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Celia

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A member registered May 13, 2016 · View creator page →

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Thank you and thanks for the thoughts! This is the first time I’ve heard of the music not working, hmm - are you sure you didn’t mute the browser tab or anything? Can you hear sound from other games on Itch?

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100%, we’re asking the player to rules lawyer and then these areas are unclear. In the expanded version it’s a very different puzzle since we’ve reshuffled stuff, and we’ll make sure there aren’t any question marks.

Spoilers

To share way I see it working in the Itch version, we’re not answering “would the crown have passed this way in a hypothetical world where Norveth had never invaded”. We’re answering, “who has both the true bloodline and also meets the requirements to become ruler right now, after Oreleth’s death”. There is some overlap though since the bloodline prioritizes the younger child, Morfal’s, line over Soleel’s due to the ultimogeniture rule.

However, it would be better if it was just a single question of applying the rules at every step. We just need to make sure that’s clear and not annoyingly fiddly to sort out.

Thank you for asking about this, it helped clarify for me what we need to clarify in the Steam version! 😁

Thank you!

That’s the plan - we just have a text field in the lexicon, you can put whatever notes you want there.

But in the time since writing this devlog, I changed my mind on the hover. Now if you click a word, that opens it in the lexicon. It’s just a click, so it’s not hard to do, but it feels more like doing a lookup in your notes like a good scholar rather than having them handed to you in a tooltip.

That’s my current thought anyway. In the next week or two I’ll share a preview of the updated UI in a new devlog.

I love these ideas, thank you! It would be fun to expand the game some day… 🙂

Thanks! I must mention that we are making an expanded version with all new characters, words, and cultures. 🙂 Join our mailing list or discord for news on that!

Thank you! Good thoughts.

Totally agree on 1, that’s been one of our top priorities to redesign for the expanded Steam version. Now there’s a single search field that shows both the up-to-three new results and filters what you already have.

Point 2

I see, you’re totally right that the timing conflicts - her obituary says Lemot was exiled before her marriage, but his last words think she’s unmarried - tbh it was an oversight on our part, but I suppose being exiled and the marriage being secret could explain it. It’s not ideal you don’t see Sartina’s spouse on the tree, and we’re working to avoid those gray areas in the expanded version.

I’d say the timing matter doesn’t matter for succession, though. To be crowned ruler, you need to be married - the idea being a ruler should have the support of a consort, and they should be on the road to having kids to pass the crown down - but Sartina was never given the chance to be crowned ruler. She just passed on the royal bloodline to the current candidates.

That’s right! Glad you enjoyed! 🙂

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Thanks, glad you enjoyed!

It would be technically possible to randomize the words and names, but I think you’d start to recognize the storylines pretty quickly, so I don’t think it would be that effective.

We are however writing all new story and puzzles for the expanded version of Trevosa! I’m asking people who want more to join our mailing list or discord for news. 🙂

I love the letter, thanks for engaging with the game! I’m glad you liked it.

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Thanks for the details! This should be fixed now.

I just pushed a fix to catch problems saving progress to localStorage and proceed anyway. Now, affected browser will skip saving progress, but still be able to play.

What browser are you in? I know Safari is often touchy about doing stuff from within an iframe.

Thank you so much for the support! 💜

Is this when you’re planning to choose a different hint option and misclick on that? Just curious to understand the situation, but I can put that on the list to add, definitely.

No, that would just not lock in since it’s incorrect.

It’s plain old HTML/Javascript, which I always use for jam games because it’s so quick to get started and works great for a UI-focused game.

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Thank you for commenting, that’s a great point! It will be better to have the option there so players can play the way that works for them. I appreciate the perspective!

(Not late at all btw, we’re working through these things on the expanded version now and always appreciate feedback and thoughts!)

This video is a delight, thanks for sharing! 😄

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This is excellent! I love working out people’s identities and relationships to fill in the family tree in what I’ve seen of Funeral for the Sun, so getting to experience that in a very tight and creepy package here was fantastic. It was engaging and dramatic to discover everything that’s going on, and then I went back over everything to slowly put the pieces together, and then it was really satisfying to finally understand what happened and what to make of certain characters. Creepy and fascinating!

The only thing I ran into was even when I thought I had everything complete, the end didn’t trigger. But after I restarted and reloaded the save it worked.

such a thing would also carry the unfortunate implication of the “foreigner from a dominant position” dictating the future of a sovereign people.

Right! Before I say a bunch more, we need to just write it and see how it shakes out, but I don’t think I would want the player imposing a dissolution of the traditions, I would want that to be something that emerges from the characters themselves - more of a note of change at the end than a full plot.

I hope that my comment hasn’t made you concerned that others think less positively of your games than they seem to do.

Oh, not at all, like I said it was really refreshing! It always feels wonderful to hear what people like (and thank you for your nice comments as well), but I’m well aware there’s potential to improve, so hearing where we’re not hitting the mark is really useful. If you hadn’t enjoyed the game you wouldn’t have played all the way through and given it enough thought to look at these questions, so don’t worry, I completely appreciate it and I’m not concerned at all.

At the risk of sounding pushy, feel free to join our Jamwitch discord - we have some dedicated channels for gamedev and there’s a lot of other folks there working on projects in both the narrative deduction and language game area, who are sharing their progress and getting playtests and so on. Would love to have you, but no pressure. Thanks again for your thoughtfulness!

Yep, the current prototype adds a word to the lexicon if you search for it, even if you haven’t seen it in a document yet.

