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A jam submission

Outer And Inner Before I Became You You Became Me. / 传染View game page

The story and the wolf want to be alive...so, let me became you.
Submitted by Tianri — 17 hours, 59 minutes before the deadline
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Outer And Inner Before I Became You You Became Me. / 传染's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#273.3743.607
Writing#273.2743.500
Implementation of Theme#283.2073.429
Story#283.1403.357
Presentation#422.1052.250

Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

What is the name of your wolf/wolfess/wolves?
Cael

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Comments

Submitted(+1)

The writing is excellent, even if there are some formatting problems. The lack of SFX and music hurt... although, it isn't entirely barren of purpose either. It's like, when I heard this novel's music, it was like I was struggling to remember, to hold onto a song. I loved it without knowing why, eh? I loved even without the accuracy of why i loved... Yeah, the music is monotonous, but it fits really well. Presentation wasn't focused on, because of the very meditative state... it left me wanting.

Overall, I hope to remember this even after I lose my skin.

Submitted(+1)

Outer And Inner Before I Became You You Became Me (colloquially referred to as Mememememyou because I never remember the title) has an interesting core concept of exploring, seemingly, the onset of Alzheimer's for the protagonist through reflections on their experiences with their mother's own dementia as well as a wolf-standin for themselves. The writing makes use of long, flowery prose and a fair bit of repetition I feel is in line with the themes. I do think the actual translation is an edited machine translation though. It's just too perfect grammar wise and containing zero spelling errors, which is not what I'd expect from something the creator says is "a very poor translation". (Note, I do not think the story is AI written. It contains way too much emotional complexity, not to speak of the gimmicks.)

The very, very simple visual presentation also ends up working - we see nothing besides The Forest and the shadow of The Wolf. The music consisting of a 10 note loop however is misstep to me. It's fine for the visuals to rarely change as one's eyes can busy themselves with reading, but the repetitive sound ended up driving me insane. 

There's a loop mechanic here that really fits the theme of dementia, having the same conversation with some variations. Although full disclosure, I got the hidden ending at first, and then ending C five times after which I gave up on getting the rest out of frustration. So I can't say it's perfectly implemented, but it's a good idea.

I was ready to rate this game high. But then I found about the... thing. Which in my opinion was a stupid thing to include, as it severely undermines the topic that from what I can tell is actually well represented by recontextualising way too many parts of the narrative. I'd just ignore it, but with that information I can tell that practically everything about The Story and The Wolf was made to support that aspect first, Alzheimer's allegory second. I don't know why one would want to turn a well-researched and/or first person experiences with Alzheimer's into a SCP creepypasta, but either way, it mostly soured things for me (and I'd normally like SCP creepypastas, it was just weird for this one!)

(1 edit)

Man, I don't know what to do with this one. Maybe this is one that's too smart for me, but this felt just a bit too muddled to truly land as I think it was intended to. I'll try to break down my thoughts the best I can.

Presentation/Writing:

Yeah, let's get this stuff out of the way early. Some other people didn't have as much of an issue with the presentation, but I thought this was a weak point for the VN. I know this is a very meditative, contemplative piece where there's not a lot of action or motion going on, but this is still ostensibly a visual novel, and the only visuals we have are a couple of static backgrounds that are basically just changes in brightness and one silhouetted, completely static sprite. The background music remains the same throughout the VN as well, even playing behind the rain SFX, which is the only other audio outside the main menu. Granted, it's a personal quirk, but highly repetitive sounds bother me, and since the one backing track was just a short, endlessly repeating sequence, I had to turn the music off to be able to focus. As others have pointed out, there were missed opportunities for other SFX as well - considering how prominent the bell is, having a ringing effect would have been very welcome. 

What really kills me about the audio/visual component is that the "Will You Remember Me?" piece absolutely nailed the music and even included a visual effect that was really effective. This is by far the best presentation in the VN, and I feel like 80% of the people who play this won't even see it. I almost didn't until I forced myself to come back and find all the endings, and even then I don't know if I would have been able to if passiv_boi's and Fuze's comments didn't drop some hints about what those endings entailed so I could tailor my choices accordingly. Like, just coming into this blind, if you don't know how the endings are determined, there are thousands of possible combinations of answers you could choose for the branching paths, so it's kind of intimidating to figure out when you don't know what you're looking for. I'm glad I did go back, because that note was quite touching, but a little more guidance would have been appreciated.

