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Wolfrug

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A member registered Jun 29, 2015 · View creator page →

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Aha! There we go. That was indeed a little awkward, but now it seems to work! All right, great! Let's see if we can get this working then :-D Thanks!

I managed to get the rundowns to 'spawn' by inviting another collaborator, but they still don't seem to be able to recognize each other, even when two scripts are dragged into it correctly. The example script also does not seem to work still? Is there some other place where you can press play on the rundown-included ink scripts? Part 1 of the eagles script just displays an error message and part 2 does nothing (since it doesn't have any immediate content). Frustrating! If it helps, I'm on Firefox.

Hey! So this looks really interesting, but in order for Ink-type games to work you really need to be able to combine multiple files (using #include in regular ink). This -seems- to be possible with the 'rundown' function, but for me it's greyed out (and yes, I've given myself permission to use rundowns, even if I am also the owner and admin of the workspace...). All the places where one might be able to make a rundown seem to be greyed out, and even the example rundown does not work (playing either of the eagle scripts causes an error).

Any ideas?

Hey!

Thanks! And yes, I think that might have been possible, but I didn't have time to figure out how I'd handle the 'choices' menu if you go too far from the interactable object. I'll need to have a think - I'm sure it's totally possible. Just needs some UX design.

I've got a post-jam version cooking where the bait is properly picked up and placed in the player's arms, so there's no more risk of getting stuck with it up your bum, but that's a bit too big of a fix for me to add right now with a good conscience. My best suggestion for bait right now is to simply be aware of how silly its attachment is and try to work around it. Anyway for the most part bait isn't even necessary (aside from finishing the game, of course).

Thanks for playing!

Re: time discrepancy I just meant the discussion that the science team had been flying for, whatever it was, 5 cycles or something, and this team had been out for like, 28 or something, and I got the distinct impression a 'cycle' is at least a year but more like...many years. Whether that was a glitch in the AI or some relativistic trickery or what I felt wasn't ever explained? Or maybe it was.

Why are they all deaaad? Did they die from, like, hibernation sickness or something?

Figures! Sneaky cheating organizers. Wait - did you write all of this in -4 hours-? Yikes, man. That's pretty crazy :D Extra good work in that case!

Nice! We all love survivor island stories of course, although this one was cut very short indeed. I am also quite confused about why the killers were so happy to have her shoot him and escape? Confuses me a little bit.

Also, and I know this isn't the point of the story, but it seems clear to me that these heavily armed thugs ought to keep prisoners instead of killing them outright - just for purely mathematical purposes. Math:

- Evil Killer (21 days left)
- Prisoner (Caught at 7 Days in, x days left.)
--> Kill immediately -> if no other prisoners are caught, Killer leaves in 14 days.
--> Keep prisoner for 7 days (now 'worth' 14 days, Killer has 14 days left) & then kill -> 14-14 = 0 -> Killer leaves immediately (=after 7 days, not 14).

This isn't a criticism per say, because it actually allows for better stories as the killers would have an incentive not to just murder people outright (provided they are 'fresh' enough, of course), but just an observation re: the system.

Well, I ...finished it :D even though I read the reviews first and realized this didn't actually have any Ink in it, hehe. That said, Ink would've been -super- easy to add to this, and a great fit. For example you could've had a narrator that comments on your deaths, or little storybits that happen between levels. Maybe for the next jam you can consider actually implementing ink ;)

This was engrossing, to say the least, read it in a go from start to finish and never felt for a moment like something was just filler. The ending was perhaps a little....abrupt? This is what I got:

"During the night, with flashlight in hand, the two of you follow the trampled path back to the IORATA. You call to your crewmates, and even search for them but no matter what you do, you only find Cleo and Jake dead in their sleeping pods. It's unclear what happened to the rest of them."

Not sure if there was supposed to be something after that. But I guess I can guess what will happen either way :) I feel like maybe there could've been something more with the...military styling of the crew of your ship? And also I wonder about the time discrepancy. But perhaps these things are answered somewhere else - fascinating, anyway!

Very very nice presentation, great art and a super pleasant flow. Clearly an excellent way of presenting an Ink game, and all the little UI flourishes and splashes of color really show how much you can do with Ink even outside of a game engine (this is outside of a game engine, right?). Also always fun to see more cat-related cozy vibes-based stories. It seems ink writers are of a type..? :D

Oh, I loved this one. Sere-ene, ifyouknowwhatImean. I liked that it looped and I also liked that it had an end. Haunting but beautiful, and also quite educational! Also big kudos to your artist, it added a very nice touch. From a tech perspective, the images overlapped with the text sometimes making it difficult to read, and the actual choice was sometimes only visible if you went into full screen mode, but those are minor things :)

This was really nice. I particularly loved the "blink and you'll miss it" nature of life - from 30% oxygen to 0%. Good use of the theme (although tbf it wasn't very exciting to watch it 3x in a row as there wasn't actually any interactivity there, but no matter!)

