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I think one way to implement puzzles could be something similar to the NDS game Hotel Dusk where you were a private investigator who had to interrogate people and ask the right questions. The wrong questions made people unwilling to answer truthfully.


But you could also get asked questions and you have to answer and if you answer wrong something bad happens, you have to start over etc.


I believe there are plenty of ways one can make use of puzzles, but I wonder if one should focus more on the story part of Sequel.

I'm writing about a serial killer who keeps people in his basement, and I try to make use of good images.

I mostly use Flickr and I do find a lot of cool stuff there, so sometimes I let the image carry the story. I found one that had some elements that was perfect for the story, so I ran with it!

Hi everybody.


I'm Julius and I'm from Sweden, I've done a lot of Twine stuff under the name PaperBlurt and I guess that some of you have played the stuff I've made. I've been doing Twine games since 2013 but I've also worked as a game writer, copywriter film critic and other writing gigs.


I'm working on a serial killer thing in Sequel and I'm excited to see what you'll come up with as this is new for all of us in a way. The Tool (sounds secret and cool don't it?) is easy to use and very similar to Twine, so that's a big plus for me!


Good luck!

Hi...

I write directly in the tool. But I guess that everybody has their own style when they write.

I make up a foundation so to say and then I let the story evolve as I write. But I find the tool easy to use and as I'm used to Twine it's basically the same :)