Writing I thought was pretty high quality here, especially considering this was translated from Chinese. Like, I don't think I saw a single typo in here (maybe some weird phrasing early on though) and in this short of a timeframe that is seriously impressive. Mechanically, as others have pointed out, there were some structural choices that could have been used more sparingly, like the "not [x]. not [y]. just [z]" construction. I pointed this out in another review as well, but that specific construction comes up a lot in AI-generated prose and it's difficult to unsee. I'm not accusing you of using AI, but that's just another reason to try to keep your syntax varied.

Implementation of Theme:

I mean, it's there, kinda...? What we have here is sort of an inspection of the concept of telling stories itself being the story, like less the actual folklore and more of the conveyance of folklore. This may be stretching the premise a bit (and naming the virus "FOLKLORE" is a bit on the nose...) but I can see the idea. In a way it's even a rejection of folklore considering the "true" ending questions the value of a story that doesn't remember where it originated, or its human component more broadly. It gets a little messy with the dementia parallel though, and I feel like the closer we get to the "true" ending the muddier that throughline gets. 

Story/Creativity:

Yeah so let's talk about that dementia throughline. Let me start out here by saying that, as someone who has unfortunately had to see Alzheimer's play out in real time on multiple occasions, you get it. Lines like "love that had outlasted accuracy" felt particularly poignant, and it's hard to convey the emotions of caring for someone who has long since stopped being the person you knew in recognizable form.  

On first read, I thought the story was entirely a metaphor for this phenomenon - the MC, or the player, was falling into dementia, just like their mother, and the wolf was a reflection of their self. The "story" was emblematic of their failing mind, with the MC's possible responses to it representing acceptance of their condition without question, denial of the inevitable, or passively clinging to what they could, and regardless of how they approached it, eventually they would cease to be themselves and only continue to exist as part of stories others told about them.

And then I checked the game files and saw that this was actually about an SCP mind virus.

I... don't know how I feel about this. I mean, sure, obviously those parallels are still intended with the loss of the self to the Story mirroring the loss of the self to the disease, but there's no indication of the sci-fi component within the text itself, and you're really relying on people snooping through the game files to get that (though yes, you are admittedly going to get more of those people through a game jam where a higher number of readers than usual are people already familiar with sifting through Renpy files). The hidden ending also doesn't really have an explanation without knowing what the Story is, so even if a reader lucks out and gets it, they'll be lost unless they've read that one text document. 

I think this VN might have been just a bit too ambitious in what it was trying to accomplish. The pseudo-SCP angle kind of limits the effectiveness of the meditation on dementia and the persistence of memories in others rather than the self, and I feel like it's just not developed enough in the text to really stand on its own. It's a creative idea - this whole VN is. The way the UI is designed as a metanarrative in itself is testament to that. I just think this might have been a bit cleaner if you had dropped the mind virus thing and just left the wolf not fully explained and open to interpretation. I think that would have suited the highly philosophical approach taken by much of the text rather than making the Story like... adversarial, for lack of a better term. 

I didn't dislike this (okay I did dislike the audio) and I don't think you should be disappointed in what you were able to produce for the jam; it's still impressive that you managed to put this out in the time you did, especially in translation. I just wish it was a bit more cohesive, and maybe a bit more user-friendly to get all the endings and plot out of it. 

Final score of 9 remakes out of 7 adaptations. 

I really liked this one. The prose is superb. It's intricate and so pleasing to read. Prose this good is rare among FVNs, let alone jam FVNs. This VN does a good job exploring dementia and the trauma of both the victim and the people close to the victim. There are a lot of interesting topics that are touched upon, especially in the stories Cael tells. I like that there are a lot of ways you can interpret the story. You'll likely have a different experience from someone else who read the story. I think how it presents the stories works well, as folklore works very well. That being said, the presentation is unfortunately a little lacking. Most of the game has one song looping throughout it, and while it's ambient enough not to get grating, a bit more audio variety could have helped. The same goes for the visuals, as it's just a black silhouette on top of a background for most of the game. This works for the themes of the game, but it doesn't really use much of the medium. I think NVL mode would be more appropriate for this VN. Don't get it twisted, though, this is a very wonderful VN that I can't recommend enough.

