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A member registered Mar 20, 2019 · View creator page →

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Thankyou!

Aw, thanks! I love history in games!

Thanks! Yeah, it was originally meant to be earlier in the hunt, so the game was meant to be more leading and on the easier side for those who aren't used to text games. When I get more time I would love to go back and lean more on observation and investigation.

A very heartfelt story with fun characters, adorable graphics, and satisfying puzzles! I would love to see a longer version of this!

So would I! :D. Hopefully I'll eventually expand it. This was a purely a "Can I learn twine" exercise.

I have a couple of ideas! Figured I would post them here.

Idea #1: The player is a ghost who has been summoned by a Ouija board. They must answer the group's questions and choose whether to become at peace with their death, or refuse to and go all poltergeist on them. 

Pie in the Sky version: If I were skilled at anything, I might play around with making an interactive Ouija board in which the ghost would move around the Planchard after each question is asked. The player could have the freedom to answer how they wanted, though only a couple of answers would really work. There could also be voice actors to ask the questions. 

What we would probably get: A quick choice based game in Twine in which there are a few dialogue trees to choose from. Possibility of voice actors used still.

Idea #2: More ghosts! The player is a ghost (I am a bit too obsessed) in which they have to choose how to best haunt the ghost hunter currently in their space. They can choose which type of ghost to change into and what scare tactics work best (jump scares, atmospheric, poltergeist). Depending on what you choose (or don't choose in some cases), the ghost might be able to find out about their past. 

Have a couple more less concrete ideas I won't post here for now. But it's a start!

Hello! It's a cute concept with the two worlds :). A few notes below:

Tech notes:

-In Azuls room, I could walk through the table

-loved that there were sprites walking around town, but a few of them seemed to get stuck in place and were walking on one spot

-White writing on white town sign: not the easiest to read, even with the outlines

-Could be nice to have sound effects on different terrain types (you might not have time for this :D)

-I can walk through most of the trees in town

-The shop that was supposed to be open was not open until I actually found the tracks in town. They were a bit tough to spot

-Map is a bit unclear, but then again, I'm terrible with maps :D

-I liked the harmonica street signs and music themed houses! Good job on using colour pallettes to delineate between worlds

-Abrupt transitions

-Some narration started up before I had a chance to actually leave the bedrooms to go to town. It continued on about how they had travelled to the wall before I even thought about leaving the room

Narrative notes:

-These are more things to think about for future projects since you are locked into a lot of choices by this point. I felt that the opening exposition just went on a little too long, or at least it went on too long as unplayable. There were a couple of points where you were just repeating information you said earlier (about the music dividing them)

-In general, I felt like dialogue between the characters (over a radio) to learn about the world would be more engaging than a narrator telling us how the characters feel and the exact reason why they felt that. By interacting with the characters rather than listening to someone else tell us how they feel, we can feel more attached to them and put some of the pieces ourselves. Understanding though that it's a lot more work to do that and this is a student project

-A fun mechanic to add in would be dialogue trees. Again, you are locked in at this point and that is a lot of work :D

-Fun voices from the other characters, but it was a bit confusing to have a one sided conversation

That's it for now! Nice work!