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A jam submission

The InternshipView game page

A vore text adventure
Submitted by Uskprod (@UskProd) — 1 day, 11 hours before the deadline
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The Internship's itch.io page

Results

CriteriaRankScore*Raw Score
Narrative#183.5883.947
Stealth#193.3963.737
Kink#213.5883.947
Horny#343.1093.421
Harmony#412.8703.158
Ambition#432.8223.105
Overall#432.7603.037
Novelty#472.6312.895
Play#492.3922.632
Sound#511.3391.474
Aesthetic#571.8662.053

Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

HostSubmitted

hell yes text adventure.  love that the order matters — good decision to have a small number of things to do but allow a lot of combinations.  extremely good to describe the individual physical changes too.  fascinated by this completely insane species+culture and the unfathomable ramifications of all this

as a huge fusion pervert i did hope to see a bit more of our own personality come through and maybe vary depending on who we were, but as a huge text adventure pervert i also know that extended conversations aren't especially pleasant to deal with.  also as a huge text adventure pervert, i kept trying some standard inform shortcuts like "x" for "examine/look at" or "n" for "north", which of course didn't work, which made it a little more typing-intensive.  but on the other hand, not being inform-based means i didn't have to worry about possibly conjuring up standard-but-obscure verbs like "smell" or fuckin, "search"

i did keep getting lost in the fuckin hallways, despite understanding i'm navigating a square; it might help if the turn (and its direction, even right/left) were mentioned during the movement?

also if i were cyrus i would be so fuckin mad that i merged with someone and then we couldn't actually do my job afterwards

Submitted

Never been a fan of these types of text based games, always feels like I'm fighting with the commands. Kept trying to do talk commands to everyone only for there to be no dialogue. I'm so bad at typing. Without the walkthrough I probably would've gotten stuck on the elevator.

However, after following the walkthrough, damn the writing here is good. The fusion concept is very interesting, and seeing how every part of the fusion has a say is rarely seen in these types of things, it was fun to see the later fusions get more complicated as time goes on. This would be extremely cool to see in a nonlinear fashion, as much of a writing nightmare that would be.

Submitted

Interesting concept. Always love your games XD

Submitted

The dialogue feels nice and light, and the characters are surprisingly open to any offers you make! The movement directions can get a bit confusing since you sometimes end up with the return path being somewhere else, but the writing does a lot to give hints for what can be interacted with and how. Highlighting key words and allows players to copy them can help with navigation a bit. It's cool to see an original text-command game system, it couldn't have been easy to design it!

Submitted

I'm not used to this type of game, so it took me a while to get into it and I had to consult your walkthrough a couple of times. But I was intrigued by the narrative the entire time, especially by this bizarre world where people just casually fuse with each other whenever they want. I really liked the descriptions of how their personalities merge. Feels like you put a lot of thought into how that'd work.

Submitted

So it's been a LONG TIME since I've played a classic parser-based text adventure, so I was expecting to be completely overwhelmed here, but I actually found this to be quite approachable. Probably because the game takes place in a fairly small number of rooms, and because the gameplay focuses entirely on the social puzzle of which characters are attracted to which other characters. After my first playthrough, it was especially interesting to go back and try different combinations to see the other outcomes.

Overall, really impressive and enjoyable experience! Particularly enjoyed the writing, which has a straightforward directness that felt especially appropriate for the premise.

Submitted

Interesting! I don't think I've seen an interactive fiction game done in Godot before. It does seem to work well enough, aside from the issues that everyone else has mentioned.

Vore isn't my cup of tea, but extensive worldbuilding in kink-games is, and this very much delivers on that front. It's interesting to consider the impact of merging on the economy, yes.

Submitted (1 edit)

Like the others playing before looking at your walkthrough was quite difficult since the game doesn't follow usual parser logic (especially the ability to check previous text or interactible objects and folks being pointed out by caps or bold or any other sign - check out Intwined Dreams, they did a great job at structuring a classic IF). I'd recommend playing or watching more of the genre you're working with in the future, because players have mental models and expectations that will project on the game depending on its.
This aside, it was fun, with straightforward writing. It was easy to get lost both in text and in space (took me a while to realise there wasn't a hub per se). The kink was ok, I would have liked the characters to have more lines and more depth, it felt a bit like being pushed from one requirement to the next. Still, a solid and entire piece for a gamejam!
Edit: kudos for making me spam "FUCK CYRUS" at the receptionist on my first playthrough since I got super stuck

Submitted

I tried the experience before the walkthrough.
I felt like the first introductions with the characters didn't hinted me hard enough to a direction,
And my own lack of social etiquete made me experience like if I was back to my teenage years.
I started a conversation, no topic came out, and I leave the room silently.

A quality of life feature in text games is the navigation though old entries with up and down.

I liked the concept and after following the walkthough I liked the writing too.

Developer

I have added a walkthrough to the game’s devlog, as it seems to be more confusing than I expected: https://uskprod.itch.io/the-internship/devlog/1438013/walkthrough

Submitted

Hi, nice idea for the fusion aspect, but I was a bit confused by what I was supposed to do. There is a lsit of commands but no list of interactables at any given time. Also, you can't scroll up the log history, so if you forgot a detail like a location or an item/Character, you're forced to restart the game. it's kinda annoying.

Submitted

Okay, so, some notes for the future: please, PLEASE add shortcuts for the parser (the standard is n/s/e/w for moving those directions, l for look, x for examine) because this was more painful than it had to be. Also, I do not understand how the rooms are hooked up, but I can go east to get to a room and not west to get back to the same room?? Absolute cardinal directions are used for games like this for a reason, and while many interactive fiction games have played with connectivity of rooms, this is just an office building???

I wanted to try and get full completion, but I got driven insane by the control scheme. I absorbed Cyrus and Zenna before giving up and going to the interview, and did not get the job.

Intriguing setting, I have to say. Some points for ambition for trying to create your own parser, but there’s a reason most don’t do that these days.

Developer(+1)

The layout of the 3rd floor is a loop of hallways with a few spokes going off it. You round a corner as part of your moves around the loop, which is why you can’t double back by going the opposite direction.

image.png

Submitted

Ahhhh okay. That’s not how I was expecting it to be set up at all.