Submitted

An odd and surreal piece. Normally, I'm not the biggest fan of abstract writing, but I think it worked this time. I think my favorite parts were all the little anecdotes throughout the story, anchoring it to reality a little bit and preventing it from being excessively poetic mumbo-jumbo. I especially liked the threshold merchant, and the idea that a home without a threshold is a home without travel. Obviously, this story is very much lacking in visuals, but I think the presentation still works well for this kind of story. I also enjoyed all the little programming tricks, such as the randomized quotes between each chapter. I actually noticed that only because I quit the VN a short way into it the first time (just wanted to preview the VN before reading it the next day) and it ended up being completely different the second time I booted up the game. I do kinda wish I had actually read the first run though, but I like that the title keeps changing based on a bunch of different factors I'm not sure about. Gives the story a lot of mystery, which is accentuated by the silhouetted wolf and abstract language. Yet despite the vagueness, the story still stuck with me, which is a sign of good writing and the right decisions on when to not be vague (for example, stating outright that the MC's mother had Alzheimer's). Replaying the game to see the different choices also changed just enough where I could see Cael's personality shift with the choices you made. I'd have liked to see more, but the skip button kept breaking. Probably for the best that my experience was personalized by the choices I made anyways. Well done.

Submitted

'Outer And Inner Before I Became You, You Became Me' is an existential story about stories. It tries to grapple with the paradox of how important stories can be to preserving memories and teaching lessons, but also how in crafting those stories, the actual people that those stories may be about become distorted and can be lost in the story itself. To craft a story is to file away all the unimportant details that makes a person a person, and crafts them into a character. In doing so, the character is no-longer a person and if that is the case, could a story truly ever capture the memory of what makes a person whole? It presents that people are merely stories crafted by others to identify them, so if there is no one around to tell your story, do you actually exist? Much is the mystery of conscience.

The story actually presented in this visual novel is actually a few layers deep. You have the personal story of the POV main character, a man wracked with grief after losing his mother to Alzheimer's and grappling with the complex emotions of seeing her forget him as a person, thus giving him a little bit of an existential identity crisis. He wanders into the woods where he meets a wolfman. Said wolfman, Cael, is infected by a parasite called FOLKLORE, that exists within the fragments of his mind and is slowly overwriting his thoughts to only be able to tell the story that FOLKLORE is, as if the story itself were a virus strain. I think that the story is actually three stories: the flowers and the bells, the reflective lake, and the threshold seller. Depending on the choices you make and the questions you ask, determine the outcome of the wolf, where you become the new story host, where you let the wolf be consumed by the story, one where you and the wolf share the burden, and I think a secret ending where the story becomes self aware and the parasite stops being infectious (these are my musings, so I might be wrong about the interpretation). I think what the story is trying to go for, is this sort of meta-narrative about stories, and trying to convey to the reader that they are now infected as well with this story.

The presentation is minimal and very much dependent on how susceptible the reader is to 'creepy-pasta'. There's only a few backgrounds and only a silhouette of a wolf sprite, leaving a lot of the visual detail of a visual novel to be left to the text. There is some really cool choices being made in how the menu is minimal and incorporates into the meta-narrative, with menu options like 'listen' and 'leave', very thematically poignant. The shifts from chapter to chapter interspersed with famous quotes from literary works was an interesting touch, trying to indicate which route you were on. Even small details like being unable to skip the 'stories' as they came up, having to click through them, if you've re-read the novel, even a special line if you replay the story to get a different ending, or the title screen change if you find the hidden ending, are fun ways to utilize the medium. That being said, it's a very hard sell in terms of appeal and flair, either on purpose or by lack of effort into it.

As such, a lot of the responsibility falls onto the writing quality itself. It's kind of crazy that this is, I believe, Chinese translated into English, because the prose is very purple and very descriptive. It waxes on about every little detail, while also not really saying anything. Obtuse, would be a way to describe it. It really begs the reader to work at what this story is trying to say, and tackle larger concepts than I think this medium is capable of doing. It almost borders on pretentious. The few times that it gets grounded in reality are nice, otherwise it seems to be about tirades of philosophical concepts that start to lose their impact, the more you realize that there's not really a conclusion that the story is going to be able to reach. It's one of those ambiguous endings, choose your own meaning, type of deals. I don't hate that it does that, and I appreciate the little Easter eggs in the game files for some meta-narrative and backstory, but for as much effort that I put into trying to understand it, left me unsatisfied with the 'prize' at the end.

