On the 'Date Night Engine'


I don't have a lot to say at the moment, but I've been thinking about this game a whole heck of a lot since it came out, so I feel like I should make some kind of statement: 

when I made Time For Love, the second sibling-game to The Moon Wants Me To Leave You, I had already not assumed at all that it would be the kind of thing I would make. I like the system a lot--a series of randomised prompts, a randomised end point, the narrative of two people trying to come together in love but struggling to stay close because of fear of themselves and fear of the world around them--but it was very incomplete and very sudden and needed a whole lot of thought, so I thought of The Moon as a one-time experiment that I'd have to commit more concrete planning to. 

Well, now the 'system' is three games deep, so I feel like I have to commit that planning much sooner. 

This is to say that I'm waiting to see how many people may be interested in that idea, but I am very excited by the premise of making a bigger thing of what I'm jokingly calling the 'Date Night Engine', like potentially coming out with a physical product that has all three games, as well as some of my thoughts about what it does and how it can do it better. That's a ways out, of course, but I do think it should happen soon now. 

That's all I think, at the moment? 

Love, 
Brandon 

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