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Steven Don

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A member registered May 21, 2017 · View creator page →

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(6 edits)

Completed it, which got me 63 out of 60 points. There’s some really cool places to discover, though the parser needs some TLC, making it quite tricky to get to the end. I hope you make it into a full game with lots of detail.

By the way, apart from QfG of course, did I detect KQ3, KQ4, LSL2 and PQ2 references in there? Mostly in the hallway, but the KQ3 one with a certain magical creature and baked goods…

game end screen

Some spoilery stuff...
  • Although I said the password Fenrus gave me before opening the secret library, I'm not sure that actually had an effect. Did it unlock the library, or would things have gone wrong without saying the password?
  • I was able to "pick up" two books in the secret library, but they didn't show up in my inventory - I was expecting to use the runes book to decipher the cryptic note or the runes on the mirror
  • Anything to do with the key from the seat cushion, the chalk, pizza, or any of the other mushrooms?

I'm late to trying this, but finally did. All your games that I've tried have been terrific and this is no exception. Great work with the story and the detailed animations. Really looking forward to seeing where this story goes. The scary part is that I personally know some people who really think this way.

Took me a couple of tried to get through to the end. Such a bizarre world to walk around in.

I feel the game would benefit greatly from more standard point-and-click mechanics (i.e. click somewhere on the screen, and the character walks to that location) or even WASD controls.

I hope you will update the game with a bit more intuitive controls. Maybe expand the ending a bit too.

Very nicely done. A tad light on the puzzles, but it more than makes up for that with story. Highly atmospheric. I think you could improve the polish a bit by not allowing the same action to be repeated (when I've taken the potion and used it, I can just take it again and use it in the same way).

Oh my poor nerves! Well done on yet another AGS game that does something completely different from what the engine was conceived for!

One quick suggestion: maybe put a border around the playing field or give it a non-black background. When I play it full-screen on my 16:10 monitor, I have to guess where the 16:9 playing field ends and I can crash into a wall that seems like it's not there.

Thanks for playing! I'm glad you had fun!

Ooh, cool! Hope you enjoyed Mike's silly escapades!

Oh, that's really weird, I thought I had fixed that in the post-jam update. I'll check it again!

Glad you enjoyed playing the game!

I had a bit of trouble spotting the items that I needed, so I think this would be improved if they were a little more prominent. Cute little story. And I love the art style.

Thank you! So glad to hear you enjoyed it 😊

I hadn't heard of Groovy before, that looks cool.

The C++ side of things handles graphics (sprites, backgrounds, fonts), sound, pathfinding, converting input into events for the script, and file IO and has a rudimentary GUI layer, the Javascript side of things uses those APIs and classes as they are exposed from C++. Most of the typical adventure game stuff (the game UI, inventory management, cutscenes, loading/saving, responding to keyboard/mouse events) is handled entirely in Javascript, usually as modules that I import into new projects as needed. No changes were made to the language itself, as that is all just vanilla Javascript.

Glad that you got it to run and that you enjoyed it. The engine is a C++ programme that embeds the Duktape Javascript library and provides rendering to either Direct3D8 or OpenGL.

Much more content than I would have expected for a jam game, and great attention to detail. Two thumbs up from me.

It is positive, in my opinion.

I had to idea what I was doing during the game and was just guessing my way through it. And that seems to be precisely the situation the character found themselves in.

My utter loathing of a certain person meant that it took a while for me to try this game, but the idea is really funny. Also very nice work with the graphics. I had quite a bit of trouble with the interface, and I see you intend to improve that in the near future. Looking forward to seeing how it turns out then, especially if you add another room. The ending would likely make more sense too, then.

If you want, I can give you a list of the issues that I encountered, but you're probably already aware of them.

Thank you very much, so glad you enjoyed it!

Bernard and DotT as a whole for its graphic style and humour were top of mind for me as I created this, so I'm quite happy that came across. Thanks for playing and so glad you enjoyed!

I got stuck for a moment, as mentioned through Discord, but managed to complete it anyway. Heh, looks like you did a twofer! Nice work!

It was the first time. I had just elected to go exploring rather than stay at the party, went to the right, then on to the kitchen, outside to the courtyard, (mistakenly) back into the kitchen, out again, then to this area.

I got stuck by the bridge seemingly leading to a forest. Bella says something like "A dead end? This isn't the way, then" and I can not click on anything, including the one object I see lying on the floor.