I was maybe a bit unlucky in that I got the exact identical planet twice in a row, but after that I got different planets. It was a good idea to put in the fact that the company censors certain kinds of recordings, because my last planet had images of mirror-faced humanoids desperately scrabbling for the camera and other signs that they definitely knew what was happening combined with the symbolic recordings being like, recordings of mineral formations as if the algorithm had struggled to find meaning :D (which I interpreted as the company censoring the fact all the art on the planet was basically versions of "PLEASE HELP US WE WANT OUT OH MY GOD WE'RE FALLING INTO THE BLACK HOLE". 

Anyway, creepy, cool, and quite thought-provoking.

Hehehe. Funny. Unless there was some major hidden path that goes into the actual game, that is. :D Points for originality!

Damn you Carkat! But I did manage to get them to laugh together so, maybe not all bad. Personally a big team Carkat fan here. I liked how differently themed this one was from a lot of IF games, and the little drawings were for sure very charming :D

Cute! There's definitely something to combining 'simple' arcadey gameplay with story / choice stuff, especially when it happens in such quick succession. I am not sure I could actually do anything to prevent Quintessa (?) from stealing my ingredients, but regardless it told the story. The theme was maybe a little tacked on but then I am not one to speak when it comes to that :D Good job!

Thanks! Not sure what you mean with accessing the breaker from outside...wait...could you get outside the house? :D because that's not intended, lol (at least not presently, that could be fun though).

As to the man in the cap, he was -supposed- to be there for the ending, which was indeed supposed to have to do with whether or not you fed your brother in his room or not. Basically after the end, there'd be a cutscene where a survivor (the man in the cap) breaks in. If you fed the brother in his room, then the man in the cap doesn't find him, and you just have a conversation with the survivor. Otherwise the survivor will see your brother and shoot him ("bad" ending? or "good"? who knows). Anyway, I obviously didn't have time for such an elaborate ending cutscene, but that had been the plan :D

Nicely done! I figured it out relatively quickly, but then again these are the types of games/puzzles that I always prefer to make so it all seemed very natural to me :D I assume you can somehow die of mind corruption/bodily exhaustion (since those kept popping up) but I didn't really see any particular way to achieve that.

That said, there might be a slight bug with your 'restart' in that it might not fully restart things? Like I researched until I could no more then went back to the eye room and died to the screamy-scream, but the next time I went back there and selected 'undo the protection circle' it told me I could easily do it because of all my time spent practicing the weave of rah (even though this was a new run where I hadn't practiced anything). Just a note.

Interesting! I didn't get very far (got turned away by the Black Cat's bartender? Apparently I was winning though!), but there's clearly some world-building going on here, which feels fairly consistent. I didn't exactly get a feel for a lot of things, such as who I am, or what I am doing, or where I'm going, but I can see the inkling of a story here. Good work!

Oh that was beautiful. You definitely know how to write. I especially liked the little bits where we made out own poems - very similar to KRZ (that scene where you create the song that is actually sung as you make your choices? Poetry!), although perhaps lacking that je-ne-sais-quoi rural American Gothic vibe. Even so, this had plenty of its own vibes. Thank you for writing this.

Singularily charming, I must say! It's clear there was something more intended here (picking up various items, assembling the machine, then using the machine for additional puzzles and whatnot), but obviously a jam is a jam. You managed quite a bit of content here nonetheless, with quite a relentless vibe (helped by the music and animations/art of course). The fact every single line of dialogue seemed to go over like 4-5 screens minimum actually became a little humorous after a while - they really can't stop talking, can they? Nicely done! (although the theme was a little shoe-horned in perhaps [not that I'm one to talk]).

A curious little thing - perhaps not much of a game, but the interactivity (such as it is) does change the way the story is experienced, even if it doesn't change the actual words of it. It also feels rather personal, and if it is, it is always bravery to put it out there.

How frustrating to run into dead end after dead end! :D But it shows quite well how impossible it gets to actually try to write out every single choice and have it take you down a separate path, and just how overwhelming it gets. But for what it is as a very short, chaotic vignette, it definitely paints an interesting picture of a world - and it uses the theme quite cleverly as well :)

Nice! I got the best ending on my first try (I think) - saved Razor, won the day. I did try to kill myself right at the start as well just for fun though. A short, tight little jaunt, which I assume is relatively straightforward in the sense that every wrong decision = death? Cute use of the theme as well, heh.

