb 21, 2021
83
views
No replies yet
Time and Consequence
Time does not wait: the game over, save points and burning villages patiently awaiting dousing have no place in diegetic...
started by
Eelstork
Feb 21, 2021
82
views
No replies yet
Bring your world to life
Pick functional realism over visual realism. If it quacks like a duck, lays eggs, and I can make omelet, it has to be a...
started by
Eelstork
Feb 21, 2021
92
views
No replies yet
Narration: distill and condense the world experience
As much as we'd like to think entering an Isekai (otherworld) would be fun, narration essentially prunes the world exper...
started by
Eelstork
Feb 21, 2021
109
views
No replies yet
Cosmogenesis: Build it, or they will not come
In diegetic games, world building is essential. This is because the player's freedom goes beyond (debatably how far beyo...
started by
Eelstork
Feb 21, 2021
86
views
No replies yet