i like dice, but i didn't miss them here. dice are uncertain, & they take control away from the player & introduce emotional notes like surprise, humor, disappointment, futility, the thrill of taking a risk, trying to punch above your weight. those notes support DE's themes very well.
but this game feels dire & resolute, and the choices in each challenges seem less like risky attempts & more like intentional choices. the results of choices being determined by whether or not your stats hit a certain threshold, like in Fallout & Reigns, gives the player a lot more control. this also means the player is more accountable for their (in)ability to complete certain tasks. with what Winterwrath is right now, i think the weight of that accountability works very well.
but ofc, for a longer experience, you might decide that uncertainty feels more fair, or more RPG-y, or emotionally significant.
d.h. croasdill
Creator of
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very cool, i defied winter to prove steadfastness can be an expression of mutual benefit rather than individual survival.
for a longer experience, i would love to see some little indicators showing what choices affect which stats. you don't have to give away all the details-- for example, Reigns handles this sort of thing in an effectively opaque way. good luck with the project.
really exciting work. love the sounds (the "entering a pipe" noise made me grin), love the aesthetic, it's like modernist ascii art. this feels like a rich vein, you should definitely explore this vibe more. would love to see a game that uses type-writer-based designs to bolster a mechanic or narrative
this was so much more engaging than i expected-- gonna echo another commenter here to note that it took me 6-8 hours to get through the game & i only got frustratingly stuck once. the mystery is designed very well.
i think you've also tapped into something special with how the interfaces & the researching behavior interact. you've essentially split up the functions of a text parser game across a couple different tabs, sort of forcing the player to move between these tabs & actually earnestly learn & retain fictional information. it's very Sam Barlowe, 90s-00s narrative design-y. it's also very true to how one does research. as someone who does a lot of historical research with often fairly inconclusive findings, it was super satisfying to use those same behaviors make demonstrable process through a system.
The Roottrees are Dead is a great work. thanks for sharing it.
what a thoughtful set of replies! i am, perhaps unfortunately, a bit of a formalist, so a tight relationship between form & content is something i prize quite a bit. however, i will consider the use of a looser connection next time i sit down to make a hyperpoem, maybe i'll even drop you a line to hear more about your thoughts on the matter.
thank you so much, i'm looking forward to playing with your submission early this week.
mr. milkman,
there was only one rule for downloading my pdf. having broken this rule, i suspect that even now you are hearing from my team of lawyers as they scuttle through the walls of your home. you have until midnight to return any stolen tattoo ideas, or else my lawyers will make their way into your pipes. god help you if they should make it to the pipes.
please consider this your final warning.
-- d.h. croasdill
aw thanks nur. i appreciate that coming from you. i made 100% of this on my phone, & everything except the bg image (put an image thru ditherit.com to get that good, crunchy look i love) & the tilt put on the tiles (javascript lifted from Pippin Barr's website & cranked up) is stuff you can do in html/css pretty straightforwardly. the window itself is a set of three divs nested inside of each other.
the css for that:

the html:

























poem.

