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coltergeisT16

19
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A member registered 8 days ago · View creator page →

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There is! But it's REALLY hidden, you have to dig deep to find it.....

DM me if you need a hint!

OH also there's more to the holding cell and some other rooms if you look closer....

Thank you so much!! I was kind of worried about how this game would be received, it felt almost too avant-garde but I'm really glad to hear you enjoyed it!

That jellyfish is so cute!!! Your art style is so comforting, this world you created felt very sweet and endearing. I also like how choice plays out in your story and that you have different illustrations for nearly every path. It feels like you can smoothly navigate through this little guy's journey and the choices you make feel conscious and deliberate, even if they do only lead to different things for him to eat. You presented this really well in a way that was wholesome and meaningful!

I will always submit to the will of Mr. John Cheese. Your writing style is hilarious and I found myself with a dopey grin on my face even for a short little project like this. Choice also presents itself in a very interesting way, I think for players who notice the theme right away this game gives their choices more weight.

I absolutely adore this game, from the art style to the writing to the unique dialogue boxes, you've truly made something beautiful here! Your characters are so cute and this dialogue is really meaningful and introspective. I was honestly surprised this was only 300 words. You've managed to pack a lot in here for such a short story. The way choice presents itself through dialogue really lends itself to the characterization. I like that the plot doesn't deviate too much despite your decisions; it still made me want to go back and explore other "routes", but the meaning was always there. Again, very well done!!

Your writing style is strong and punchy. This is well suited for this type of game. I admire this puzzling landscape you illustrate for the player. Choice in this game felt limited which also worked to your advantage. The monotone color scheme also gave this a mechanical feel which works well with your intentions. Really nice job!

I'm a fan of this premise, but it feels a little unclear going in. I didn't realize at first that the set up was that you're playing a game with your girlfriend and you get a text. I also didn't realize the orange text was supposed to be her at first. Nevertheless, colors and text effects did make this game a lot more enjoyable and I like how you presented these very drastic choices in a game that felt very dangerous. The affection meter was very cute too.

There's a heaviness your presenting here that comes across really well. The pressure of time in this short experience and the lack of a back button really makes your choices more potent. The commentary at the ending is also really poignant, the statement you are trying to make is very clear. I don't know if it was intentional, but the choices shifting down when the timer starts encapsulates that fear that one would have in this situation; that hesitation that you make apparent. Astounding piece.

Your game is wonderfully unhinged. It really feels like you stripped down a modern office to its core components and made it feel very surreal. Stock images were a great way to get this point across (where did you even find some of these??). At first I thought your premise was a little unclear with the forgotten idea, and I didn't realize the significance of the notes I was looking through. But I like that they're all kind of nonsensical corporate tech jargon. The ending killed me. 10/10

Sparing words seemed to really work in your favor here. Keeping it vague made this game all the more intriguing. I think Twine worked really well for this type of storytelling. In terms of looping, I think that actually adds a really cool layer of narrative. Its like your getting caught up in this web of paranoia and delusion. I do think there is a lot of cognitive load with how many choices there are at times. But I do think you do well balancing this out by making your passages simple and recycling them. I really admire your language use here, this is one of my favorite types of storytelling.

As a huge escape room fan, this was very enjoyable to play. Your use of illustration makes this game feel really polished. I do think that there is some mental clutter with all the choices that the player can make even though only some of them actually lead to the end. I also had some trouble remembering exactly where I was because some directions were layered by passages. Still, I think this works well as a puzzle game and I appreciate the puzzle you incorporated. Good job!

This noir detective style is really silly in the context of fruit. Your story really draws you into this world and I like the risk created by choices being able to lead to lost evidence. There's also some nice replay value with the killer being randomized, but I do think this is somewhat limited once the player knows what path leads to all the evidence. But even for this short assignment, your project is very effective and very fun to play :)

I'm very fond of the setting and the premise, you've done a great job immersing the player in Mesopotamian culture. The illustrations you provided were also really nicely done and added to the story. I will say though, I think your story could benefit from more choice. These decisions made by the player feel largely inconsequential considering one wrong move immediately results in an end for most of them. It also feels a little too linear with how you have exactly the right number of goats to buy the materials for the votive. I realize the word count makes this kind of change difficult, and I certainly wouldn't sacrifice your effective writing style towards that end.

