Post-Jam Devlog


Hello, everyone!

My name is Quosmick, and I am Twilight Cove's game designer, support programmer, and artist. If you've played the game, I want to say a quick thank you for checking it out in such an early form. 

TL;DR: Be on the lookout for more and better versions of Twilight Cove in the future.

It has been almost a week since the game jam ended and I wanted to discuss the game and where it's going. Twilight Cove was always meant to be a bigger project. The team and I wanted to enter the game jam to see how far we could push the idea in such a short amount of time. In the version we submitted for the jam, you can play the minigames but cannot interact with the NPCs outside of saying "Hello!" The HTML version of the game had been working for us during almost all of production but did not work when we went to submit. These were the first things we fixed.

The day after the jam ended, we managed to get the gift-giving aspect up and running and a star-tracking system displaying the town's happiness. This version of the game is available as a link on our main page.

Now, shortcomings aside, the game is intended to be a fully-fledged RPG where you make items in the cabin and give them as gifts to the NPCs. Going forward, we intend to add a lot to this current version of the game. Using our time system, we intend to have the NPCs walk around and go about their day, so you should have to move around to find them. There will be a more dedicated story wrapped around the characters and their wants and needs. We have designed just not fully implemented endings based on how happy everyone is by the end of the time assigned by Moose Mayor. There are also designs for two more minigames with their own sets of items you can craft and make. These are at least the basics we want to chase after.

Once those basics are established, I intend to design and implement much more:

- Story and functions involving the spirits you can spot in the cauldron game

- Being able to buy and sell items with merchants

- Season changes which will change what you can buy, sell, and ultimately make

- More NPCs and finalized versions of the town and its many parts (Crescent Beach will one day have a beach)

- Way more story and writing involving all of the people of Crescent Beach

- Reasons to explore the entire cove, like the Forest and beyond

- NPCs will give you specific requests so you're not just throwing random items at them and hoping for the best

- The pages for the map, recipes, characters, and requests will be finished so the game is easier to understand!

- Much more which will be covered later!

All in all, I hope that if you play this current version of the game you see how much effort we put into making a solid foundation for Twilight Cove. AttemptingAstro worked hard at making the difficult coding pieces come together. BigGubson created a strong foundation for the inventory and minigame systems. Timestop wrote song after song and he just won't stop.

If you like what you see, follow us so you can play the future versions! Be on the lookout for a Demo that will explore Heath and his origins. A possible second game beyond that with a new character named Noe and her story. And finally, a larger version of Twilight Cove where you will be able to make your character, design your workshop, and tell your own story with the people that live here. Twilight Cove began with the hope of making an RPG where your way of playing impacts the story and the people you will see and meet. I hope one day to show that version to you and the world. 

If you made it this far, thanks for reading.

- Quosmick

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