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Inspiration Solo developer Hitori (working under the name Hitori De productions) always dreamt of creating games by himself. For his debut game Supernormal , Hitori was inspired by the much-hyped, but never-released horrorgame Allison Road. I dont want to work on my game 7 days a week. It was relatively easy.
Throughout the entire game, you must place tiles in your monster’s stomach in such a way that you will earn the most points from scoring tiles. If you hate the game you’re playtesting, do something different. If you want your game to be great, it can’t simply be a technical masterpiece.
“ I’ve been working on a game for close to 3 years at this point and the whole idea of IHAS has transpired through these years of development. At first, I was planning to make a walking simulator-horrorgame. A year later, I started to add puzzles and worked out a story and a few key philosophical concepts for the game.”
This points to a general problem with treating sexual moods like immutable video game character classes. So in hindsight, a better gamedesign analogy for sexual roles would've been "stances" or "buffs" that freely change and/or stack.
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