I have attached some notes I took from the Ingold video. I really appreciated his take on how to track states throughout the game; I’d never thought about how it could be so simple and yet so reactive.
I explored a few of the games we were given to test, and recently spent most of my time on Queers in Love at the End of the world. I am planning on using Twine to try and make a game about how to talk with someone when they are making a choice to harm themselves. It is heavily influenced by the timer mechanic. After some playtest feedback, I may be changing the timer mechanics so the game is more influenced by states and call backs from player decisions, but this is yet to be determined.
I was surprised by how long I persisted through the parser fiction example. I usually hate parsers because it’s tricky figuring out which exact prompt works. Admittedly, typing in the prompt is much more interactive and engaging—in that, I’m-committed-to-figuring-this-out kind of way—that IF clickers just don’t always manage. That said, it’s still frustrating as all hell though. Likely won’t ever be a favorite genre for me.