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Requiem

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A member registered Jul 04, 2020 · View creator page →

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I've been having fun trying out the submissions and discovering creative short IFs one after another. Thank you for hosting the jam. Would be nice to have it annually or so.

It's a bit clumsy to play alone, but totally doable at this difficulty. I imagine the Sprout player will be a little bit bored (at least in the beginning) because there's not so much to do over there. Maybe make the vegs fight each other (Dem Yukon Golds refuse to be placed too close to the Carrots!)/rot if not harvested quick enough, or would need some other ways to care (fertilizers?). Then again, when playing local co-op, the spare time may be used to jeer on the Tinker player. On the Tinker side, I can never quite accurately place the crops. It might be a mistake on my part but it does feel like there are spots I can't drop them on (outside the no-plant zone, of course). 

Overall, a nice rendition of Plants vs. Zombies. I sure do miss that game, there's nothing quite like it as commercial tower defense games tend to lean towards 'serious themes' instead of zaniness... 

It's not. Unity's WebGL simply does not work on phones.

Not gonna lie, I didn't expect that to turn intense real fast. I thought it was another feel-good cute bitsy game, then...
Clever usage of color palettes and great environment painting in such limited pixel space, though I did have difficulty finding the pathways at times.

Nice little piece with a lot of heart.
Wishbone, We definitely need to know more about Wishbone.
I'd prefer if the chat blue is not the same blue you use for the option links, but it's relatively minor since the story is so short and there are only a few instance of choices.

The CRT scanlines effect does wonders to the atmosphere, a really nice touch. I can't pretend I understand the whole thing because I initially had trouble parsing the shorthands, but after several playthroughs I think I do get the gist of it. An interesting entry for sure.

I got to play it! Lovely. The repetitions, the title you chose, such a poetic piece.

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That 'nah' got me laughing. The fact that you can still get the gist of the story despite everything being single word is amazing. Fun!

Also, we need more 'autodefenestrate' as an action choice, and the amount of reference you can manage to include in such small space is astounding :)

Beauty like this reminds me how expansive 500 words really are. It seems like a very small limit, but still capable enough to handle a powerful narrative. I like the style and dictions, very evocative.

It's an interesting short game! How do you get inline replacement with ink? Is it baked in Porcelaine?

I'm not able to play it because my browser gives me an error (storage and such). I find this happening more and more on itch lately, so it's probably not your fault. Quite strange, though.

This is really inspiring! I really like Sokpop and Tiny Mass' style of short, self-contained games done within clear time limit. I think it's helping me combat my own tendency to let scope creep go on and on until the entire project becomes too overwhelming. 

On the other hand, I have also found that as I grow up and within what spare time can be squirreled away as working adults...short games are the coolest thing ever! Committing to a 200 hours game is difficult, but I can always find time to play a full run of Within a Dead City...or two. 

I like the mechanic, especially the ending where you make sure you use up all the letters! The letter progression is rather rough in the beginning, but once you have unlocked about 5 the rest is smooth. For a jam game, it looks very good. 

I do read your devlog and understand that fixing dialogue for a better letter progression and wording choice would be out of the question, but I hope you will visit the concept or mechanic again one day.

Thank you!

Thank you for working on this kind of tool! I really like text-based engines as I find it easier to work with (not a lot of visual components for me to get sidetracked with). The language seems clean and reminiscent of inkle's ink, and the built-in image converter simplifies the workflow a lot as I don't have to leave the tool to apply filters. All in all, looks solid.

I'm tempted to request each layout element be made modular (the sidebar, image viewport, dialogue box, and lefthand list) so people can rearrange things and resize as they see fit, but having a rather opinionated, restrictive engine *is* often the trick. I'll keep an eye on the project, and I hope it will continue to be lean!

Thank you! If there was more time to learn 8-bit sprites I would have liked to overhaul the library rooms to be more...maze-like, just like in old Pac-Man. I'm really glad it's still somewhat enjoyable to people unfamiliar with ORV.

I like this. I really like this. As a fan of doors between worlds and everything in between, you have delivered a perfectly compact dose of The Starless Sea and Ten Thousand Doors of January as a bedtime story. The descriptions are dreamy, and I would like to see more doors and more worlds!

This is quite nice, though a bit too dark for me so it becomes a pixel-hunting exercise in several rooms. I'll have to change device to see if the problem persists in a larger screen. 

By the way, how do you create the "focus" effect on the itch.io page? I didn't know the game info page could take a custom CSS!

Thank you! I'm glad it's enjoyable enough even if it's not personally relatable. 

