really excellent work here - amazing unity with the mechanics and hesitation and time-sensitive freaking out about what do next. really got my heart tied up in knots. 10/10
bibliomancer
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Love the use of sound here, and how the dark really sneaks up on you. I'm already looking forward to your next Bitsy train trip!
When I played it, there's a bit of a sudden transition that happens as the "So dark." line appears, as if the scene changes in the middle of the dialogue generation -- is that sharp cut intentional?
(First a major thanks to ruin for making this tool in the first place, I have several projects that couldn't exist without it, thank you!)
If you've also been struggling to get pixsy to work on your end, I just wanted to report a successful workaround I've used as of August 2025 -- pixsy does work with existing game data made using Old Bitsy (7.12), conveniently hosted on itch by Rob Duarte here. Once I get all of my image tiles set up using pixsy/old bitsy in this way, I then simply take my game data from 7.12 and paste it into the new version of bitsy. As long as I didn't do too much editing in old bitsy aside from setting up my room tiles, it transfers and functions in new bitsy well enough as I create the rest of my game (though it does get glitchy from time to time).
Anyway, just thought I'd drop a line here in case anyone's in a similar position as me and hoping to extend the longevity of this great tool.
Hey, thanks for the kind words! Glad you had a chance to stretch out and explore the space. :)
Great question about storing the poem lines - if I was re-making this from scratch today, I'd likely come up with a much different (and more modular) solution, but this thing is built in Twine 1 (lol) and was very much a learn-as-I-went thing.
Essentially each potential line you can pick is attached to a Twine passage titled with the exact same text. Navigating to that passage then allows the game to store the passage title as a variable's value using the passage() function. Then it's just a matter of keeping track of which line of the poem's 14 lines the player has reached, each of which is its own variable. Whenever you read your own poem, the game prints each the value of each variable in order (hence why you can't rearrange anything after the fact!)
I suppose that, in fiction, I liked the idea of getting locked in to your order, as if you're writing down the lines in pen as you find them in a notebook or playing a game of exquisite corpse with yourself. But I'm not sure which came first - that impulse or the mechanical limitations I built for myself :)
Thanks for playing!










