I WOULD meet the spores. Please get me into that apartment stat
Kanderwund
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Great game. Wrote a longer review for it on IFDB, but if you're reading the comments and wondering what this is about: just play it.
This is creepy as hell, awesome job. Great art.
My theory about what happened:
Malhar and Isabella were affected by some kind of anomalous effect, maybe the titular "Nihilist Syndrome", derived from a glitch in reality. The protagonist seems to be a computer scientist lecturing about computer memory, and the story places an emphasis on how contaminated data can result from improper memory allocation, causing incorrect behavior in the program, because the program is unable to distinguish between "real" and "false" data. To the computer, it's all real. "It'll run your program with those junk variables exactly as it's programmed to do, even if it destroys itself in the process." Malhar and Isabella were either real students who were contaminated and then erased by this junk data, or they were never real in the first place, solely products of junk data in reality that were then erased by some kind of reality garbage collector.
"Nothing about them was recognizable anymore-just a complete... deconstruction of the body..." By the time the universe gets to erasing them, they've been affected enough that people can no longer recognize them as human. It spreads to the area around them as well, affecting the cleanup process while their bodies are disposed of. People are incapable of reacting to their deaths, as if a mental block prevents them from acknowledging the glitch in reality. It also seems the glitch caused the professor's dwindling lecture attendance.
At the end, it's as if the students never existed. Either an antimemetic effect, or the cleanup made it so they retroactively never existed in the first place, except in the computer scientist's mind.
Reminds me of oldschool SCPs, in a good way.
Genuinely really cool. Wasted a bunch of blood on the first day because I didn't realized you could click blocks to break them and move around that way, but after figuring it out navigating the maze was a blast. The writing is fun. I'm amazed the whole thing is apparently made in a custom Typescript engine?
This game actually has a really cool concept. Reminds me of another game I played with a similar idea (click around to progress). Adds an extra level of immersion to what would otherwise be a linear narrative...
Thanks for telling me. Will try to fix that soon. Sorry you couldn't finish the whole thing - I did test it, but bugs have a way of slipping through. Could I ask what browser you were using? It worked for me when I was testing using both Brave Browser and Firefox.
Edit: I've tested the game using Firefox, Brave Browser, Opera Browser, Microsoft Edge, and Google Chrome. I couldn't recreate the error. I'll have to put the bugfixing on hold, since I can' t exactly fix a bug if it doesn't show up for me.
I clicked every word my first playthrough and it was great seeing how everything is progressively erased. I read it as a gesture at the fallibility of memory, degradation over time, and how individual experience is ultimately just a sliver of the reality that can never be captured in full. The writing is awesome too.
everything’s constantly in some state of appearance and reappearance
I'm a sucker for multiverse type stories, and this one nails the concept. I'm also a sucker for the idea of running a safe shelter/rest stop in the middle of the apocalypse. It's fun to see the society that would arise in this situation.
Was reminded of the story "And Then There Were (N-One)" by Sarah Pinkser. That one's a murder mystery, though, so I think it's darker in tone, despite its slightly more hopeful setting.
When a fawn is born, it is slick and bare and yet walks only with the vague dreaminess of one long slumbering. It knows already which berries are wholesome, which poison. The forest floor is thick with seeds that germinate only in fire.
Interesting and moody writing. I like the idea of wandering a strange and holy place that seems to be filled with fragments of other realities. Mazes like this remind me of Piranesi by Susanna Clarke.
Hey there! I tried playing the game and it had a really interesting start, but I got stuck in the Factotum's Hut because I did "sit on hammock" and then couldn't find any commands that would get me out of the hammock. Tried "get off hammock", "get out of hammock", "out", "leave", "stand up", but no dice. Am I missing something?
Driving through small towns and strip malls in the night and rain is a very specific American experience for me. Actually, the whole story reminds me of places I've been. I'm familiar with the suburban environment where everyone is separated in their own house and you need a car to get anywhere, where there isn't much to do and not many people to talk to. Even with the people you do know that you could call "friends", there still isn't much to talk about and you're never really sure what to say to each other. At least, it was like that for me.
Got the ending where you tell Charlie how you feel, but I found it interesting how there wasn't a major love confession or something, which part of me expected. Instead there's only a promise to meet up later, which might turn into something or might not. I found myself thinking that it's still possible for these people to drift apart and eventually stop talking to each other, because that's what happened in my life.
Cool project. Really like the various types of interactivity and how different each minigame is. The pill one in particular gets at the mundanity of living through a daily routine without end, thinking about how strange it is that this is what you wanted and now have.
It's like an interactive version of a weird animation you find on Youtube at 3am. Or a collection of obscure Flash games that might have existed in the 2010s.












