Art by Winnie Song
A while ago I made a game called Dépanneur Nocturne! It's a tiny little atmospheric slice-of-life thing set entirely in a convenience store at night.
I'm guessing most people who follow me know about this, but I realized that I never really introduced myself or wrote a bio or anything here.
Anyway it's pretty slight for a game. I'm very happy with how it was received! Not because it was very big, but because the rate of people getting it seems so high. I love seeing how people react to it and the comments they've left about their experience, it tells me that there really is a place for this kind of thing to exist, which is something I genuinely worry about often.
I kept thinking I'd write up a little retrospective or something about it but we're running out of time on here and I think it'd be nice to leave something about it behind so I'm just going to release my loose thoughts as they coalesce and hope that's good enough...
Maybe the first art I did for the game were these sketches of a shopkeeper
The original seed of the idea was to basically do a really tiny, cordoned off slice of a fantasy world and see how much I could flesh it out. I always love the experience of Getting to Town in an RPG and especially the kind of silly, adventure game like level of interactivity where you can examine every object and go up to NPCs and drill down conversation trees like "Please tell me about your settlement." I really wanted to just really focus in on what I find pleasurable about that kind of experience, and I think that comes across even if it's not obvious that was the origin!
Collaborating with my partner Eve on the French translation was crucial to the character of the game. It was her who suggested the idea of it being set specifically in a Montreal dépanneur. Originally it was a just going to be a magic item shop (at some point I also wanted it to be a magic item shop in a mostly empty mall) but we were talking about our frustration with how many games get set in a kind of...nonspecific North American setting, (regardless of where the developers are actually from) and it seemed natural to kind of adjust the setting to something more specific and as soon as we did a: the bilingual element became crucial and b: it generated a lot more specific ideas than I'd have had for things to put in it, otherwise.
All of the art in the game is grayscale this is what one of the poster atlases looks like naturally
I still don't think I entirely nailed this part though, the tone is a bit blurry to me. It's meant to be a bit magic realist, but it doesn't exactly feel like Montreal, and there's a lot of details I couldn't deliver on. It's in some kind of strange in-between space. Maybe I'm fine with that. I'm glad it didn't come out too much of a caricature!
Eve also had the idea of doing the diegetic language-switching, and once I realized that I could actually execute on it I was thrilled. This is consistently one of the features that people most note about the game, too.
Shrine art that didn't all get used
The salamander deities are a direct reference to the goddesses from Diaries of a Spaceport Janitor, used with permission since I was acquainted with Sundae Month. I tried to transform them pretty substantially while keeping the concepts intact, because I'm really fond of this thing that sometimes happens in art where people are riffing on each other's work, but it feels less like a chain of references and more like they might be drawing from the same other, invisible thing?
In any case, in-fiction I picture the salamanders having a broad, syncretic spirituality that's constantly changing to their circumstances and integrating new figures and ideas into their practices. Where they came across this particular set of goddesses and how they reinterpret them to fit their values is deliberately ambiguous.
I still love doing minor procedural generation stuff, but I'm always kind of scared of using it for critical features, so instead the game has a weirdly detailed L-System thing just for generating a bunch of dolls in the capsule toy machine that are different for every player. I don't know, over-designing that kind of thing just tickles me both as a creator and when I see it as a player.
Finally I want to thank Graeme and Nick for critically helping me ship the game! I don't think I'd have ever gotten over those final hurdles if it weren't for the support from KO_OP.

