Oh, the French!
A short narrative game about finding your way in the strange city that is Paris.
A short narrative game I made to learn Twine. Inspired by absurdist literature, it explores a kind of psychological horror. I reworked the ending after playtest feedback, and it became the most played game on my itch.io page.
Skills
- Illustrator / Inkscape
How I used Narrative design on Oh, the French!
Designing how story, theme and message reach the player through gameplay and how mechanics show and reinforce narrative.
The most important part of playtesting is knowing what you are testing. For Oh, the French!, it was the atmosphere of the game as well as the ending. I asked on r/interactivefiction for feedback on my story, and even though Reddit is usually a terrible place for it, I got really lucky with one very kind player.
The feedback mostly concerned the ending as the player wanted influence over it and the game was frustrating that. It came on too fast and was inevitable, which felt bad. At first I was dismayed because that was the whole point of the game.
Thankfully, there are no real problems in feedback, only opportunities for more creative solutions. It helped me see that I had created a rude awakening, like throwing open the curtains to a midday sun. What I needed was a slow dawning. The same midday was coming, but gradual is more gentle on the eyes.
So I introduced a finer gradient toward the ending, which I think made the game more successful.
10 Apr 2025
How I used Writing on Oh, the French!
Coming up with stories and the words players read: prose, dialogue, descriptions.
A style guide for a Twine game →
When I started Oh, the French! I had a strong vision for it, but I had two problems. First, since the inspiration was absurdist literature, there was a very real danger of appearing (and becoming) lazy with the prose. I needed a way to make everything intentional and to hold myself accountable to a certain standard.
Second, very early on I was already introducing descriptions and dialogue inconsistent with the vision. I think that's understandable especially when we're writing to solve problems. For example, I noticed I didn't explain an item or a location very well, so I went into the Twine node and added some text.
The words emerged from different headspaces. The inspired prose is from the realm of ideas and feelings, while this other one was more empirical and utilitarian. Both are necessary, but they need to be seamless.
30 Jan 2025
A style guide for a Twine game →
My solution to inconsistent prose in Oh, the French! was a style guide. It was written so that I would have an "objective" reference against which to compare my writing. For example:
- Descriptions cannot contain colors, only black, white, grey, or none
- Characters must be ungendered
- Nouns should always use the definite article (the house, the street, etc.)
So as I was writing, sentences like the following would come up: "The bleak buildings cast a black shadow onto the street." This is something I'd check ten times without noticing the indefinite article. Corrected: "The bleak buildings cast the black shadow onto the street."
Obviously, since this was for personal use, I didn't have to add a lot of clarifications, but it saved me so much time and caught so many inconsistencies that I'll make it a point to have one for every game. This isn't a particular burden for me as I document everything anyway.
30 Jan 2025
How I used Playtesting & iteration on Oh, the French!
Watching people play, reading their feedback and changing the design because of it.
The most important part of playtesting is knowing what you are testing. For Oh, the French!, it was the atmosphere of the game as well as the ending. I asked on r/interactivefiction for feedback on my story, and even though Reddit is usually a terrible place for it, I got really lucky with one very kind player.
The feedback mostly concerned the ending as the player wanted influence over it and the game was frustrating that. It came on too fast and was inevitable, which felt bad. At first I was dismayed because that was the whole point of the game.
Thankfully, there are no real problems in feedback, only opportunities for more creative solutions. It helped me see that I had created a rude awakening, like throwing open the curtains to a midday sun. What I needed was a slow dawning. The same midday was coming, but gradual is more gentle on the eyes.
So I introduced a finer gradient toward the ending, which I think made the game more successful.
10 Apr 2025
How I used Design documentation on Oh, the French!
Writing the design documents, specs and style guides that a team works from.
A style guide for a Twine game →
My solution to inconsistent prose in Oh, the French! was a style guide. It was written so that I would have an "objective" reference against which to compare my writing. For example:
- Descriptions cannot contain colors, only black, white, grey, or none
- Characters must be ungendered
- Nouns should always use the definite article (the house, the street, etc.)
So as I was writing, sentences like the following would come up: "The bleak buildings cast a black shadow onto the street." This is something I'd check ten times without noticing the indefinite article. Corrected: "The bleak buildings cast the black shadow onto the street."
Obviously, since this was for personal use, I didn't have to add a lot of clarifications, but it saved me so much time and caught so many inconsistencies that I'll make it a point to have one for every game. This isn't a particular burden for me as I document everything anyway.
30 Jan 2025
Devlogs & articles
- Hiding a second game inside Oh, the French!25 Oct 2025
Remaking our first game, Strawhat Stroll, as a secret ending, and why details like that matter.
- Playtesting stories10 Apr 2025
Playtesting a narrative game and reworking its ending based on feedback
- A style guide for a Twine game30 Jan 2025
How a short list of writing rules kept the prose of Oh, the French! consistent and caught mistakes I kept missing.