From a folklore perspective, I get that this was a story about stories, but kind of misses the point of what folklore is. Folklore leans more into a communal and shared story tradition, while this visual novel prefers to focus on how stories are crafted by individuals, in order to 'infect' others with that story. The stories kind of touch on the folklore aspect, with the reflective lake being the most folklore-y of the bunch. I will say this is a strangely creative narrative, and I love the techniques used to make the meta-narrative.

This is a really high concept type of visual novel, and with that comes a lot of risk of it either going over people's heads, or it ending up verbose and exhaustive to read. Unfortunately, as cool as a concept as this seems to be, I don't know if the execution and final product is compelling enough to over come how not invested I was in the characters, outside of my initial curiosity. Funny enough, I wonder if the visual novel is aware of this, as the hidden ending seemed to have the nailed on the head, that one should be interested in the person behind the stories just as much as the story itself. I wanted to feel invested in the characters, but there's hardly anything to latch onto. I understand that its the point, but even so, it would be nice to get some resolution to that. I guess because there are options, it gives the illusion that there's a good path and a bad path, but ultimately, it feels like it's all the same path. That being said, it's really interesting getting a perspective from a Chinese background that I haven't read much from, and I wonder if that's reflective of this author's style of writing, or that's just how Chinese stories feel. 

Submitted (1 edit)

⭐⭐⭐

I struggled a lot with understanding how I feel about this one. On its face, the writing is excellent and there's a real knowledge on the topics being dealt within the story. And yet, I could not seem to connect with the whole thing.

 While I can still see quality of the writing and the effectiveness of its imagery, the truth is I really struggle with works written this way. This VN presents many lengthy, almost flowery monologues, a style I've read before and always had mixed feelings on. The problem, as I see it, is while the allegories are creative and vivid, their recursive presentation only worked to belabour their point. It came off to me as a distracting level of heavy-handedness that bogged down this already slow-paced tale. 

But I must insist: the imagery is good. An example I can give without reservation is when a character mentions starting to "have to reach out for their own name." Part of why that one stuck with me is the fact that we don't get a prolix analysis from the MC afterwards; the ephemerality of this powerful mental image, not its overbearing presence, was what made it work. 

Audiovisually, there is very little here. The handful of music tracks do contribute to the atmosphere and I've heard an argument in favour of its stillness, but to me, there's definitely an opportunity for more creative use of the V side of this FVN. 

This project didn't have the best shot of grabbing me due to the style it's going for, but I very much stand by my points here. Maybe if you enjoy a purpler prose and don't mind how static it is, you'll enjoy this one. To me, it spent too long gilding the lily. 

 对Tianri,别担心,这个英语翻译不太错了。大多数的时候句子又好懂又好看。虽然我自己不太喜欢这个写法,但是故事很好

在群里和大伙看了这部作品,连夜跑来写个评论。 仍在回味,想到哪写到哪,可能有些混乱。 整篇故事就像一个自指的衔尾蛇,找不到一个明确的起始和结尾。故事塑造人本身,人又反过来编写故事。几乎是写出了现实本身。 要不是翻看游戏文件看见了隐藏的彩蛋,否则我会完全认为这是一篇哲学深度很高的抽象故事。 从深度上我会给这篇故事10/10满分,但从故事性上我没法给出高分,但却有亮点。用scp的设定来跳过复杂的论证使story的属性像一个不可名状的东西成立。但在现实这的确是一种存在的现象,一种知识的诅咒。 整篇故事夹杂着心理学上我们如何定义自我,哲学上我们如何看待世界。自我同一性和自我连续性。甚至其中门槛的小故事有那么一些语言学的味道,那一句“那些不立门槛的处所,外人叩门无路,而居者,亦无处可逃。”信息密度大到爆炸,甚至点题了。一旦语言的差异被解构,一切都会混成不可言说的实在。 在这些严酷的现实理论加持下主控与母亲的告别,也更加显得沉重。与cael的故事也能视作一种角色对母亲的再告别,是绝不放手又或是彻底遗忘。隐藏结局也是那个不可能再实现的梦幻结局。母亲已经走了。时间会让人跨过门槛,绝不可回头。

已预定我的2026年度最佳jam game。我还需要再细细品味一下。

Developer (1 edit) (+1)

===剧透预警===








感谢评论!