Honestly as is often the case when one lacks an artist, I simply browsed OpenGameArt for some sprites until I found what I found and then mashed things together, which in this case meant a top-down game :D I realized also as I was writing that "ah yes, lockdown, isolation, infection, vaccines" came pretty naturally. So it goes. The notes probably would have been audiologs, had I had the budget (so to speak) to record them :D

Thank you for playing!

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In the post-jam version there's a carrying animation, the player slows down, and the bait sack is always placed in front of the player, so there's less risk of forgetting :D

The bait mechanic got bugged out when I edited some other things (to do with rotations and whatnot, ugh :D) - the original mechanic was that you always carry the bait in front of you, so you'd always be aware that you've picked it up. Currently it (buggily) attaches to one side of you and then just stays there, so there's a good chance you forget you're even carrying it.

I could definitely add a few more spooky-spookspook mechanics to the game, like heartbeat sounds or screen effects when the brother is close etc. And why not black the whole screen now and again for added fun :D

Thank you for playing!

Fun fact - your brother is actually supposed to stop when you're doing the proper "zoom in, look at things" parts of the narration, but due to some unforeseen bug he clearly doesn't :D So technically that's an added bit of extra stress that wasn't originally intended, hehe. But it does cause extra tension, so hooray!

And yeah, Ink is great for gameplay-ish things as well! After all, all it does is provide a great way of spitting out text. HOW that text is then used in the game is up to the rest of the code. Thanks!

Story of our lives, eh? Overscoping is the bane of our existence :-D

Thanks! I think I figured out the reason for the bugginess (you can interact with notes multiple times, meaning you get a count of over 14 notes, which then...breaks the game, oops). But! Thank you! I actually had the lightning be more dramatic initially, but it turns out Unity WebGL does NOT like having more than 1 or 2 point lights active at once it turns out :D

A nice interpretation of the Bladerunner scene, although I was left a little wanting (specifically of course as there was no telling which was which). My interpretation was that she was human, but psychopathic (she didn't care for the homeless person, and she was lying up the wazoo when she pretended to give a damn about the stuntman dying in her supposed work accident - also she was rich, and couldn't really fathom what it would be like working an honest day's job anyway). So good work on making you judge people ;)

Nicely done! I think a little bit of work on the presentation (e.g. some more interesting/thematic button graphics, since you click those all the time, and maybe some kind of semi-transparent dialogue box to make reading easier) could have worked wonders, but otherwise it definitely presents a coherent narrative and a cool little scene. Nicely done!

Hihihi, this was a fun little....pastiche, maybe? Very charming wee fellers/cockroaches, who I dearly hope find their future raisin debt. Good work!

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I liked it! A very cohesive, nice little scene that painted a very compelling picture of a future world. I liked our mod-obsessed character, there was interesting depth there - although I would've loved a little more friction and fight at the end if you decide not to recommend the procedure (gotta crack that perfect exterior somehow, right?). Good job!

For a moment in the beginning there it felt like I was fighting the story by reading it - as mentioned by others, the language / grammar is in dire need of editing - but the story itself is quite beautiful, and it captures the theme excellently. I do encourage others to push through, despite the language. By the end, I got into a kind of flow state with regards to the writing - it's beautiful in its own way :)

Holy shit. That was incredible. I had no idea that was the origin of the term, but it was a pretty great exploration of that etymology. The faux-old-english gave it all a very specific vibe which I enjoyed immensely, and the philosophical musings were of course top notch. Also body horror. The ending I got was perhaps a little...odd (the "same" ending, not to spoil), but creepy and cool either way.

A nice little horror jaunt, quite enjoyable, if short :)

Omg, that's crazy. I don't have a webcamera either, so used the space bar - which I tried to press every time I blinked. But I clearly don't blink very much, and once I figured out the mechanics I mainly did intentional blinking, so to speak. :D But this is pretty insane to have been made for a jam game, and for the theme. Also really enjoyed the presentation and the story - was there anything in particular associated with answering the questions between segments?

Very chill, vibes on point, loved the cat descriptions, and also the low-key world building in the background. Would've been nice (of course) to get some closure on the open story threads (missing scientist e.g.), but for a jam game it's all fine! Am I wrong to assume that there's no situation in which you get a 'bad' ending (like the station breaks or something like that)? I had a happy chill fun time with my cat, exercising and doing all my tasks every day. Yay! Good work.

There were a few places where the italics 'ran over' into the next lines, but it didn't break anything so no worries there.

How odd :O I just tried and couldn't get it to break, but I'm sure it's totally possible. There's also a funny bug where if you pick up a sack of bait it doesn't stick to your 'front' any more, but in whatever direction it was when you picked it up. Oh well. Thanks!