Ah that’s cool! I didn’t think about different playstyles as much for my game. I do have different species you can choose in the beginning, but it only influences the dialogues. Maybe I should consider that as well for my next game/ iteration
LittleChaosGames
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Hi there. Thanks so much!! 😊 And yeah, the notebook should definitely help you keep track of things.
I’m already working on what comes next — it might become a proper follow-up, or possibly a bigger update to this one. Still figuring that part out 😄
If you enjoyed it, give me a follow — I’ll be posting the next thing here once it’s ready. It’ll probably take a few weeks, but I’m planning to push the idea quite a bit further 👀
I built this, as well as another unreleased game, on the same underlying codebase, which I call the Whiteout Engine.
It already provides things like isometric graphics with real depth/height maps, NPC dialogue systems, a day/night cycle, and quite a bit more.
I’m currently turning that shared codebase into a proper standalone engine: extracting the reusable parts from the games, cleaning them up, and adding examples/documentation. If it comes together well, I’m planning to release it over the coming weeks so people can make community games with it.
I’d also like to include a full level editor with terraforming, object/NPC placement, weather effects and more. Let’s see what you guys create with it 😄
…assuming I don’t turn it into a bloated buggy monster first 😅
Also, games made with this engine, as well as the engine itself, will run in the browser with basically no loading times, just like this game (at least that’s the plan).