很多地方的理解完全正确!

但其实就是带有哲学意味的抽象故事,但其实这么说也不准确。(不过在创作正文的时候,我确实是想写一个哲学故事+一些民俗故事,不过后面写完正文又有一些新的想法,就变成了现在这样)

在故事里,世界存在■条未被证明的「公理」(The Axiom),而「公理」其■正是 The Story 存在的依托,然而在故事里,我完全没有插入「公理」相关的内容(除了彩蛋),也就意味着,彩蛋只是连接未来两部同世界观作品的小巧思而已,如果没有,也不影响故事的另外解读路线。总而言之的是,我留下了很多可供想象的部分呢(?)

故事性方面,我需要再次为自己辩解(狡辩中...):首先,我哭泣的是,当我看到这个 gamejam时,已经只剩下 6 天了😱😱,为此,我不得不放弃了很多打磨和润色,加上其他的时间,我已经...没有太多时间了啊...(还有,其实我最不擅长的便是故事和对白了。。。这一次也是一个挑战,然后很明显我还是没能逃出去。)

三则小故事也是我构思了很久的一个部分,我尽可能的让它们看着易懂,但深究又有些深奥(到最后,可能我自己的话也不是唯一正解了)。

而 MC与母亲或者任何人的情感,我也尽我努力了,虽然说是我最擅长的部分了,但在这篇的处理里我觉得仍然略有瑕疵,我尽力让它保持真挚,但由于各种现实原因,还是显得不够好了。(很大一部分原因是我即将迎来一次大考!作业繁多!额,依旧狡辩中,不要理会了。)

最后,其实原定只有 A、B结局,可以看出来其中的差异,C和 H结局有明显赶工迹象!但也确实是弥补 AB结局至少有一个人死去的结局,C不够完美,但已经足够(了吗?),H结局有些梦幻,无论是场景还是故事等等,总之,我就不过多添乱了。

我的话不代表所有,因为我的思维也很混乱,最初的想法也逐渐卷入了这混沌中。。。(简而言之:这篇回复不代表我的全部观点,只是我想到什么写了什么,真的,真的。)

最后的最后,再次的万分感谢评论!感恩不激!

Thanks!!

By Tianri.

And 公理委员部/The AProject

妈呀老师,您? 你的意思是你在6天内做完了这个堪称自指神作的充满极高深度和多线的gamejam,吓哭了老师,您这故事的解析我能写几万字😨

Developer (1 edit)

过誉了过誉了,我个人其实没怎么写过这类型的故事(因为之前我就是个破写网文的臭中学生,完全没接触过特别高深的东西,所以自另一个 gj 结束后我就想要挑战自己,加上我之前写网文的经历,也是比较能压榨自己的潜能【牛马本质】)。 挺多方面都是想要挑战自己的其实(比如英译什么的) 加上我本身就比较年轻灵感甚多。

而时间确实是这样的,因为我整篇故事都是在 vscode 里写的,建立项目的时候就是边想边构思边写(到最后搜集资源的时间不够用了,因为第二天也就是 6 月1 日我还要上学)。

总而言之,这部作品算是我接触 fvn后的第二个比较正式的作品了(虽然看着都比较幼稚的了),两个都是参加 gj,我服了(bushi

最后,再次感谢评论和评价!!

Tianri 致上。

(两张在截稿日前的珍贵影像)


(+1)

This one felt deep and open to many interpretations. For me, it was about existence and the passage of time. Lot of painful truths and lived experiences. There is just so much emotion throughout it all. Presentation/implementation could be improved, as I do feel the single scene and music were stretched too thin? (Like a picture book with only cover art?) Now if only I could read Chinese...

(3 edits)
Spoiler Alert!

First entry I’m reading, might be a lil rusty. Also, the rating is based on the English copy of the entry, and I highly recommend people read the original Chinese version (it’s just that I can’t speak Chinese)

The first thing, and also probably the best thing about this entry is the vibes. When I’ve read through it, I feel what the story wanted me to feel. Alden’s introspection, “the story”, and the same repeated notes make me feel like I’m going insane at one point (especially since one of the problems is that it’s so hard to reach an ending). The various amounts of easter eggs add a good amount of depth and meta-ish feel to the story, but sometimes is a bit overdone.

