This made me feel ill 10/10
K-Ramstack
Creator of
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Thank you so much for playing! Your video's really helpful, since turns out I missed a couple lines of code which is why it was so frustrating talking to the widow. Several of the conversations simply did not trigger for you when they should have. (I absolutely just guessed on the time it would take to finish, most people ended up taking 1-2 hours)
Interesting concept but I wish it had done something more similar to the gorilla from the Selective Attention Test from Simons and Chabris (1991) than the jump scares. Once you're aware it's there it becomes obvious, but otherwise people don't notice and failing to first notice something unsettling is way creepier.
Incredible sound design! It's not quite an escape-room game with puzzles, but more like interactive fiction where certain objects only become interactable after interacting with others. This leads to a lot of pixel hunting since you don't know what object leads to what or where it will be in the room.
I'm not sure if you consider this a spoiler or not so it's in ROT13 just in case. I really liked when: lbh tb gb fgnaq hc naq jnyx nebhaq gur ebbz, ohg V jvfu gurer jnf n ovg zber gb frr bgure guna gur glcrjevgre.
But all in all this is a fun little mystery with some great tension and I would be interested in seeing a post jam version!
Very interesting concept! I wish there was a way to put people on hold or something while you looked up numbers, I ended up having to screenshot them and have them up on my second monitor just so I could reference them. I also had a hard time putting the plug in the socket until I realized that it was based on the cursor not the plug image.
Parasite is a dice pool CRPG about a wolf regaining control after a parasitic brain infection.
I like the idea of being able to use almost any skill to when faced with a challenge, and the idea of rolling dice first then assigning them to a skill is pretty neat. I also like how you are limited in the amount of dice you can assign to a skill.
However, I also felt like when I chose a skill that wasn't suited for the situation the consequences weren't harsh enough and often times I was stuck in a loop of just repeating the same skill check over and over. I attempted to run from the hunter many times before realizing that I needed adrenaline and the only thing that happened was I kept getting prompted to flee, which is what I thought I was trying to do.
I also wish that the text didn't clear all the way until you attempted a check. I got up to go to the bathroom in the middle of playing and came back to just the question "What will you do?" and I had forgotten the exact context for the situation.
I also liked the organic look of the pins and the parasite squirming in the background. Very creepy!
The art is very lovely and I especially enjoyed the subtle glitchy effects on the character portrait after going out into the hall. Unfortunately the menu is a bit hard to read, all caps fonts don't really work well for blocks of text, but it works fine for main menu buttons and the title. All in all, a very good first game!
So what Dialogic does is it creates an 'input catcher' as a part of the scene, that means that you can't click anything. You can turn off the input catcher layer entirely through Dialogic by making a new Style, or you can shrink the input catcher by editing the scene. But if you need something on top of Dialogic, then you can always put it in a canvas layer and have that above Dialgoic which is at default layer 3.
Thanks! I'll check out your game when I have time!
Thank you so much! I'm really glad you liked it!
For storyboarding I just used loose-leaf paper and had them laid out on my desk so I could see everything at once. For writing the dialogue, I used ellipsus, which is a google-doc alternative, and just copy pasted it into Dialogic.
As for writing the story, I came up with the initial concept, then the gimmick with the evidence, and then the body twists and worked everything backwards. I then figured out what I wanted the player to interact with the game, ie the box, the computer and the phone, and I made what I called an 'evidence-chain' where I determined what piece of evidence lead to what else.
When it comes to using Dialogic, I would recommend learning how to access features from the code, such as flipping variables and pausing for menus. The best example in this game is when you talk to someone the first time I have a variable that gets flipped, so if you call and talk to them a second time, an {if} statement gets triggered that sends a signal to one of the gd scripts turn on the end call button.
When it comes to timelines, personally I prefer to have a lot of little timelines. The phone, for example, jumps to another timeline when you input the correct string, using the string variable. That way if I need to edit something I don't run the risk of messing up too many things.
If you have a button or a trigger that opens up a dialogic TL, if you press it you can set it to open up even if the TL isn't null, in which it will automatically jump to that TL. I used this with the End Call button which just opens up a new TL that has a single line of dialogue then closes dialogic.
I hope that answers some of your questions!
Great concept, but I wish the check button had told you wich section of info was incorrect. I spent a while assuming I had gotten the trail cams wrong only to end up brute forcing the "fewer" and "several" aspects of the checker to find out it was a typo in another section.
I like how the game doesnt spell out for you what happened and that isnt what you are figuring out it just leaves it up to the player's interpretation.
Looking forward to a full game!








































