Thanks a lot. Glad you enjoyed the experimental style. That reflection on how to do things differently is exactly what the game is all about. Appreciate you checking it out.
EDORG GAMES
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Haha fair play, you caught me. It is an older project, but honestly, my main goal right now is just to reach as many parents as possible. The game is built to help with trauma healing and give people that gentle push to finally break the cycle. I thought the metaphor fit, but getting it out there for a good cause was definitely the drive. Appreciate you checking it out anyway.
Thanks for playing! 😊 Glad you liked the idea!
The scrolling is actually intentional since it's built in Twine and leans into that visual novel style. As for the grid, I kept the controls deliberately simple with mouse clicks to stay true to the design, but I appreciate the suggestion. Thanks for taking the time to leave feedback!
Haha, fair enough, but that's not really what happened here. 😄
The game itself contains zero AI-generated art. It's just a little grid-based game I built with JavaScript and Twine. The only AI-assisted thing involved was some minor touch-up work on the itch.io cover image, mixed with Photoshop.
And regarding the 12 jams... that's basically what itch.io is for. If a game fits multiple jam themes, I'll submit it to multiple jams. If it fits 12, cool. If it fits 100, even cooler.
Either way, thanks for taking the time to check out the project.
Hi Aleksandar,
thank you for the detailed feedback and for establishing your rules of radical candor. I highly appreciate structured, thoughtful critiques, and I will gladly take a look at your submission in return!
1) The Positives:
Thank you for the kind words regarding the research, the neutral tone, and the generational loop. It means a lot that the uplifting intention of the game resonated with you.
2) The Mechanics:
You touch upon a fascinating design challenge. You are completely right that in real life, failing to regulate isn't about choosing a bad option, but a failure of capacity—lacking the mental clarity or energy in that specific moment.
In this game, that "capacity" is represented by the Battery and Pulse variables. Because you played very efficiently and reached the Flourishing ending, you likely missed the core "fail-state" mechanic: If your Battery drains too low or your Pulse spikes too high, the empathetic options actually lock and become unclickable (greyed out). The game physically removes your ability to "do the right thing," simulating that exact loss of capacity you described. It only feels easy if you manage your resources perfectly!
That being said, I really appreciate your suggestion of using mini-games in future projects to make that internal struggle even more visceral and mechanically complex. It’s a great idea.
3) Language Note:
Thank you for the proofreading! Just as a quick language note in return: while "next door" definitely refers to adjacent houses, in everyday conversational English it is also widely used to mean "the adjacent room" within the same house (short for "the room next door"). But I appreciate the keen eye.
Thanks again for your time, your effort, and the great review.
Thank you so much for the incredibly kind words—and I am bowing right back to you!
Generational coping mechanisms are such a deeply ingrained part of who we are, and my main goal with this project was to shine a light on how these invisible patterns are passed down (and how incredibly hard it is to break them).
To hear that this message landed so precisely and resonated with you is honestly the highest praise I could ask for as a developer. Thank you for playing, and for truly understanding the heart of this game.
Major Achievement: #7 Overall & #2 in Storyline!
I’m incredibly proud to announce the final results for the Scariest Horror Jam. Out of 82 talented entries, "The long Night" secured 7th place overall! Since I poured a lot of effort into the narrative and psychological elements of this game, seeing it rank #2 in the Storyline category is a massive achievement for me as a developer.
I want to send a heartfelt thank you to the judges and everyone in the community who supported this project. Your feedback is the best motivation I could ask for as I look toward my next game.
If you haven't experienced "The long Night" yet, feel free to jump in and see why the story stood out.
Thank you for the honest feedback. The Long Night was actually my very first project, and my main focus at the time was purely on telling the story.
I completely agree with your points regarding the combat and the complexity of the characters. I'm currently considering a rework of the combat system to give it more weight. More importantly, I’m taking these lessons to heart for my next projects to ensure a better balance between narrative depth and engaging gameplay.
Thanks for playing and helping me grow as a developer.
Hi,
thank you so much for this detailed feedback. It’s great to hear that you enjoyed the art style and the time travel story.
You’ve made some excellent points: I’m definitely looking into making the music loops smoother and adding more 'inline' visuals to keep the immersion high. The suggestion about showing the enemy during combat is fantastic and is now on my to-do list for the next update. I'll also do another editing pass on the texts to polish the experience.
Thanks for playing and for helping me make CODE OF AGES better!
I’ve pushed a small update to The Long Night to address an issue with the opening sequence. It came to my attention that the intro video wasn't triggering correctly on several mobile browsers. I have modified the way the intro loads to ensure a smoother experience for everyone playing on their phones.




