October 18, 2026
Devlog #06
The World You Hear
READ MOREEvery puzzle should tell a story
They pull me into an interesting world, introduce a compelling mystery... and then suddenly ask me to spend twenty minutes looking for a coffee filter because someone ran out of coffee.
Or to combine random objects that have nothing to do with the story I'm trying to follow. At that moment, I stop feeling like a detective.
I stop feeling like the protagonist. Instead, I feel like I'm solving puzzles simply because the game needs to slow me down. That's not the experience I want to create.
If Franz finds a key, it should reveal something about his past. If he opens a diary, it shouldn't just unlock another puzzle—it should uncover a forgotten memory.
If he solves a melody on the typewriter, it shouldn't exist only to challenge the player. It should mean something.
They should be another way of telling it. Whether I'll succeed is something only players can decide. But that's the goal I've set for myself from the very beginning.
October 18, 2026
The World You Hear
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October 12, 2026
Simplicity Is Strength
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October 4, 2026
During the COVID pandemic, I wrote a novel called Bitter Muse.
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July 6, 2026
I've loved music for as long as I can remember.
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June 5, 2026
I've always loved games that could completely draw me in.
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