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A jam submission

The Eymyt IncidentView game page

Submitted by Rylo — 5 hours, 16 minutes before the deadline
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The Eymyt Incident's itch.io page

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Comments

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-I usually go "I'm not reading all this shit", but since that's the whole game I will
-I like that you give the options up front, but the first thing I thought was "this better autocomplete" and it doesn't, these days a text game has to be real fuggin slick to be playable, add that shit
-doesn't need to be "tab to complete" (although  ideal), if the only option is "this color", I want to be able to type "t", then press enter and it understands what I mean, since it's the only possible thing I meant, typing "this color" is just tedious
-shit man, "Try typing inventory into the console", why can't I just "inv"? retorical question, let me do it
-[warning about timers] be careful with those in a text game, I don't think people play those for the action tension
-I'd probably present piece by piece with enter presses to continue to not be daunting to read, I just see a wall and feel reluctant to continue, so I just read the last part.
-why am I getting number prompts now, when highlighting words was the main thing
-[attack or flee], nigga these neither have numbers nor are highlighted, also at this point I have no idea what the stakes are, so attacking or fleeing is meaningless to me (which you may or may not want)
-highlight my name too, I picked "I'm not reading all that shit" and it's hard reading all that shit without the highlight
-["or you can exit the game" as one of the options] what are you doing?
-"From this room you can go to the Fore Quater (1). Which room do you choose?" highlight the damn thing, also rephrase it to something that tells you that there's only one option, like "You can only go to the Fore Quater (did you mean Quarter?), so you do."
-"look around" repeats that you can look around, that's redundant
-it let me leave the room before saying "Game Over"

I'm surprised, but I really enjoyed the idea of combat in a text based environment where the stats of the enemy aren't clear until you engage. There's something there. I didn't care at all about the flavour text, but then again I could just not read it. If you make the text not painful to enter, be consistent with the input and have a good mechanically explored combat system, I'll definitely play again. 

Good shit man.