You can use <<cycle>> to make cycling links. See: https://www.motoslave.net/sugarcube/2/docs/#macros-macro-cycle
solipsistgames
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After defeating the Mist Spirit, you get the following error

The actual error text is:
Error: <<run>>: bad evaluation: can't access property "delete", setup.uniquetravelevents is undefined
<<run setup.uniquetravelevents.delete("mistspirit")>>
Error: <<run>>: bad evaluation: can't access property "delete", setup.exploreunique is undefined
<<run setup.exploreunique.delete("mistspiritinfo")>>
Error: <<set>>: bad evaluation: can't access property "push", setup.greatdeeds is undefined
<<set setup.greatdeeds.push(setup.defeatmistspirit)>>
Error: <<set>>: bad evaluation: can't access property "push", setup.greatdeedsrewards is undefined
<<set setup.greatdeedsrewards.push(setup.defeatmistspirit)>>
Let me preface this review by noting that I am parser noob — or worse, parser-challenged. Solving parser games is not my forte, though I have managed to stumble through a fair number this contest.
That said, my review is:
This would accomplish nothing.
The story doesn’t understand that command.
You cannot attack that.
The word “X” is not necessary in this story.
You cannot attach those to anything.
You see no reason to do that whatsoever.
The only valid command I managed to enter (without hints from someone else) made me lose the game immediately :D
On the one hand, I loved the introduction, the concept, the writing, the creepy/icky insectness of it all.
On the other hand, I suffered the usual parser friction of guess-the-word, without any really clever solutions that made it feel worth the effort of having to do so. The game has pleasant hinting, but that just underlines the fact that there’s a lot of guesswork in pulling the right verb from the sumptuous text. I wonder if it wouldn’t have been better just as kinetic fiction?
I definitely liked this the most of the student games. Like the rest it could really have used a spell check (more than the others, maybe), but anyone using the Twine app doesn’t actually have one at their disposal, so that’s forgiveable. I liked the dreamlike atmosphere and the multiple good and bad endings.
I’m glad you are enjoying the game!
There’s an element of gating going on. Like the game doesn’t want you to go upstairs before you’ve been to the office, you can’t go to the courtyard before going upstairs, and so on. The items you are looking for tend to be in another area (with one obvious exception), so if you can’t find something, check another area, and if you can’t find it there look to see if you’ve unlocked the next area.
It is :) Attempt at spoilers below:
Spolier
I had expected to see a body, the one the "skin of a dead man" came from. This was partly because I had conflated this game with another one, but also because I thought there was a "spooky surprise".Speaking to another player, I see there’s two ways to interpret “skin of a dead man”. I read it as meaning that he’d put on a “costume” in the form of a fine suit of clothes that made him appear to be someone else. Maybe clothes from goodwill, maybe from a relative. Other players may have interpreted that as literal and got a shock.
I liked the way that each poem’s end began the next, but I loathed the colour, so much that I was distracted at the start of each poem turning it off in the stylesheet :D
I’m not a fan of timed text at any time, even in the service of kinetic poetry, but I confess I was really confused by the places where clicking a link displayed a whole stanza, but only after a link. The first time, I thought the game had stopped working.
I have to admit that I haven’t managed a proper play-through. I read quickly, and try to fit playing games in lulls at work, and so I was expecting (from the other comments) the delayed text to be infuriating, but it was much worse than I expected, and I just had to give up.
I suspect there’s a brilliant game here. The writing is snappy, the art is evocative, and the minigames are very well realised (though I note that on the first one I spent ages memorising the letter combinations, only to actually need the grid coordinates, which I couldn’t then remember).
I look forward to playing the post-contest version.
I enjoyed this greatly. It’s gorgeous, which never hurts, with a very muted yet vivid colour palette, and the yellow brick road makes a great mechanism for indicating exits (though a few of them didn’t quite line up as well they could have). I really felt for the poor Munchkins, pity I couldn’t do more for them!
