Implementation of Theme: Folklore, in essence, is a story. And in this entry, it is represented through many ways. “The story” (or “The narrative”, I’m not sure), is a character, and it (through Cael) spread folklore to others. “Transmission”, as the story called it. Within each character, there is story, and then there is folklore, which is an idealized version of said story. In one of the endings, we’ve learned that “The story” reshaped Alden’s memory to an idealized version, possibly also representing the idea that as stories spread, the individual behind it is forgotten. The author’s notes, in contrast, try to make the reader remember the individual behind the story, of the version that is more “human”. I wholly believe that without folklore, the story couldn’t be what it is now.

Story: With that said, the story felt like it tried to cram too much into a limited word count. There is an implication that Cael was from a different world, and got thrown here by a “threshold” of sorts. Furthermore, within the files, it has a faint mention of an experiment or something like that, but none of that was mentioned within the game, and it is also unclear if this is before or after the plot of the story. At the same time, there is also the subplot of Alden’s mom having Alzheimer’s, which he kept returning to. Some of these points are integral to the story, and some just create more confusion and is unneeded. Also, a few lines on the subsequent playthroughs also don’t make a lot of sense, and it felt like “The story” is trying to break the fourth wall and speak to the reader. The title lines in the main menu also tried to convey something, but it feels like sometimes it’s the story speaking and sometimes it’s the author himself speaking. Overall, there are too many plot points to cram and it’s sometimes quite confusing which one is which.

Presentation: I thought it was unique and that it’s very cool. And as said before, the vibes are still immaculate. But I cannot stress enough the amount of runs I had to do to get the endings. After the first playthrough I had a vague idea of how to get the endings but it took me 10+ runs to actually get them all. From the 5th run, it felt like I’ve seen everything but the ending sequence, so what was shown became a chore to skip more than something that requires attention. That begs the question: If your other endings are as hard to get as the “hidden ending”, wouldn’t that mean all other endings (except ending C) are hidden endings? In the entry, you have to pick a very specific set of choices to even get endings A and B. There were no clear hints as to what the choices actually are, just a feeling of the direction (doesn’t help that some choices don’t affect anything except making it harder for me to guess lol). The variations in the quotes and lines doesn’t help much either, as sometimes it hits but often it misleads (or maybe my understanding of the quote is wrong). Regarding the assets used, it is a bit barebones: ie. the ringing of the bells was presented to be important, but there was seemingly no audio; the same forest background (with a tiny bit variation) was used even when the scene is supposed to change (they cuddle in a treehole or sth). Overall, it’s…alright. Not too great, at least I do love what it got going for it.

Writing: There are some highlights to the writing, especially in the ending scenes. What was depicted was really beautiful and is a very rewarding read with how crazy the requirements for some of these endings are. However, the writing for most of its run time felt flat out confusing, Alden and Cael contradicting themselves sometimes, and way too much usage of emphasis (ie: Not this, but this; Just…; etc). As a result, what needed to feel impactful was diluted and what could be read in passing had unnecessary attention paid to it. Also, even though I can somewhat see the constant referring back to Alden’s mother as him trying to keep her alive in his mind, it is not presented in a way that makes the reader feel that way and it just feels repetitive to me. On the first playthrough, the story constantly made me feel like I’m missing something, but everything ended pretty simply. It feels to me like the story implied and try to make you see multiple layers of meaning, but never expounded on it (or the answer is unrewarding). For example: the mention of bells, the folklore about bells and the bible verses combined made me think of protection, but then it seemed like the ringing of the bell meant that the infection was spreading further (I think?). And in the end, it’s just answered with “someone gave it to me.”. Overall, its has its highs and its lows, but probably better than average (idk this is my first entry)

Creativity: The functions and easter eggs of the game (at least, some of it) was really unexpected. Some of it just doesn’t work tho, like the line changes depending on the ending (Apparently there is one line for each ending, but after the first ending (C) it kept displaying the line for ending C). The idea itself was hauntingly beautiful, and “the story” being a character itself in a sense is also a good plot point. Regardless, it was an unexpectedly enjoyable and creative entry, looking forward to see more from you!

