For the past month my friend Jia and I have been plugging away at our entry for the dating sim game jam I organized, #iluJam. We released our game the other night, Tour de Akiba, just before the upload deadline ended. We’re both pretty proud of what we turned out!
Tour de Akiba is a Yowamushi Pedal fan game (yes we know technically the French is wrong, but it makes the title unique and endearing). Think of the game like an interactive fanfiction. Doujinshi games like this have an active community in Japan and are sometimes even sold at events like Comiket. Both Jia and I are huge fans of Yowapeda and working with the characters in such a fun space really drove us to complete our deadline goals.
It was also such a pleasure to work with my local friend Jia. I have always loved her art style and it was so thrilling plugging in her new portraits and backgrounds and seeing them paired up with my dialogue. She’d come over and I’d sit her down to test things out and she’d squeal, exclaiming “they’re alive!” It was adorable and super fun. And she was extremely dedicated to the project, going above and beyond to implement corrections and additional art to flesh out the game.
Initially we planned to include a representative of each major team in the game that the player could choose to invite to Akihabara. We originally settled on Makishima, Arakita, and Midousuji since they were favorites of ours. As the jam weeks progressed and we realized the workload that would be required we first considered Makishima a end-game bonus stretch goal. Then came the point where we settled on finishing just one route, and half the work was already done for Arakita’s. We still kept a Midousuji teaser in there in case we want to keep making character routes at our own pace. Imaizumi and Manami could be on the horizon as well if we want to keep it up that long.
I intentionally designed the game to be able to expand and contract depending on the situation, in order to make it safe to complete in at least some kind of deliverable state in a single month. The game would have an initial decision branch where the player would explicitly pick the route they wanted, rather than having to deal with a common introduction and multiple character stats. And that way I only had to keep track of one hidden stat in order to determine one of two endings the player got.
I wrote the game in third-person because I wanted to give the player the feeling of directing the action but not acting as a stand-in for Onoda. I worried it could seem voyeuristic but I also hoped it might help people who aren’t used to this kind of game feel less weird about it. And the content itself is about as PG as you can get. Just guys being dudes.
I plan to make a post later about my experiences using the TyranoBuilder engine to create the game, and share some of the tricks I learned a little too late to make my life easier.
The #iluJam itch.io page contains all the entries uploaded for the jam—16 of them! Now that my game is done I look forward to playing through everyone’s games!