Those are great ideas! A quick tutorial mode will help too once the game gets bigger. When you first start the game, show 'this is the guild house', this is the adventurer and you can train more in the guild house, etc.

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Oh, hey! Didn't expect anyone would pick it up on itch, but I'm really glad you found it.Thank you. 

I hope you had fun!

Simple and effective pixel arts! I like the contrast in colors. It's emotional yet doesn't overstay its welcome.

It's short and fun, with a level of production value rarely seen for a game in this scope. It would be fun to add a survival mode for those who wants to chill out and build their city until the world ends.

Fishing/10.
Now time to convince Teach that you can fund his retirement and then some.

In that case you may want signifiers on the clickable links (which will disappear once clicked). That can be symbol, highlight, underline, bolded letters, or something else to fit your layout.

I'll suggest to differentiate the color for text and link styling. Sometime it's not immediately obvious which is clickable. Otherwise, good job on incorporating sound effects well. Very campy feel (no pun intended) :)

There is beauty in simplicity.
I'll be honest, the heart rate counter triggers my anxiety too (not your fault! It means you design it so well!) and I could feel relief flooding when reaching the resolution. My last ending was the "remember last week" one. It definitely was a nice reminder. Effective usage of Twine features, shows how much you can accomplish using simple effects.

I like this  a lot! The interface is beautiful. What tool did you use?
The writing style suits the mood, the light-reloading mechanic is simple yet effective.
As I have replayed it several times, I'm not sure how priorities are sorted for the ending. It's enjoyable nonetheless. A good strike of pace and length.

You seem to have  disabled commenting on your main project page. Is it intentional?

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Hi.

First of all, this is interesting! I find myself actually looking forward to continue day after day. Your writing is enjoyable.

Some feedbacks:
-It's much easier once you're settled, but you're given too many options in the beginning it can feel somewhat overwhelming. I suggest giving a page for each race, each containing menu for info/ask/trade/borrow. It would make it more organized and easier to navigate.
-I would suggest bringing the player to the news page by default at the start of the day. With no way to check resources at a glance, you will want to check that page everyday anyway.
-I managed to defeat the dragon only a few days in, then nothing much happened afterwards. At this point, the game becomes tedious because there's no way to know how long you should continue to play to reach an ending. (maybe provide random events?)
-Midway, your options become severely limited because your army is usually growing from trades. You will need to regularly use your gold to release people to avoid angering your neighbors, but there's less way to gain gold (borrowing will only lower your reputation even further). When you have balanced state (enough gold and okay army) you're discouraged from doing anything because it would upset the balance.
-You probably don't want to deal with the giants since it's so easy to end up with large army and they can only send warriors. Similarly, you probably won't deal with the dwarves once your city has done rebuilding. So you'll mostly pay attention to two out of four races. It may be interesting if each race has their own relationship values with the others, so consorting too much with the humans will gain you suspicion from the giants, for example. It gives more depth into the game and prevents you from favoring one race over another (though I'd still say benefits from giants and dwarves should be balanced against elves and humans).

Anyway, a nice jam entry!

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Finally got around to play this. Nice story. I really like how you implement the passage of time here. Sometime I didn't want to snoop, but there was nothing to do (awkward, just sitting there the whole time). And the choices all carried certain pressures. Are there more than two endings? I can't bring myself to ask about her friends.

Hi, this is such a charming little piece!
I can't seem to get out but I don't mind, it seems just fitting.
Congratulations on completing the jam!

Thank you very much!

This is fun. I didn't expect the days to be so long, but then I fell into rhythm and after the third day everything passed in a breeze. Suddenly it's Friday and I don't want it to end! It's also amusing that the questions went farther and farther away from the seminar. That's... sort of how real life school is, sometime.

I like the aesthetics, down to the flashes before scene changes. The snippets of stories for each character, the idyllic home life (that isn't so idyllic afterall), and the small details included (definitely enjoying making different stuff each day, and the random events are fun surprises!).

I think you've accomplished something big here.

By the way, why is 'as tall as a tree' not a simile?

Ah, would you mind to make the code available for download?  I plan to try this hack in my Fortnightly Fiction entry and having a proper implementation to refer to would be very helpful.

Thanks!

Thank you!

This solves my problem wonderfully, and opens a lot of possibilities!

The knowledge base part was amazing! I thought it was another simple web export game until that point. How did you implement the search box?

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It's quite fun and simple. That's a pretty fluid writing, so kudos for you! I was expecting this to be more textbook-y, but you actually put time to make something enjoyable. 

I got the LTJob Ending in my first go. 

Edit: I've finished three more endings and I'm surprised at the variety!