• he/him

Coder, pun perpetrator
Grumpiness elemental
Hyperbole abuser


Tools programmer
Writer-wannabe
Did translations once upon a time
I contain multitudes


(TurfsterNTE off Twitter)


Trans rights
Black lives matter


Be excellent to each other


UE4/5 Plugins on Itch
nte.itch.io/

IndieGamesOfCohost
@IndieGamesOfCohost

With INDIE INTERVIEWS, I talk to the game developers hanging here on Cohost to learn more about new games you might love.

Games can take all sorts of forms, both in terms of art and interactivity. One of my favorite things about the "visual novel" genre, or other games similar to it, is that you'll often see the variety of styles on display. Recently, I took notice of @littlerat and his games, which pack a lot of feelings into a simple cartoon package. He's got a bunch of games on itch.io you can check out, several of which give us snippets into the lives of queer characters, and we had a chat about it.

You can find littlerat's games on his itch.io

Introduce yourself for everyone here on Cohost! Who are you?

Hi! I’m littlerat. I’m here to make games about people figuring themselves out!

Is there a project you're working on currently? Tell us about it!

I haven’t officially started work on it, but I’m planning to make a game during O2A2 Game Jam – Queer Edition this April. I’d like to call it “two men go on a date and don’t fall in love”. I want to tell a story about queer characters that isn’t a romance, and in fact is about characters for whom the concept of romance is fraught and uncomfortable. Still, for various reasons, they feel like they should go on a date...

I’m a bit nervous as it’s the first time I’ll be exploring aromanticism in a game, but I’m excited to have the opportunity!

(I am not personally affiliated with O2A2 but it’s very cool and I’d definitely suggest checking it out!)

How did you find yourself first getting into game development?

I actually wanted to be a novelist when I was little(r)! I just have a lot of stories I want to tell. To be frank, though, writing a whole novel is a ton of work and a lot to keep track of. I tended to overcomplicate things and lose the plot after a while. Novels don’t tend to come with fun pictures or sound effects either (though there are certainly exceptions – illustrated books and audiobooks are very cool!).

I’ve considered comics, too, but they tend to involve a lot more art than I personally want to draw. So it seems natural that I ended up becoming a visual novel dev, where I get to put words and sounds and pictures together in the way that I like. The fact I have to draw and code my own characters makes it easier for me to hold back on making a lot of them, meaning I end up with a story that’s easier for me to follow. I also really love exploring different paths and choices in a story, making the medium even better for my interests.

Actually, though, the first game I ever published on itch was a text-only Twine game. I made a second text-only Twine game after that, and then I tentatively decided to try adding pictures and sound to my work. I love making visual novels now, but in the end, the thing I’m most comfortable with and passionate about is writing stories – everything else in my games exists to support that!


danielleri
@danielleri

Between this and Derek Yu's "archetypes" of game devs post, I've been really trying to take this advice to heart. It's great framing: the idea that finishing a project is a skill in itself, a muscle that needs to be developed (that swamp needs to be trudged through until you get to the mountain: which is still hard work, but with the bonus of a great view!)

It’s okay if your first game doesn’t come out the way you want it to (or your second game, or your third game, or your fourth game...). As long as you make anything, you’re making progress. Just remember that finishing and publishing games are trainable skills – if you always stop making your games in the middle because you don’t think they’re good enough, you’re missing out on some useful practice!

If you finish making a game and you’re unhappy with the way it came out, you have plenty of options – work on a new version, make a sequel, make a completely different game, or even just let the game exist as is and appreciate that you managed to finish it. But if you never finish the game at all, you’ll never gain the skills and insight that you could have from the process of finishing it. You don’t necessarily have to publish it, if you’re not comfortable with that. And if a project really isn’t working for you, it’s okay to set it aside and find something that suits you better. But still, if you want to be a gamedev, it’s important to finish at least one game!

Last year, lol, i finished a screenplay i had started writing ten years previously, and it at least got recognition and official selection status in a couple of horror film festivals, so, some other human being(s) read it and saw something there. The project I'm currently creating with Unity/Yarn Spinner is a resurrected game from 2014/2015 (and the old version of Yarn Spinner, if you can believe it! When it used JSON etc.).

I am trying to learn the lessons about finishing projects here as an early-on game dev, even if it takes me three quarters of forever, at least some of my work will come out. It helps to scope teeny-tiny (though The Tunnel is more ambitious in terms of sheer word count, it still has an extremely limited scope in terms of mechanics).


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in reply to @IndieGamesOfCohost's post:

EVERYBODY SHOULD PLAY LITTLERAT'S GAMES!!! (I mean, if they interest somebody, anyway.) They all do have such powerful vibes!!! Whether that's with predominantly fun vibes with things like Parcels and Pollen and Dressing To Impress A (Probably Not?) Magical Prince(-Like Transfer Student)!, or with the more real and direct vibes of Peyton's Post-Op Visits and Marcus Comes Out Online, they all have a strong impact on mineself!!! And, of course, seeing other folks make games in this sort of way is really inspiring for mineself..... IT'S ALL JUST VERY COOL!!!!

But, woh........ a sneak peek of littlerat's next project........ Sounds like it'll be extremely good!!! Aromanticism is a huge thing to me, so I'm excited to see more stuff about it!!!

Excellent interview, though!!!! Thank you for always doing these!!!! Especially think like "heehee...... I know that person; that rocks......" when it's somebody I've played the games of...... But all the other interviews are great, too!!! Discovering new folks is excellent!!!!

in reply to @danielleri's post:

THE DETERMINATION TO SIMPLY FINISH SOMETHING IS A POWERFUL ONE, INDEED!!!! Even if it isn't perfect, even if it has flaws, even if you wish you could do one or two things better, projects are still worth a frickton when they're actually finished, in terms of experience and improvement!!!

finishing things is super important! i arguably learned more from spending a year making and finishing chessplosion than i did from spending the previous decade working on tons of ambitious prototypes and half-finished games, even though some of those half-finished games were bigger than chessplosion was. my biggest indie game dev regret is that i didn't start finishing projects earlier!

Thanks for sharing Derek Yu’s article! I was surprised by how much of it mirrors my own thinking on the matter – it’s kind of remarkable I haven’t seen it before! (The article on death loops is also great.) One major difference is that the article repeatedly mentions working with other people, whereas I was thinking from the perspective of a solo dev. Personally, I think working in a team has enough of its own complications that it’s easier to start with a solo project, and consider collaborations in the future. But I’m sure some people prefer to specialize and support their teammates!

Also, congratulations on completing your screenplay – it’s a fantastic achievement, particularly after starting ten years ago. I find the older my game ideas are, the more difficult it is to keep my enthusiasm for them. I wish you the best of luck with your current project!