This review contains spoilers

In the closing moments of 2022, a ping on discord alerts me that the game I spent most of my Christmas break from work finishing up has been added to IGDB, just in time for me to mark it as my GOTY for 2022. It is of course, not actually that, but something about the misplaced arrogance of doing that, ironically or otherwise, really tickles me. I giggle about it to myself for the rest of a party in a far nicer house than I have scarcely been in for my entire life that puts me on edge about it the entire time I am there.

But, of course, in order to mark it as GOTY, I have to mark it as played. And the easiest way to do that is to give it a star rating, which, of course, was 5 stars, on the urging of a voice in my head telling me that if I'm not going to give the game 5 stars, who will?

In a turn that feels immensely humbling, others have in fact rate it 5 stars. Which I am grateful and mortified about, but also thankful because it lifts from me the burden of having to mark this as 5 stars.

I don't know if other people feel the same about this, but I find it extremely difficult to look at something I've made holistically. I was there for every step of the sausage being made, after all, so maybe it's just natural that I all I see are a thousand tiny pieces, a jigsaw that has no clear overall shape. What this means is that when I look at Holy Ghost Story, I can see lines, scenes, moments and beats, but the whole picture is unclear to me. I think it's a real weakness of my writing, getting lost in the weeds and losing sight of the larger whole. Which is probably why this is twice as long as I planned it to be and has some scenes that an editor probably would have cut, but which I retained because I liked the way the light caught them, irrespective of their place in the wider thing.

Unlike some of the other entries in this mini genre, which comprises some of my favorite pieces on this site, I don't know if I have anything enormously interesting or cool to say about holy ghost story. As something that was originally planned to be a short and sweet project I could cobble together for Halloween, it ending up two months late and maybe twice as long as I intended does feel like something of a failure. Truthfully, I don't know how I feel about this and it's likely that I won't for a while, and if my track record with this sort of thing is any indication I'll probably come down pretty hard against it.

But right now, all I have are the pieces, and I can still pick them up and turn them over in my hands. I know I like reading about game development and the way these things come into life, so in lieu of any actual insightful thoughts or analyses, here are just some little tidbits from the time I spent making this game.

(spoilers, obvs)

- The whole thing was inspired by a riff I had with two of my friends about ghosts whose Unfinished Businesses were incredibly mundane. The ideas I had ballooned out during a visit to the Tate Modern the next day, and then contracted in again while I tried to siphon out the actual core of the story.

- The original title, inspired by one of the pieces in the Tate I saw, was "...almost religious awe..." but ultimately I could not resist the gag of evoking The Holy Ghost. Sorry, big man.

- I wanted to avoid any explicit queer/trans themes for this. A lot of my creative and critical work exists in this space, and I kind of wanted to avoid it for this. Not because I have anything against such works - far from it - but just because I wanted to go out of my comfort zone a little, into the moderately different comfort zone that is Catholic Guilt.

- Embarrassingly, the logo/cover art was partially inspired by the HD Remaster OPs for Mobile Suit Gundam SEED and Mobile Suit Gundam SEED Destiny, specifically the bits naming the various Gundams. I'm so sorry.

- This was originally going to be made in Visual Novel Maker, something which appealed to me because of my past work in RPGMaker. However, while RPGMaker as a toolset has it's ups and downs, I think VNM is something of a disaster, with an incredibly clunky interface that is catastrophically less intuitive than the python-based Ren'Py, which is where this ended up.

- Following on from above, the entire script was written in a word document before Ren'Py was opened even once. I future, I think I will play around much more with visuals and music as I am writing rather than writing everything and then making visuals and sounds around that, but I do think inputting the final script manually was good, because it allowed me to do some final last-minute editing and drafting that ended up with some of my favorite lines.

- Originally, the POV character, or "genius", was a much more passive person, who spoke in the present tense, and had almost no internal monologue or interiority. However, through successive drafts, more of a character started to creep in as I started to move the didactic qualities of the script into Genius as a character. I have mixed feelings about how Siobhan is presented but I do feel good about where Genius ended up, this kind of unpleasant, unempathetic, well-meaning but patronizing figure. Despite them being almost completely absent in the original outline, I think the story ended up being as much about them as it did about Siobhan, which I do like, even if it did take perhaps too many drafts to reach that point.

- Accordingly, the scene with Genius by themselves was a late addition that didn't get as much redrafting as the rest of it. I think it's better with than without, but I also side-eye it even more than I do the rest of it.

- My actual favorite thing in the game is Siobhan's name turning pink during the "flashback".

- Do you know how difficult it is to find public domain visual novel schoolgirl sprites that aren't very horny? Let me tell you: pretty fucking difficult!!

- ? speaking in a more formal tone was something inspired by Squigglydot's Post-Disclosure Devil's Night, and it's use of purple prose, to suggest my interpretation that ? was in some way separate from Genius without saying it outright.

- Let me tell you - it has been pretty nerve-wracking working on this while an emerging trend of people in my activity feed crept up of taking random itch.io games, writing a scathing dunk of them, and then others who, clearly, would not have liked said game, downloading and playing it anyway to get their own hilarious dunk in. Which is not to say that I don't think there aren't going to be people who find this to be nails on a chalkboard and will write a funny dunk review of this, but I do think the one thing that would make me regret having made this would be if it became something people crowded around to get the boot in.

- Kevin MacLeod is such a real one dude

- If I had to sum up the lessons I learned from this project, I would say that researching and testing out software with miniscule practice runs is essential even for a "small" project you undertake to "learn the basics" of software, and also that I think I need to divorce myself entirely from the prospect of "true" "solo" development. Anxiety prevented me from reaching out to talented artists and musicians I know about commissioning stuff that would have helped give the game an actual visual identity to call it's own, and I don't want that to happen next time. When I write that Siobhan scowled and yelled, I wish I could have properly conveyed how I wanted that to look.

I hope this has been interesting at all! My nerves and anxiousness around this title have yet to dissipate, so I likely won't be reading anything about it for at least a few days, but knowing that people took the time to check this out means more than I can say, both for the people who enjoyed it and the people it didn't. I'm really looking forward to reading people's thoughts once I feel able to do so without my nerves exploding at first brush.

Hopefully I'll see you again sometime in 2023, hopefully with a less played-out theme!

Reviewed on Jan 01, 2023


1 Comment


1 year ago

I'd hardly describe this as played-out! Again, I'm really grateful you got to share this story and I'm extremely excited to see what you do next.