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A jam submission

Exorcist TiplineView game page

Submitted by distractedmosfet — 9 hours, 9 minutes before the deadline
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Exorcist Tipline's itch.io page

Which category is your game in?

Le Grand Guignol (created in over 4 hrs)

What language is your game in?

English

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Comments

Submitted

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.

Submitted

Seconding the comment that the delay between lines of text makes it fairly unplayable. Why the Godot wrapper at all, rather than just the raw ink story?

Developer (1 edit)

The game has map location puzzles, a repeating divination mini-game, text entry prompts, and a smattering of layered backgrounds. I could've modified the Inky export template js to implement the related work in there but I made a tools preference call.

Submitted

I tried to run the game but I get this error:

Error: Couldn't load project data at path ".". Is the .pck file missing?
If you've renamed the executable, the associated .pck file should also be renamed to match the executable's name (without the extension).
Developer (1 edit)

Thanks for reporting this. I'm trying to figure out why this error would be happening for you and no one else.

I'm curious what Browser (and version) you happen to be using? I can see some reports from January that apparently Firefox version 134 had some issue that caused Godot web games to fail to find their .pck file (where the game data lives) and so they get that error. And people report the issue going away with version 134.0.2. So perhaps check for a browser update if your version is somewhat old, or try another browser (assuming you feel motivated enough, I won't blame ya if that's a hoop you don't feel like jumping through).


If it's not that, *maybe* it's some issue with some browser setting, assuming you're the type of person to get into very specifically configuring your browser. They can have some affect on Godot's file functionalities; notably there is a feature that requires the browser have IndexedDB turned on. But I don't believe that functionality is used by my game. So this seems unlikely, but in the off-chance you are some browser configuration power-user, maybe something will jump out to you.

If neither of those are relevant to you, I could try uploading a downloadable version for you to try, and just take the bet that you're unlikely to *also* have it happen locally.

Submitted

I use Firefox, and I have automatic updates enabled.
The version say: 144.0.2 (64-bit).

I usually have security features enabled like no-script, but I don't have any problems with other games on Itch. I'll see if I can figure something out and let you know.

Submitted

Maybe try running it in an incognito window which I think usually disables the add ons to see if that’s what the issue is? I run a few security add ons for firefox and it plays havok with some of the games on itch that seems to fix when run through an incognito window. (And is easier than disabling and reenabling apps).

Submitted(+1)

The set up is quite good, the game has a compelling premise, good writing, nice background images and some effective interactive graphics.  My experience was frustrated by the over long text delays.  In a few cases, the timed text was used for artistic purpose to heighten suspense, but more often they were demotivating for me.  I may come back to this post comp, if a new version is released with faster text advance. 

Developer

Thanks for giving it a go, and I'm glad you got some enjoyment out of it. Yeah I do want to make a post-comp build with something to address the text-delay. Apologies. It's one of those pain-points that I didn't really realize how bad it was until time was up.