I second Damon about being floored that this was made with Twine. Super impressive work! I love how the signposts rotate so they always face the player; I got a lot of laughs from testing that with the "no solicitors" sign at the beginning.
WindySilver
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Thank you so, so much for your comment! It very much made my day! ◝(ᵔᗜᵔ)◜
The cactus voice line is my favorite from the pack as well. When I heard it while checking out the asset pack, I knew immediately that I had to make a character named Cactus and use the cactus sprite (and the This municipality line was a must-use as well XD).
Oh yeah, fights while staying in cover tend to take a good while. Once I was sure that the randomized lines in combat were 100% working, I just blindly spammed shooting while testing that everything works as it should. The pew and ricochet sound effects are going to haunt my ears for years go come after all that lol.
The warnings for slime violence and exploding rats were hilarious, as was the gameplay once I learned to aim. The boss (and the use of the squeeky sound effect from the pack) was definitely my favorite part. The flashing text could use a longer interval for the flashing in my opinion, though; trying to read it was somewhat on the side of headache-inducing for me (that said, my sensitivity to flashing lights and the like is likely above-average since it's a migraine trigger for me).
OMG
Edit because I had to check how you did the toggle and I have things to say: O M F G that classList.toggle is genius and now I'm so jealous that I didn't come across that when I was working on light mode / dark mode stuff myself because that would've saved me so much headache
Do you mind if I steal that implementation for my own stuff (it's so much better than how I made mine work) (I'll credit you, of course)?
I had to keep trying and trying until I found an ending that did not involve me going SPLAT or BOOM (whether it was by the orange BOOMs or the pretty flower BOOM). The tone of the story was super entertaining - and the point of view was refreshing after all the human-POV zombie apocalypse stories I've seen.
You summed up how I've felt about this thing ever since the concept came up and got chosen during brainstorming in five words and four exclamation marks XD Thanks for the feedback! It's inarguably true that the moving could've used a lot more testing and polishing than it got. It was by far the most painful part of coding this game for sure.
I lowkey want to revisit this to at least fix some visual issues and implement the audio properly; we had an insane crunch on the last day to get this even this playable so the audio side suffered quite a bit even though our audio designer made lots of stuff for this. We'll see if even that much happens, though. No promises at least from me!
This was fun, although I think the hitboxes for the melee enemies were a bit too big (I kept getting hits even though I was a bit above them on another level of the platform) and viewing the papers and items was rather finicky. The artstyle was really lovely - the idle animation for the crab is brilliant - and overall I enjoyed the gameplay. Nice work, erakkoravut!




















