I'd heard of that game before, but never played it. Looked into it more, watched a full playthrough, it looks like a cool game and probably one of the most well-known Twine games. Thanks for the reminder of what Twine can do, and also for playing another one of my games, FredBob!
SnakeWinter
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Thanks! I ran out of time so there's a lot of things that were partially set up that I didn't get to. I set up the random zombie infections, but only had time to show one friend. I wanted there to be a way for the main character to cure either one friend or themself, and have multiple ways out of the cabin, and if I had gotten to the trophy room, there would have been a gun in there to use too. And if I had had a lot more time, I considered having the zombies roam around the cabin, like I had the doll roam around the house in Doll Vs. Claws. But I ran out of time because I kept trying different game ideas first and didn't settle on this game idea until the very end. I'm not sure yet if I'll continue it. It's one of those things where the more I think of it, the more feature creep sets in.
Thanks for playing it!
I considered a blip/bloop noise at a couple spots, but yeah just didn't get to it. I had kind of a weird experience with making the game, where I fell asleep while making it, then had to rush to get an ending possible because the deadline was incoming. I almost am glad I fell asleep because even though I might have gotten around to doing more cool things with it like blips/bloops and gotten the other rooms openable, I might not have realized how little time I had left, and not gotten the ending in.
Thanks for the arrow note. I'll try to keep that in mind in the future to leave more black space at the sides. I'm not sure if Harlowe in Twine can do key presses, but I might try Sugarcube in Twine sometime and that might allow key presses.
Thanks for playing and commenting!
Hey FredBob, just watched it! You have a funny, unique sense of humor, and the world needs more humor! Also, it was funny seeing Jack Black in my game if only for a meme reference even, haha, he's awesome.
I hadn't looked at this game in a while and it was really helpful seeing it through someone else's eyes. It took me a while to remember, but the compost bin-looking things on the car happened because I stretched out a car I made to look like a bus and it messed with the headlight dimensions.
I'm not sure how it happened, but this game has by faaaaaar both my most views and most downloads and has a speedrun page!
Hi. Thanks for asking. Some of my games use coppercube and some use Twine! Here are all the coppercube ones:
https://snakewinter.itch.io/wrong-side-of-the-cabin
https://snakewinter.itch.io/heat-check
https://snakewinter.itch.io/gallery-at-night
https://snakewinter.itch.io/run-this-city
https://snakewinter.itch.io/lost-in-a-place-that-doesnt-exist
https://snakewinter.itch.io/horse-girl-adventure-1992
https://snakewinter.itch.io/underwater-study
https://snakewinter.itch.io/super-average-bunny-64
https://snakewinter.itch.io/elf-alone
https://snakewinter.itch.io/zx-13-procedure
https://snakewinter.itch.io/project-infinite-shotgun
https://snakewinter.itch.io/city-server-1987
https://snakewinter.itch.io/for-those-who-have-been-consumed-by-an-apple
https://snakewinter.itch.io/balloon
https://snakewinter.itch.io/afterrave-2025
https://snakewinter.itch.io/yourhousejar
https://snakewinter.itch.io/claws-nightmare
https://snakewinter.itch.io/vaporwaves
https://snakewinter.itch.io/omega-point-fly
https://snakewinter.itch.io/escape-from-the-lab-that-burns-you
Thanks for playing and for the encouragement! Yeah, my ideas changed a lot as I worked on this one and the theme kind of got waysidedT There's just a few little references like the cabin owner calling intruders "outlaws" and the clown doll being an "outlaw" because it went missing after a recall. The low FPS/snappiness was deliberate to sort of emulate older PC games and PC-PS1 ports that would run really slowly like that, especially first-person games like Myst or some Duke Nuke/Doom/Star Wars Dark Forces console ports and some PS1 games like Spyro would have limited first-person viewing and it would be choppy like that.
I'm sorry about some of these issues. I guess sometimes you just play-test your own game so much that things become second-nature. This game has a lot to it in terms of complexity compared to my previous games. It had a lot of problems near the end, so I had to kind of push it out as it was. I would have considered more player reactions to the different mechanics if I hadn't had those problems. I was glad that I was able to get it in working, playable order. I'll try to address some feedback specifics.
I don't know how I forgot to mention click to shoot. I added some additional instructions on controls to the game's page.
The ESC ends games thing is a trope of mine. I'm starting to think other people don't like that, but I personally prefer a single button to immediately end a game. If this was a bigger game with saves, loading, etc, sure, I'd have more with menus/esc menu, etc. I updated the game page on ESC.
Drops in the game work randomly, by killing an enemy you either get bullets, health, or money, it shows a little popup above the status bar for which one you received. Bullets are also in the environment in red boxes. There's one on the table. There are others that are hidden in secret areas. And also, in the dance hall, there is a machine that converts health to bullets. There should be enough bullets in the game, even not using the secrets. This game can be played with different playstyles and it can be rushed through. You don't get penalized for not killing the majority of the enemies, so you can save on bullets that way, like in a Resident Evil game. The only enemies that need to be killed are the ones that appear in the dance hall in a sort of rush/boss fight.
This game was a test for me making this type of game. I'm not sure I'll continue this specific project. But, I'll try to take forward the advice of consistent controls and being sure to mention all controls on the game page in future projects.
Thank you for your feedback. I'd like to see your video when it's posted, thank you.
When I saw the screenshots, I knew I had to play it because I love games with water--Subnautica, Bioshock. You had great visual FX and the music was very calming, it was like a juxtaposition when my boss told me I had to go out spearing water-creatures! I felt so bad when I speared an eel! Then the turtle! Oh! It was funny how the things all stayed on the spear the whole time like a shish kabob or like those Katamari games.






























