Captain Verdeterre’s Plunder (working title; also, release title) was not originally intended as an Interactive Fiction Competition entry. In late 2012 and early 2013, as Emily Boegheim and I were trying to pick up steam on Robin & Orchid (working title; also, release title), I thought to myself: I just need to make a tiny game, to stretch my dang legs. After I finish a little game, I can finish this big game.
Verdeterre was not that game, but for a while I thought it was. From the beginning my goal was to make a slight game, unambitious in scope or plot or theme or mechanics, and to a certain extent I think I succeeded.
And yet here I have written many words, a lot of words, about the design of this game. You will have to scroll past them to see the high score table.
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