Of all the games I’ve made so far, Hypothermia has seen the most success. I somehow managed to get reviewed by both Indie Impressions and IndieStatik shortly after release, which drove a lot of traffic to my site that I just wouldn’t have had any way of attracting otherwise. I check back on the download counter every now and then and it’s fun to see that it’s still being downloaded over six months after I released it.
Today I did a search to see if there was any coverage I had missed out on and found this:
Someone from China did a Let’s Play of my game.
This is the best feeling in the world.
I know how to count to three in Chinese, and that’s about it. Watching this video was really interesting for me, because even though I didn’t understand his words I could still tell what he was feeling as each phase of the game played out; worried tension as he got close to losing, and then surprised relief as he finished the game and got the good ending. It really makes me happy that I was able to create something that someone from a totally different culture could enjoy and relate to.
When I design games I try to use as few words as possible while still conveying the story. I like my games to be accessible to as wide an audience as possible; particularly one that might not be able to speak English. Baseborn and Humphrey’s Tiny Adventure were both designed in this way, and I’m while Hypothermia’s two endings each have their fair share of text, the rest of the gameplay didn’t rely on any dialogue. Until today I’ve never had the kind of reach where this kind of accessibility mattered, but this makes it all worthwhile.