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Felicity Drake

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A member registered Oct 21, 2018 · View creator page →

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Thanks for the link! I enjoyed the full version. I still haven't seen the third ending, because I just couldn't bring myself to do it... 5 degrees at a time... brutal. Great work!

Thank you for the detailed explanation! I played through again and thought I caught a glimpse of the branching, now that you've explained it. What a neat idea! It makes each playthrough feel unique in a way that's hard to explain or rationalize.

Beautiful style! I especially love the detailed background of the second page. And you have a clever way of incorporating interactivity!

I love the way the changing gradient background reflects the environment. Wonderful writing and an interesting take on the theme of love!

I didn't find an explanation for the title in the game. Is there a story behind it?

I loved the rewind mechanic and the intense interiority of the prose. Felt very personal and familiar. Lovely!

This is wonderfully original!

In your final comments, you mention that the player sees different choices in different paths. If there are different paths, it was pretty opaque to me how that worked; because there's no obvious narrative or structure to make sense of it, there's sort of a firehose-into-a-teacup effect of an overwhelming variety of words and colors. I wonder if I am overlooking some of its internal logic?

I adore this! It so perfectly executes everything it ought to. The visual style is simple and elegant, the prose is clever and charming, the choices have real impact on the story, and the endings have such different flavors.

I love the procedural text! I love that the dossier is timed!

I would definitely love to play an extended version of this, perhaps one with more room to explore the relationship between the protagonist and their partner. But you do a tremendous amount even in this smaller form--bravo!

Bug report image below:


The structure of this is unique, and I can't explain why, but it feels really immersive or participatory, like the player is focusing their attention in the same way the protagonist is. I like the blurring effect at the end as well: like what has passed by is out of focus and the player/protagonist is having a moment of clarity about what matters now. Lovely! :)

This game is honestly an inspiration for what is technically possible in Twine.  Just wow! Also, I love the idea of the interactivity being through the buttons on a remote control.

It's impressive to write a genuinely effective sci-fi twist in under 1000 words! Fun to read and replay.

The idea of using Twine to allow the player to create a customized letter / story is really creative!

I love the art style, and it communicates well without words!

The sound effects and prose style combine effectively to create a really distinctive atmosphere. "It's always evening"--I'm not entirely sure what everything signifies, but I'm completely drawn in.

I like the way you use different colors for the dialogue; it makes it clear what's going on without wasting words. Lots of interactivity and meaningful choices, too!

One thing I noticed was that I saw the same transitional text several times in each playthrough, so I ended up spending time just waiting for text to fade in. Personally, I might have preferred it without the animation.

The competition is pretty amazing!

Yeah, I think it's inherently difficult because people's reading speeds can differ so much. I tend to just present the text all at once, but I know some people find that visually overwhelming or harder to read.

Genuinely funny, with real interactivity and A+ use of emoji! :)

I love the way the story works when you view the scenes in different orders, and how the scenes rearrange themselves depending on how you play through it. Wonderful!

I think the theme of self-love is a great interpretation of the game jam's theme! I wish the choices had more of an impact on the ending, but I like the way the choices are reflected in the game text as you progress.

Unconventional, evocative, and lovely!

The responses to choices feel meaningful. Sweet and well done!

This is such an original use of ChoiceScript! Wonderful, creative, strong writing. It's incredible how much interactivity and freedom to experiment you packed into 1000 words.

Based on what you wrote in the description, it sounds like the game originally had all of Alex's dialogue, and the 'parser error' was introduced to cut it down to fit the word limit? I understand the way that represents the communication gap between human and machine, and it increases the challenge of the game. But it also makes it difficult to get a sense of Alex's character or fully follow the plot. I wonder if you would be willing to do an expanded release after the game jam? I would love to play a full / longer version of this.

Oh--I found two of the three endings. I am very curious to find out what the third is!

I love this!!! I can't believe you pulled off a parser game in under 1000 words.

Funny, clever, and immensely satisfying to figure out. I had a blast playing through all the endings.

I would have liked to see more choices / interactivity, but the atmosphere and the twist ending are wonderfully creepy!

The prose is strong; it's amazing how much of a story you fit into under 1000 words! The ending is particularly sweet and moving.

I have one quibble, which is small and totally subjective: the speed at which new text appears is a bit slow, and I spent some time just staring at the screen waiting for the story to continue.

I really admire the visuals here! Subtle, consistent Twine styling, and the images fit in well with the game's overall style.

The choices are meaningful, and I like that there are many different endings. I wouldn't mind a restart button / link at the end, because I definitely reloaded the page a bunch of times to try multiple paths.

Sorry for the bother, but where can we see the voting criteria? I don't see a voting page linked anywhere. Thanks!