The game has map location puzzles, a repeating divination mini-game, text entry prompts, and a smattering of layered backgrounds. I could've modified the Inky export template js to implement the related work in there but I made a tools preference call.
distractedmosfet
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Thanks for reporting this. I'm trying to figure out why this error would be happening for you and no one else.
I'm curious what Browser (and version) you happen to be using? I can see some reports from January that apparently Firefox version 134 had some issue that caused Godot web games to fail to find their .pck file (where the game data lives) and so they get that error. And people report the issue going away with version 134.0.2. So perhaps check for a browser update if your version is somewhat old, or try another browser (assuming you feel motivated enough, I won't blame ya if that's a hoop you don't feel like jumping through).
If it's not that, *maybe* it's some issue with some browser setting, assuming you're the type of person to get into very specifically configuring your browser. They can have some affect on Godot's file functionalities; notably there is a feature that requires the browser have IndexedDB turned on. But I don't believe that functionality is used by my game. So this seems unlikely, but in the off-chance you are some browser configuration power-user, maybe something will jump out to you.
If neither of those are relevant to you, I could try uploading a downloadable version for you to try, and just take the bet that you're unlikely to *also* have it happen locally.
Thanks for your feedback and most of all, thanks for sticking with it!
I agree with your points. The text speed is definitely a pain point in particular, and there's lots of guardrails that could be put onto cases to help you not waste days in stupid ways.
The game came together quite late (my fault, not the other devs) and so some problems really weren't identified until way too late. In particular, I didn't realize just how bad the text was because I thought the pain I was experiencing clicking through was being a dev who already knew all the stories, not that it was just generally slow even if you really needed to read it. I'll probably try to improve the text situation a bit in a post-voting build. And there's a decent chance I'll revisit the core ideas in it again someday, but I can't promise when.
Hey there. First of all, pretty good short game! I had fun. Second, I was playing the german translation and noticed during a phone call with Linus (I believe) that it pulled some dialogue from the wrong language. The text was: "Cuando salga, dejaré la batería en el plato donde come Arnold", fortunately I managed to figure out where to find the thing anyway :)
Thank you so much! I'm fairly inexperienced as a writer so it does a lot for my confidence to hear that you enjoyed it. Also, you should check out other games from the inkjam if you haven't! Random recommendations: check out They Were Here, "Gospel Says (I lied)", and "I'm late for work AND stuck in a time loop!!"
You guys have done a really good job. You had a structure that helped make the story a coherent experience in something that could otherwise have been confusing I suspect. The writing was really solid. I'm particularly impressed because it feels very polished. Most entries have some typos, mistakes etc. I think I noticed some Act 3 scenes saying Act 1 in the title? And I think that was it. I wish I had that kind of eye. Felt very professional. And there was a lot of good details that allowed me as a reader to imagine the scenes.
A really solid entry! It shows that you don't need a """deep""" narrative and can do really well with a simple story and a good interactive structure. The quite brisk prose was really easy to read and got out of the way of enjoying said structure, and so at no point did it sag and become a challenge to stay engaged with, which is a problem I've found in other entries. (Not that I'm too harsh on them for it, there's very little time to edit these things and address those problems).
I don't think I do anything too crazy (and honestly I wouldn't be surprised if I do some stuff in a way that's just stupid) but here is the file for my entry, In Reverence of a Captain: https://hastebin.com/dahoyatawu.coffeescript
It's worth noting that I used a modified version of the web player to support the special THEME command to change colours in different scenes. This is not standard and anyone trying to mimic that will be disappointed/confused.
I like all the various use of colours, fonts, etc you pulled off in here. It's a neat time-effective use of the format for a 3-day jam! Also I think your prose was pretty solid, which is a challenge given so little time for editing. I will say that I somewhat randomly clicked through to what was apparently the best ending on the third attempt, with out really understanding how my actions lead to that outcome? Puzzle design in 3 days is hard. I commend you for trying (I chickened out of doing any particularly hard designs).



