saw god. he likes boys.
Nate Kiernan
Creator of
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I enjoyed how uncomfortable this gallery was. I can imagine a version of this game that is just about messing with the art until you find something you like, but I’m much more intrigued by this slightly hostile variant. It speaks to an anxiety I feel in a lot of real world galleries, where the space seems to consume the art inside it.
This was really interesting. The note about everything getting consolidated in Discords and Twitter threads in particular is something I’ve been thinking about and am similarly concerned by. Just trying to get my own forgotten game working has emphasized how ephemeral videogames can be if they don’t make it into the preservation canon. Thanks for submitting!
This is a magical thing. There's such a quiet longing in each poem. I feel like I'm part of a romance even if I don't know with who or what. I was uncertain about the text-to-speech initially but the longer I played the more it felt entwined with the sense of belonging but still being outside. That's a nonsense statement, maybe; this factory sitting in a wasteland, remembering some connection, reflecting on its absurd existence - there's a deep sadness here for me, like whoever's talking is only ever being heard in half measures. I love it, I love the bizarre humor mixed with moments of profound introspection, it's unlike anything I've played. I need to spend more time with it to feel as if I actually understand it, but the 1 & 1/2 playthroughs I did (accidentally ended it earlier the first time) were wonderful.
Wow, I really loved this. It reminded me of having anxiety attacks as a child ("meltdowns," my mom would say), where I would latch on certain images and just have a sensory overload. I know that's a weird way to compliment a game, but it's not a part of my childhood I think of much and being able to revisit / recontextualize it as temporary and abstract meant a lot. Love the use of mixed media and the GeoCities-esq train especially. I hope the hook person is alright in the end.
I love how everything looks like it's melting or on fire. The elevator motif really worked for me as an abstract "the world ceases to exist while you are in this box" kinda thing. I didn't care for how the characters talk like they're 4chan posters. I'm not sure if I missed some subtext but it seemed like an odd choice. Otherwise enjoyed it, I appreciate that I was never quite sure if I was breaking the game or playing as intended. It felt appropriate.
Adore so much about this. I'm from the states so not at all familiar with ceefax, but now I'm fascinated to research more into it as a precursor to the 24h news cycle. The recreation of an 80s digital interface is on point, I'm hugely envious (I've done some projects trying to do something similar and this is just so slick).
Thank you so much! I changed the viewport a little so hopefully they won't cover them up anymore, but it might just be a weird screensize thing. I wanted this to be simple so I'd actually finish it in time for the jam, but I'm super excited to try more branching/mechanical stuff in future games. So glad you liked it!
Hey folx, I just published my first game and was excited to share! It's a tiny little twine game about cooking pancakes with your partner, but I had a lot of fun making it and hope others enjoy it too! Estimated playtime is ~<5m, so a very light investment for your Sunday afternoon. Cheers! https://mrninjasquirrel.itch.io/apple-spiced-pancakes
Hey, just wanted to check if this was against the spirit of the jam. I'm making a short game in Twine and wondered if it would be ok to add some CSS so the game isn't using the default black background and font. Nothing fancy, just a bit of set dressing. Totally get if this isn't condoned given the theme of the jam, but wanted to ask anyway.
I made it to the second to last encounter, where you face the brothers, and my soul encounter went down to exactly zero which felt very poetic.
I got the ending where the Duwende take me, which I interpreted as being made into a giant tree on the forest's edge where I could watch over those who came next. big props for managing to be so evocative without a ton of text. it's something I'm working on with my own writing and appreciated.
Really enjoyed my first playthrough. I'm not at all familiar with filipino folklore so this was a fascinating glimpse into a different culture (definitely going to hunt down the book recommended).
I was a bit uncertain at first how to narrate parts of the game - whether I should just talk aloud to myself, write it down, or just mentally figure things out - but decided to write small entries for each test and enjoyed the experience of discreet writing prompts.
My favorite aspect is definitely how underpowered I felt at every junction. There are not enough games that leverage helplessness in interesting thematic ways and I like that my character feels small and fragile compared to the forest around them.
Definitely going to have to play through again. Maybe I'll make it out this time.