Polished game - I'm very bad at it though. The water animation looks really nice, and the fishes' head shapes was a very clever visual language.
TheFriendlyEnemy
Creator of
Recent community posts
Thanks for playing! To address one of your concerns; the deck doesn't really have a size - it's just an infinite source of scrolls.
I'll investigate the bug you found - I've been in that situation before though and that hasn't happened to me, so there may be an additional condition where that occurs.
Oops, you're right. I remembered needing to find 07-ED as the entry point to Act 2, and for some reason I forgot you could just... remember the files you've typed.
I still think it's good to force people to fill in a bit more of Act 1 before letting them access the Act that gives you the tools to solve the mystery, but even with that in mind, I can't really find a good reason to defend hiding the "list 2" command.
100% with you on the act command. I never used it; the agent's names for them are fine.
The act system is how the game prevents you from progressing too far with the incorrect assumption that rot13(gurer vf bayl bar svyr cre gvzr-pbqr). [EDIT: it only slows you down, my bad!] If you make that assumption and don't read 06-ST closely, you'll never find the file that tells you about the act command.
The real problem, in my opinion, is that the agent implies that 07-ED contains nothing of value; that comment should encourage the player to look at it.
Also, I could not disagree more with your final paragraph. The two most rewarding files (you know the ones) can only be solved after figuring out the mystery. The agent's final note may not be much of explanation about the curse, but surely the fact that rot13(gur ntrag vf gur svany crefba va gur punva) counts as a resolution to the story.
I'll rot13 my spoilers from here on out because it's easier than dots.
Lrf, ohg vs gur znva ryrira jrer ahzorerq 1-11 ohg jvgubhg qrngu beqre, lbh pbhyq ernfbanoyl unir Ehcreg nf 0 be 12 - gurer'q abg or n tbbq jnl bs xabjvat juvpu jvgubhg gur ntrag gryyvat lbh. (Znlor rira 13, vs Xngurevar vf 12).
Crefbanyyl, V guvax gur bayl jnl gb unir n enaqbzvfrq beqre naq unir Ehcreg fgvyy or fbyinoyr vf unir Ehcreg nf 12 (ohg arire fgngrq), naq Xngurevar nf 13. Bapr gur cynlre frrf Xngurevar sbe gur svefg gvzr, gurl'q xabj bs punenpgref 1-11 naq 13 jvgu n pbafcvphbhf tnc vzcylvat fbzrbar unf orra ynoryrq 12, urapr ehyvat bhg 0.
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The key word is "clap", which evokes the idea of a short, loud burst of sound. Rolling thunder is quieter but longer - it takes time for a sound to be "rolling".
P.S I didn't know this before writing this, but there are actually defined lengths and pitches to classify different types of thunder, which is neat! https://en.wikipedia.org/wiki/Thunder#Types
Spoilers
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You can't use 00-audio-recovery as a hint to find 01-ST-12, because that file is found inside 01-ST-12.
Personally, I think the numbering system being the way it is was a good call. On a meta level, if the numbers were random then the player would at one point have to be directly told a number for Rupert, which would have been extremely conspicuous since he's a non-speaking character. It's also logical in the story that the agent numbers things in a consistent order (at least, before he realised the K thing) rather than assigning them randomly. And as other comments say, if the number system stays, K has to stay, unless you're willing to number her 1.5.
I kind of agree on the thunderclap - to me, rolling thunder isn't quite the same as a thunderclap. Personally, I would've liked a bit more of a hint to Wintercote specifically, e.g if Victoria had said "We'll drive to Wintercote, it's only 10km away" and then scene 25 said "thunder can be heard about 10km away". Distant could mean absolutely anywhere, and the only real clue to Katherine is the phone call.





