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A jam submission

Anita's GoodbyeView game page

A short Parser game rushed into makings in 4 days, for the Parser Game Jam 2022!
Submitted by IlDiavoloVesteRosa — 1 minute, 20 seconds before the deadline
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Anita's Goodbye's itch.io page

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Comments

(+2)

An extremely rushed game with two very strong ideas. I would have preferred to wait another year or two for a fully-fleshed version, but I’m glad I played it.

Writing

A mixed bag. Much of the writing is sweet, melancholic, and touching; but much is clumsy, unedited, and typo-ridden.

Story

The basic story is very simple: the player character has sacrificed everything for a chance to travel back in time and say goodbye to their dead love, Anita. Most of the game is spent trying to find her, visiting locations she was fond of, and reminiscing about her. This is very well-told overall. The ending is extremely moving and the high point of the game, though its pacing is rushed.

Characters

There are three interesting characters: Anita, the PC, and the mysterious robotic guide who serves as a framing device for the text format. None of them are very developed, but what we do see is worthwhile.

The two NPCs, Ally and Tim, are clearly just information-delivery vehicles and should probably be cut entirely.

Implementation

The main mechanic is solidly implemented and I very much enjoyed it. It reminds me of The Impossible Bottle in the way that actions in one place have echoes in another.

Everything else is bare-bones. There’s no scenery anywhere in the game, even in extreme cases like a garage being described as having a car in it without any implementation of the car. Likewise, there’s no rationale for which objects should be taken and which should be time-warped.

Puzzles

Barely any, mostly just about moving objects between locations. NPCs or the narrator often outright state the solutions.

Developer(+1)

Thank you so much for taking the time to play! If I ever manage to make a full version of the game, this advice will be really helpful!!

Submitted

I couldn't get the phone to work, either! Is there a special command to use?

Developer (1 edit)

Yes! This is the problem of learning parser games so quick: I just assumed everyone would type "use the phone" instead of "use phone",  so it's causing issues! I definitely abused the "understand X as Y" option of inform7 ahaha

I now tried adding some more options without "the", such as the most normal "use phone", in addition to "use the phone"! I hope that solves it!

Unfortunately, I found the game badly broken.  I sent the phone around through time, and (for reasons I didn't quite get) the game reported the garage door open, but when I tried to go south I was told that the door was still locked.

Developer (1 edit)

 Oh, that's a pity! Did it report the garage door open as soon as the phone was sent back, or after using it? Because the idea is that you have to travel to the past, make the phone call, and then travel to the future to find the garage door open! Let me know so I can fix anything unintended! Much love!

I'm having a problem interacting with phone. What command should be used to make a call?

I wish I'd recorded a transcript at the time, because now I can't recreate it, for whatever reason.  On the other hand, I also have no idea how to use the phone: use phone and call locksmith and get phone and turn on phone and...none of these things work.

Developer (1 edit)

Uh, for some reason.. yeah, no, I understand why it doesn't work: due to how I have coded it, it needs to be call *the* locksmith, or call *on the* phone, or  use *the* phone... I'll try to patch that with more options... this is why you need playtesting, lol

I did upload a quick new version with all the options you mentioned and some more, so it should work better now... my brain just works with "the" as a fundamental part of everything, don't ask me why!

Now I tried 'use the phone' and got locksmith. Now he asks me 'what's the problem' but I can't find a way to respond to him. How to respond to locksmith?

Developer

Uuuh any way from "Speak to the locksmith" to "I'm trapped" to "Reply" to "Help" to "I'm stuck" to "I'm trapped in a garage"

I'd be interested in what you tried, so I know if I missed anything blatantly obvious!

(+1)

I tried some standard text adventure commands, like "talk to locksmith", "tell locksmith about door" etc. You might check list of standard commands in text adventures from The People's Republic of Interactive Fiction...

https://pr-if.org/doc/play-if-card/play-if-card.pdf

Developer

That's REALLY helpful, tysm!!

Reached the end :)

Developer

Oh nice!! It makes me really happy! Did everything else go smoothly? Any other moments you got stuck?

(+1)

Everything else went nicely. It's a nice little game with interesting mechanics.

Developer

Nice, thank you!! I wish I expanded more on the Town with more NPCs and puzzles, maybe I'll do in a future release post-jam! I'm pretty satisfied with it, though!