Aww, thank you so much! This is so nice to hear. And goodness, I'm so excited to share all the things I've been working on for the first proper episode of Redlander. Soon enough!
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Hmm! Assuming you pressed a key to move past that screen... hard to say what the issue is, if the game is booting normally?
Java 8 is the latest version for legacy programs (like this), and worked fine on Win 10 and Ubuntu. Newer versions of Java should still be backwards compatible though, so if you install one, let me know if it helps!
We were able to restock the keys last week. Sorry for the delay there; Steam prefers to release them in small sets, and I hadn't noticed we were so low!
Should be good now. Let us know if there's any difficulties there!
This is exactly the sort of puzzle game I'd love to see more of. Short and sweet, with simple and interesting mechanics, and a nice narrative underpinning it! The matching mechanic reminded me of the card game Set in a nice way. Absolutely lovely game!
At a time when everyone's living kinda isolated from the world outside, and maybe spending more time than usual with just the people we live with, this is pretty relatable.
Sounds like a rough, tricky spot for Jesse. I hope they're able to figure out what they want!
Gorgeous art, and I loved the presentation; the way it adapted the comic panels is great. The way you navigate between them does a lot for pacing, too.
Lots of familiar feels in this. Glad it ended on at least a hopeful note, and a way to find at least a sense of control. Hope Space Bubble Cat is okay out there.
P.S. Pretty sure this story radicalized me against space whales. I really wanted to trust that smile...
As someone who has really enjoyed Betrayal at the House on the Hill, but can never convince my friends to play it with me, this was a balm for my soul.
Also, I love how you've adapted it to a Twine game! The vignettes, events, and table talk were So Good. I lost to the Mummy, but I had a great time anyway, and will definitely try this some more!
I was wondering if this was made to encourage mapping! I remember doing graph-paper maps for old text games, tabletops, and dungeon crawlers. I think I'll give map-making a shot next time I play this. My sense of direction was not doing my any favors X3
As a person who reacts strongly to medical stuff, this was a bit of a challenging read. But it was also really interesting! Thanks for sharing this frank discussion of your experiences. Glad it's helped you out, too!
I dig this look so much! The way the consoles evoke futurey bright-lights-and-dark-glass displays, and how the floor lights help communicate where to go and all that. All the little flickers and blinks, debris and cracks, and all the other bits that suggest battle damage. I love how you've rendered these environments!
And hate how you've used them to destroy my heart
I love how this looks. The colors and sprite style remind me of an old LCD handheld game, and using Blissymbols for environments and characters is a really neat idea. Like ASCII art, but more informative!
The gameplay was tough and a little grindy. At first I didn't understand how the combat worked, so I weakened myself by waiting until I died to heal at the doctor. But I eventually worked my way back up and defeated la-motay skukoom,
I'm not a Chinook Jargon speaker, but one of the neat things about pidgin languages is that they're made so you can pick up bits and pieces on the fly. Pairing it with some characters who spoke English, and the symbolic sprites and terrain, I was able to pick things up by context clues, and navigate the game well!
As a side note, between the cooking mechanic and my experience reverse engineering parts of the language... another interesting take on a game in this style might be a survival or crafting game, where the player is challenged to pick up a new language (or a constructed language) from context in order to survive. With the blissymbolics and a bit of teaching, it could be a really neat experience!
Congrats on making your first game, and thank you for making it. I really liked it!
Thank you so much! I've always had a soft spot for bats, thought echolocation was rad, and night usually makes me thoughtful, so that kinda swirled around in my head to make this.
Also yeah, the environments are all tile-based! The trees are made with a handful of rectangles, and the other features are as minimal and reusable as I could make 'em. When echolocating, it sneakily brings you to a duplicate of the map, with filled-in versions of the tiles, and makes the moths a visible color. Some hacks were involved in exiting between maps, but it's mostly vanilla Bitsy!
My goodness, this was adorable! Moving through each environment, and meeting these characters. My only regret is that I didn't talk to the Sun. She probably wouldn't have given me the run-around like that dang old moon...
What a fun idea for how to write a game. It's a bit like the Headlight writing method, just with prompts and dice!
I too found the fate of Sir Frogsalot most tragic and was definitely very emotionally invested. Loved the bit with the crack in the menu, and the general self-aware tone of this. Was a lot of fun!
This was surprisingly sweet!
I've often had a similar sentiment, about how making art is like leaving a fragment or echo of yourself, your thoughts, and your feelings behind. And that echo of you, as you existed in that moment, connects with people across time and space, through that art.
This is so gosh dang delightful! Story is quirky and fun, it's got some nice light puzzley choices, and the music and art's truly lovely. Thanks so much for cooking this up; I really enjoyed it!
(Got a 16/21, and I wouldn't take back any of my mistakes. It's not my fault genius culinary puns go unappreciated in this town! >:U)