JavaScript is the one I've been familiar with since 1996, basically as long as it's existed, and when I first created this engine back in 2000, it was the natural choice, both due to the familiarity and the fact that the SpiderMonkey JavaScript engine as used in the Mozilla browser (which later begot Firefox) was open source and freely available. I've since replaced SpiderMonkey with Duktape, as the former became too heavy for my purposes and no longer wanted to play nice with my compiler suite either.

A Royal Midnight Snack uses the same engine. All my games on here do. Heck, you can just put any of the game's executables in the folders for any of the other ones - only the file name and the icon differs - and they should run just fine. But Royal Midnight Snack does not have any screen scrolling (which seems to be the issue here). If you try Jeffrey Jetsam, you might end up having the same issue, as it also has a wide scrolling background.

I think this is what umeboshilover meant. It appeared immediately after the knocking. It may be browser-dependent (I'm using Firefox)

You can of course continue developing, but you cannot upload it to the game page, even under a different filename. This message is shown in the section where you would normally upload your file:


That is old indeed, even older than what I'm using myself (which is an 11 year old GeForce GTX 750 Ti). There's a pretty good chance that that is causing this (more likely the driver than the actual hardware). That said, I've run it without problems on even older hardware, like an ATi RAGE 128 from more than 25 years ago. Unless I manage to find a card like that and can install the same driver version, it is doubtful that I'll be able to solve this, unfortunately 😔

Wow, I've never seen anything like that happen. It looks like the scrolling background behind the sprites has been condensed into a single screen's width.  Would you mind letting me know which graphics card and driver version you have?

No pixel hunting as such. Spoilers:

˙ǝlqɐɔ ʞuᴉl ǝɥʇ ɥʇᴉʍ ʇᴉ oʇ pɐlǝɯɐפ ǝɥʇ ʇɔǝuuoɔ 'ǝuᴉɥɔɐɯ pɹᴉǝʍ ǝɥʇ uǝdo oʇ puɐʇs uǝd ǝɥʇ ɯoɹɟ ɹǝʌᴉɹpʍǝɹɔs ǝɥʇ ǝs∩ ˙ǝʇou ɐ oʇuᴉ sdɐɹɔs ǝɥʇ ǝdɐʇ puɐ ɹǝdɐdsʍǝu ǝɥʇ dn ʇnƆ ˙ǝǝɟɟoɔ ʇoɥ ɥʇᴉʍ ɹossǝɟoɹd ǝɥʇ dn ǝʞɐM ˙sɹǝʍɐɹp uǝɥɔʇᴉʞ ǝɥʇ ɯoɹɟ ʇǝuƃɐɯ ǝɥʇ ƃuᴉsn ʞuɐʇ ɥsᴉɟ ǝɥʇ ɯoɹɟ sɹossᴉɔs ǝɥʇ ʇǝפ

That is high praise. Thank you very much!

Unfortunately, that's not feasible 😔 This game was created in a custom engine that I developed for Windows only.

Hehe, going with the detached limbs was not so much a stylistic choice as a practical one. It saved me a lot of time in animating the sprites 🤣

(2 edits)

If you need a little hint on what you likely missed, spoilers below: 

˙ɯǝʇᴉ uɐ ploɥ ʇɥƃᴉɯ ʇɐɥʇ ɹǝʇunoɔ uǝɥɔʇᴉʞ ǝɥʇ uᴉ sɹǝʍɐɹp ǝǝɹɥʇ ǝɹɐ ǝɹǝɥ┴

Hope you get to play it

Thank you :)

I used it in my short point-and-click adventure, "Intern's First Day" to distinguish thoughts from spoken words.

Glad you had fun playing 😊 And yes, the Lab people are always looking for that sweet, sweet grant money to fund their wacky intentions.

Loved it, especially the way you handled the logic puzzles and the clues for them.

That was hilarious! The logic puzzles and the clues are really nicely set up, too. Great job!

It has been fixed now! Fortunately, Ana didn't experience the bug.

I'm so glad you enjoyed it!

(2 edits)

Ah, that's not the end. One of my testers encountered this crash too, but I've not yet been able to reproduce it, and it seems to vary depending on how you played. Thanks for playing, though!

Edit: I've now found how it can occur (though not yet been able to fix it) - it occurs if you move the mouse somewhere in the moments following the last bit of dialogue in that cutscene, before control is returned to the player. That includes when moving the mouse while you click to dismiss the dialogue.