That’s why I said one-to-one! Sevol and leevoth are our existing examples where there’s not a single word English translation, and olesata is a cultural word where what it entails is clear to the speakers but not immediately to the player. We want to add more like those.

You’ll be interested or perhaps frustrated to hear the seed of the idea for Trevosa was an alien family tree where you’d be mapping out very different family structures, relationships, and cultural practices than humans’. (The focus was always going to be on understanding the culture, not on any complex linguistic puzzles.) I love scifi like Ann Leckie’s and Arkady Martine’s where you’re asked to figure out the culture from context clues and how it informs the characters and story. When it came time to put that idea to the test in the 72 hours of the jam, though, we had to scope it to lean on more familiar fantasy tropes and structures, for both our own ability to come up with the story and to make it more approachable for players. (I haven’t given up on the alien idea for the future, though!)

It’s been clear to me that we missed some opportunities to have more interesting and less English-related terms, but only recently in revisiting the story have I come to see what you’re saying: following the bloodlines and understanding the strict rules about succession is a good deduction puzzle for a family tree game, but if identifying that “rightful heir” is the happy ending for the game, that does indicate that that’s a good way to value relationships (and that monarchy is a good way to govern, which I obviously don’t agree with either.)

With making an expanded/reworked version of Trevosa, we have a new (at least new to me, an inveterate game jammer) opportunity to actually take the time to put thought into the overarching themes and values of the story. We’ve already mapped out other groups the player will be meeting who have their own values for what family means and how people relate to each other. But your points made me feel extra convinced that we need to think more about the player’s role and what we’re presenting as the happy ending to the tree investigation.

I always feel really energized when I hear thoughtful critiques of our games, because it’s bracing but makes me excited to do better! It makes me wonder who else has thoughts that they (out of motives of kindness, which I appreciate) don’t want to tell us directly in a comment or on discord. But I’m glad I found this one and thank you for being so thoughtful about it!

I hope to see your work in narrative deduction sometime! For something like Dungeon Descent, truly my ideal outcome for making something like that would be it giving others ideas for how to make something better than what I can make in the time I have, so hearing you’re drawing inspiration from our games is awesome, thank you.

Thank you for writing this, lots of great ideas that would be interesting to explore!

As a creator of one of the games above, I’m especially glad to have stumbled on this. We’re making a new iteration of the game and are currently discussing how we can expand on the parts that are fun puzzles and fun individual story moments, but put more thought into the themes and values past the one-dimensional surface we came up with during the jam - but wondering, would players even care about how those things land? So hearing someone does care about it means a lot, thank you!

Oh no! That’s a new one.

What browser are you using? Does refreshing the page help? It’s working for me on Chrome and Firefox, so you might try a different browser and see. My guess is it’s not a fundamental bug in the game, but some sort of interaction with a browser extension you have, or something like that.

Yep, if people playtest the tooltips and still feel they want a further step, we can have different settings for it.

This was a while ago but I think the idea was the way gamedev works is the game is either just fine or a rare smash hit? Haha. And we just wanted to mix it up.

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Makes sense to make it toggleable, we’ll see how it plays.

Yeah, I definitely don’t want to lock in the translations, for the reasons you mentioned! I don’t think it’s possible anyway - what if someone phrased their translation differently than what we happened to put as the answer?

That’s similar to the tooltip idea, except I’m requiring the player to hover on the word to see it.

I think that’s important so you get a chance to think of the translation yourself before the answer is revealed. Of course we can see how people feel in playtesting.

Yep, I discussed it in the last Trevosa devlog.

Thanks! The biggest hint to understanding solaam is in the Final Note.

Thanks! It’s just vanilla HTML/JS, which I always use for game jams since it’s super fast to pull together and works well for a UI-based game.

Thanks! And to correct the record, the Steam version of Roottrees has totally original and great art (as well as a whole new segment of the game beyond the Itch version!)

Check out The Scepter Crisis document too.

Those are two words that don’t have a 1-1 translation in English, but looking closely at the examples in the tree should reveal the distinction.

Indeed! There’s another nonbinary character too.

Thank you so much for donating! 💜 I’m glad you liked the format, I’d like to do more with it someday too! (Though for now we’re focused on our latest narrative deduction game, The Archives of Trevosa.)

Good thoughts on the dates! Each document does have a date internally, and I was wondering if we should just show that to the player (given that documents are already ordered.) It might add an interesting layer of puzzling to ask the player to work out some specific puzzles using that date information… We’ll have to try it and see how it works out.

This post is covering all the changes we’ve made since the jam, not just recent ones, so sounds like you might have already seen it - if you were able to enter the True Heir title, then there’s nothing new beyond that.

And for sure, we’re hoping to add a few more cases of words without clear 1-1 translations in the expanded version!

Fun concept and art style!

If you don’t mind feedback, I had some UI complaints: the textbox text constantly changing size/wrapping was very distracting, and when I was dragging a chess piece, I expected to drop it so its base would land on the target square, but I guess my finger had to land on the target square instead. On mobile, I didn’t love having to zoom in and out of the different times - it would be nice to always have one board centered, but with a timeline that lets me switch or scrub between which time period shows.

Keep it up, this is fun flavor and an interesting game!

So glad you enjoyed it! Thank you for the thoughts, and I can say that those things are indeed on our list for a future update.

Thank you! I’ve super busy with other games, so I’m a little behind on adding in the translations I have so far… But I’d really like to and was intended to do that by the end of the month. So I’d love to discuss adding Spanish, would be happy to talk on discord.