So, I’ve leaked a few teasers here and there, but in case you weren’t aware of them: yes, I am indeed officially working on the sequel to Dominique Pamplemousse in “It’s All Over Once The Fat Lady Sings!” — which will be called Dominique Pamplemousse and Dominique Pamplemousse in: “Combinatorial Explosion!”
Full disclosure: I kind of hate sequels. I especially hate the idea of being obligated to write them. When the first DomPam game exploded and people started to ask me if there was going to be a sequel, I’d either groan audibly or joke that sure, I’d make a sequel, but it would be an angsty Twine game about my feelings, or something equally far-fetched. As far as I was concerned back then, I’d already written the story I wanted to write the first time around, and there was no point in continuing it.
But then, sometime last year, I got an idea. I was at WordPlay, and Sherwin Tija  was giving a talk about his “You Are A Cat!” gamebook series. He stated that if you write a story with multiple endings, and you then decide to write a sequel to said story, then it logically follows that you have to choose one of your multiple endings as the canon endings. And then I started thinking, hey wait a minute, what if you didn’t have to choose? In fact, what if the entire plot to a sequel involved being confused about which ending was canon?
So, I started thinking about Dominique again. Regardless of my feelings towards its completeness, a lot of things have happened in my life in the intervening 3-4 years since making it, which I now want to address. As it happens, my current PhD research is on autobiographical games, and while DomPam is not explicitly autobiographical, it has enough of my lived experience in it that it feels very formative to who I am as a person. 
The premise, therefore, is that since the first game had two endings, the sequel features two versions of Dominique, one from each alternate timeline. And so, they wind up wandering around in search of answers to the question of which one of them is canon, while encountering a number of wacky characters and situations in the process. I hope you find it as fun as I do.
Stay tuned for more writing about my design process, including thoughts on Brechtian alienation and stand-up comedy!
- Sherwin is also known for putting on Slowdance Night, a dance party that’s all slow dancing all the time, and has become one of my favourite things ever since moving to Montreal. ↩
- So, really, to some degree, every game I make is an angsty Twine game about my feelings. ↩