Wonderful hard-boiled writing style, remains evocative and consistent throughout. At points had a slightly non-native-speaker feel to it, but didn't detract from the whole. Worldbuilding was built into the narrative in a really natural way. Visually gorgeous. Easily among the top five jam entries I've played! Really painful when it ended, I hope there will be more parts :3
Cancelion
Creator of
Recent community posts
A fun little piece. The sudden ambience twist worked well, I was fully expecting a more navel-gazing drama style from the beginning. I feel the dialogue could use some work, it felt a bit stilted or cliché at times. Game ends in a series of dead ends unfortunately, I'm assuming due to time constraints.
Really strong entry! Snappy writing style worked well in this one. Gameplay was more rounded out than a lot of the other entries, although still had that walk-here-walk-there gameplay that's common in adventure games and which I don't particularly like. Fet like there was a lot more to discover, considering the time limit this is a really big piece!
The tone was fantastic, in every sense of the word, but came at the cost of clarity – for example, I still have no idea which voice was the Voice and which the Rune :D Parts of it felt like they came from or were meant for some other piece. Formatting didn't really work (fullscreen pushed the thing into a corner, without fullscreen couldn't see everything) but that feels more like an Arcweave problem :D The writing got really purple at points ("large yet small"), could have been tempered with more down-to-earth bits? Although the point, which it reached, was very much to go for the strange.
Really strong entry! Started off immediately instead of spending time on exposition and kept moving like a train, which I enjoyed immensely. The simple, purely-text presentation worked well for the piece. Felt very derivative (The Walking Dead, anyone?) but that didn't detract from the strong writing and good pacing.
Really interesting concept of supporting a band of adventurers emotionally instead of just "100 gp for rest at inn". Damn pity it ends where it ends x/ Worldbuilding was effective, the main meat of the story somewhat lacking due to the shortness. Little spelling and grammar errors distracted a bit. Overall a nice experience!
This reflected a D&D group's play session pretty well, right down to the tableside comics. The one-line-per-node solution didn't really work here, there was a lot of clicking through dialogue which made it a bit sluggish. The trapped-in-an-RPG setting made me wish for a more game-y experience, but it was very straightforward. Sound effects started playing on top of each other pretty confusingly at points xD
There was a very soulslike-as-an-adventure-game vibe to this that I liked. Good writing, effective language, could maybe have concentrated the poetical language to a fewer places? Right now it was very purple throughout, not my preference but subjective . Could also have done with less or more condensed description, it became a bit heavy at times. There was at least one dead end (fighting the knight the second time, "The knight looks at you derisively.") Left me wanting more, always a good thing!
Very nice bits of lore here and there, good writing at places. Started off with a lot of exposition that drew me out of it a bit, the connections and routes were pretty confusing (as well as at least one empty option). Xolo was a sweetheart, fun idea for an adventure game, having a secondary character to send on errands!
The writing in this was amazing, exactly the sort of shapes-in-the-dark worldbuilding I love. There were lines in this that gave me chills. Didn't really get the jam theme from this one but it certainly didn't make the reading experience any less. The game ended relatively abruptly, would really like more of this!
I'll admit, I went into this expecting to dislike it, assuming it was gonna be a simplegimmick or parody game. It won me over in about five seconds :3 No single element really stood out to me, but the game really held my attention and interest – the total was somehow really great. A bit messy at points, maybe, with grammar and wording.
An amazing experience, the writing was spot-on, to the point and incredibly effective. Artwork complemented the storytelling perfectly. I really felt this transcended the game jam experience into a full-fledged art game – with a smidgen more polish maybe. Didn't really feel the jam theme with this one but all-around wonderful work!
Oh damn, I was hoping it'd magically just work :/ Sounds like the visuals are failing hard, the sounds tell me that you're loading the first level and (moving right) picking up the first ability. Either some part of my code is Linux-unfriendly (maybe the resource loaders?) or AsciiPanel doesn't play nice with it (some people in Trystan's tutorial had problems, but nothing like this). If only I had access to a Linux machine... but if I do fix it or find a workaround, I'll get back to you :)
I coded the game in Java in VSCode and it uses Trystan's AsciiPanel extensively, Maven as project management.
As far as I know, "tasted the bitter fruit of life" is my own invention, from the phrase "the bitter fruit of <foo>". Unfortunately there's little more to the plot of the game: I ran out of time to add content, having to concentrate on mechanics. I would have wanted to write snippets of flavor text that could be found on levels, but what can you do. The game ends on level 50, where you face the people eater (patent pending).
Very true about the ESC key, I have a steady hand and I've never pressed it accidentally, but honestly it should pop up a confirmation box. It's unlikely that I'll add one at this point, already hard at work on the next project :D
That's correct. I originally didn't implement other diagonals than numpad since, honestly, I didn't even think of it. I've just updated a v1.12 with HJKL (the VI keys), which to me are incredibly unintuitive but won't necessarily be for others, and are certainly better than nothing.
I don't mind the cheating key being available if you find it - I don't advertise it (some people would rather not know, I'm sure) but it's one way to get to experience more of the difficult game. I trust people to police themselves :)
The game uses Ashley, a lightweight entity framework that I did no justice to, and AsciiPanel, an ASCII terminal display.
EDIT: Just uploaded a 1.1 HOTFIX version which fixes a couple of game-breaking bugs. I blame lack of sleep and/or skill.
Starting my 7DRL entry in 10 minutes (12:00 EEST). I'm feeling super excited, success here would mark the first time I finish a game project. I might update more about the project here as a sort of work-diary for myself but might be the work takes first place.
The roguelike itself centers around eating and a hunger system. Hunger systems are often fairly forced timers on progress, but I'd like to see just how far I can take the concept, hopefully creating a hunger clock that means something.


