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A jam submission

Quite Queer Night NearView game page

A game about finding rhyming pairs. For EctoComp 2019.
Submitted by Andrew Schultz (@anandrewschultz) — 3 hours, 34 minutes before the deadline
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CriteriaRankScore*Raw Score
Spooky Greatness#162.5202.857

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Which category is your game in?

La Petite Mort (created in under 4 hrs)

Which theme does your game fall under?


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This was really fun! I enjoyed coming up with ideas and seeing if they worked. I'd like failure messages for more things, such as.... well, it might be spoilery, so I'll put it after the spoiler warning. It could use some more signposting and some polish, but that's the norm for a 4-hour game. This was fun and now I want to play Very Vile Fairy File!

Spoilers ahead!

I hoped for responses for: shrink shrug, air owns, pear pwns, scare scones, creep cruel (ah, I see why now), jeep jewel, weep wool, bold bail, hold hail (it could melt into drinkable water), trolled trail, 

I love the responses for: sight seer, right rear, mare moans, raster rate, 

Also, I couldn't find your github (maybe it's private?) so I'll report these right here: 

in the gold gaol, there's a typo "goal"

Bare Bones Stair Stones
You can go back west to the Bier, though you don't need to. You can also go north and south, but there seems to be a way out above--or there could be!


You see nothing when you look closely at Bare Bones Stair Stones, so there's nothing you need to do with the room title.


Thanks! Yeah, I cringed at some of  the bugs I found, but I've got a post-comp release ready to roll in potentially a few hours once voting's done. Having feedback like this helped me *not* delay a post-comp release as I usually do.

Some of the changes are convenience, like kicking you back to the Stones once you finished a north/south branch and allowing for duplicate solutions. Others are bigger, like a new hinting mechanism (a hopefully fun-annoying NPC.) There's also technical stuff that'd be perfect fodder for a devlog post here.

One of the most fun parts about VVFF was seeing the good guesses testers made, and I think they enjoyed it, too. Part of me felt a bit guilty for forgetting to try some of them, but then -- I think it was legitimately fun for testers to discover that, and I think my time was better spent with some of the technical stuff.

Hope you were able to get to the other EctoComp games as well!

BTW, if I add any of these ideas, would you like credit as well? If so, how?


It was definitely fun to discover them! No need to credit me, but if you wish to, just Pace Smith is fine.


Thanks! I just put the change into source control. Just your mentioning them also motivated me to vet the good-guesses file, which turned up an embarrassing typo ("grones" should be "groans").

You found 3 new good guesses all told. has the details, if you're interested.


I'm feeling a bit silly here but I can't quite work out how to start this game? It tells me it's too scary to go east, but I can't work out what I need to do in order to leave?

Developer (1 edit)

Thanks for looking at my game! I somehow missed the alert email, but having missed it for 2 days was motivation enough for me to set up a daily timer to visit, so that's good overall.

Hopefully you've been able to play and rate other games in the meantime.

I'll try and give hints in rot13, so you (or others curious) have a chance for an a-ha moment. (I didn't have time to give first-point clues for EctoComp, but I hope things make sense. And your question gives me a good idea for post-comp cluing.)

1. lbh znl abgvpr guvatf nobhg gur tnzr anzr naq gur ebbz gvgyr. Gurl ner ... fvzvyne, gb gurzfryirf naq rnpu bgure.

2. dhrre eulzrf jvgu arne eulzrf jvgu ovre eulzrf jvgu ovtug.

3. dhvgr eulzrf jvgu avtug eulzrf jvgu ovtug eulzrf jvgu oyvtug.

4. gurer'f lrg nabgure eulzvat cnve gung jvyy trg lbh tbvat.

5. vg'f n jnl gb trg yrff fpnerq.

6. Vs lbh SVTUG SRNE, lbh jvyy trg lbhe svefg cbvag, naq n arj rarzl jvyy nccrne. V ubcr vg jvyy or rnfvre. V chg vg va gur svefg ebbz cbfg-pbzc, orpnhfr V guvax vg rzcunfvmrf gur tnzr zrpunavp zber vzzrqvngryl. Zl ubcr vf gur frpbaq cbvag vf rnfvre guna gur svefg.

7. V nyfb erpbzzraq lbh svaq n jnl gb cvpx hc gur furrc furrg, nf vg tvirf uvagf. Vg'f bcgvbany.

I hope this helps for more than just your first point. There are some alternate solutions, but I'm also aware of a lot that I missed that I want to put into a post-comp release, as well as a few bugs.

Hopefully the walkthrough I recently attached will help pull you through, though, if things get too sticky. If you have any more questions, ask--I'd love for QQNN to have more robust hinting for its second/final release, and good questions help with that. If you're comfortable reporting issues, the source tracker is at


Thanks for the hints. I'll have to have another go :)


"You should have known better than to eat any sort of marmite. Eww." <--- HOW DARE

Marmite-hate aside, this was an enjoyable brain bending word puzzle (although it took me a while to figure out the trick to it). 

The cover image is missing from the archive, FYI, and shows a broken link for me when I run this.


Thanks! I didn't have a cover image, sadly. That didn't fit in the 4 hour time limit. I spent most of the time porting code over from my IFComp game. That will go in the bucket of post-ectocomp fixes that will include more hinting and more implementation.