I love the text effects you used here! The typing animation really added to the atmosphere and the feel of that old computer. It's so cool that you were able to implement a fully functional card-matching game into this, it played really well! It was kind of diabolical though with the time pressure (especially on harder difficulty!) and having to scroll repeatedly to see which card you selected. It also would've been helpful to know which card was the one I just selected, and what the second card I chose was instead of both being flipped over. Still, I think this unique challenge made me want to beat your game even more. I had a really good time playing this, and I commend you for how fleshed out your design and code is!

The art you made for this is SICK!! I love the dynamics poses and monotone color scheme, they make this project really vibrant! Also, I think it's cool that you only used illustration at extremely pivotal moments because I think this allows for the player to fill in the gaps with their imagination (something I think works really well in Twine). In terms of narration, I like that you create this sort of desperation and tension with how helpless you are as a player, limited by your choices. I will say, sometimes this limitation makes replayability lose some of its value, but I don't necessarily think that's a bad thing. A linear narrative seems to suit this story despite it being a choose your own adventure. The ending of the asteroids as a plot device makes this game feels very absolute and final. Doubling down on this effect through your endings might add to the impact of the story. Besides that fact, this game certainly holds its own even as a demo and I appreciate the work you put into this!

The resource management makes this game very compelling. I like also that you've incorporated randomized events after every choice. However, I think there's a certain lack of clarity with some of the events and the win condition. You only list in the beginning how to win and not how to lose. I found myself winning seemingly at random, after a few runs I still can't even say for sure what the win condition was. You also neglected to list the player's stats during events that changed your stats, or worse, when the player was confronted with an impactful decision. This can lead to some hard decision making, and I think unless the player has a good grasp of what their resources are like, they'll almost always choose to opt out of events like this. I think it also might be to your advantage to balance out some of the stat distribution with events and actions more to make it so that there is more at stake for the player. It wasn't ever really hard for me to survive even when my stats were low. But I do love the choice you present the player with and the things you throw at them to keep the tension. This game feels genuinely fun to play and there's a lot of replayability with events being shuffled and stats leading to different endings.

This game is adorable and really eye-catching! I love the colors you used for the background and the personality you gave it with the emojis and custom text box.  I also like the stakes you created with the premise of impressing your crush, I felt like this really made me want to choose the better option. The points system also added some level of tension with how different choices impacted your points. I also like how you made different endings for different point ranges. I will say that some of the choices felt fairly obvious, making the game seem a little more linear at times. I like the exploration of how different people might try to woo a crush on the beach, but I think you could take that exploration even further by making the outcome of each choice a little less predictable. There was a choice to "Wipe out" on one of the branches, but I think it might be a more compelling choice if it was some kind of risky trick that then resulted in the player wiping out. You might also want to consider these risky choices multiple randomized outcomes so that runs vary a little more and there's more reason to replay. Of course, I know that's a tall order with this word limit. In any case, I think this game plays really well and is a very provides good narrative for a cute premise :)

I like this trope of four intrepid heroes slaying a monster. The language you use throughout this game is very powerful. However, I found that wasn't much direction given to the player from the game itself. Although I appreciate that you added a dice rolling mechanic, I didn't quite understand how it worked. The game would show me what I rolled and then on the next screen it could say a completely different number when listing the roll. Was that supposed to be what the dragon rolled? I also didn't quite understand how the weapons and classes factored into combat. You give nice descriptions, but they're not very telling of what each item or class actually does in terms of mechanics. At first, I picked weapons corresponding with the class I had chose, but I actually found my best run came from using a longbow with the mage. I was able to do 2 damage on my first turn, but I didn't fully understand why or what made the longbow better in that scenario. There's also a damage counter after rolls are tallied up that remained blank for most of my plays. Who's damage does that represent? What you have here is fun and playable, but I think it just needs some quality of life to make it even more compelling.