P.S I have become Alden so can Cael become mine <3

Rating: 5-4-3-3-5

Developer(+2)

中文版/Chinese Ver:

感谢你的评论...
在开始之前,我需要为自己解释片刻,这部作品是我在截止上传前的 6 天前开始,而当我进行程序部分时,已经只剩下 1 天半的时间,而收集素材给我的时间只剩下 12 小时。
而英文翻译给我的时间已经不足以完成润色了。
因此,这个作品看着可能不够完善。
以上。


注意:以下内容可能会导致额外的剧透...甚至透露游戏隐藏的设计、设定


---

首先,非常感谢对于氛围感的肯定,因为我最为擅长的便是对于氛围的塑造。但由于时间缘故,很多地方显得未经打磨。

The Story所想要被传播,The Wolf(也就是 Cael)想要活着,至少被人所记住。

主角(Player或者Alden)则因为某种原因(剧情里的解释其实很显然有些虚假)来到The Forest,开启了这篇故事。

围绕这三者,我展开了故事,故事是基于这三个个体的记忆和他们在 The Foreset所经历的事情展开的。

而记忆是最容易被更改的,因此在 The Forest,记忆即现实。

---

The Story,准确的说,The Story在这篇故事里因为某种未知的原因拥有了“灵魂”(故事中我愿称灵魂为“知性”,或者一种独特的模因),因此,这个混乱的故事被赋予「The Story」的名字,我暂且这么称他。

而我所想要呈现的正如你所理解的那般。

---

对于这篇故事来说,最初我预想的篇幅会长很多,但受限于时间,所以很多内容在有限的时间内被压缩了很多...

对于主角的精神,他的言语、内心以及行径,其实确切的体现了他的内心状态,仿佛存在着执念一般,但其实只是我的能力不够,对于这方面,还是不够擅长。

有些混乱的情节,原本是刻意为之的设计,但我高估了我的能力,但发现其不足时,删除已经不是最好的选择了。

故事确切是想打破第四面墙,这是无可否认的。它或许知道某人(例如:玩家,或者其他别的某些人)

另外,不得不提及的是,主界面的文字绝大部分是 The Wolf(Cael)、The Wolf、Cael所说,有一部分是The Story所说,总之,都是故事里的三个个体所说,说话的人取决于最终 Cael / The Story的留存程度。

---

背景图片、音乐、SFX如此简陋是因为我已经没有足够时间去寻找了。对此,我很抱歉。

另外,我发现,A、B结局确实有些难以达成,因为它们要求沿着同一个对 Cael或者故事的态度走下去(即:要么不听从 Cael 的恳求,抗拒 The Story,进入 B 结局;或者始终迁就 Cael,不抵抗 The Story,进入 A 结局,此外任何飘忽不定的关键选项都会使故事走向 C 结局)。为了让关键选项隐蔽起来,我加入和许多干扰的选项,它们对故事走向没有任何影响。据我的印象,关键选项大约有 5 个(我忘了具体的数字,因为我最近有些忙)。而 H结局我觉得是比较隐蔽的,它在关键选项中只有选对 3 个才能进入,而 H结局也是不同于 A、B结局的,对于 ABC三个结局来说,如果不看难度,H结局是比较特殊的一个。

对于指引问题,这点其实很难做到尽力,我不太擅长这一部分,有些地方的选项会看着比较割裂就是这一原因,但我已经尽力区分重要选项之间的差异。

对于引用,其实只是概括这一部分背后的一个情感、故事或者某种隐喻,经过统计,一共有 64 条。是我在阅读或者日常过程中收录的比较合适的语录,太少会感觉重复,因此决定了这个不上不下的数量,每个部分 8 个,共计 8 个部分。

---

写作部分,因为这算是我第一次创作带有英文翻译的作品,我写的有些谨慎和拘谨,翻译的时候,也没有灵活变通,更没有太多润色,以至于保留了初稿中的很多缺陷。

对于这个问题,想必经此一遭,我在之后的创作中会有所改进,至少,我会留下很多时间来对付和中文原文同等重要的英译,而且应该花上更多时间。

主角与 Cael 之间的矛盾是因为我不擅长处理人际关系,很抱歉,我一直这样不擅长写人与人之间的关系,以至于连对话都很差劲。

一些故事上,我也不得不做了收束,以至于让故事不那么发散,但其实故事仍然有很多值得解读的地方,我也没有完全收束下来,留下了很多空白,如果深究这些空白,其实就会发现,一些东西并非表面那样。

(对了,我在结局花费的润色时间更多一些,毕竟是一个故事的结尾。)

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最后,到达结局后,主界面的变动和一些其他彩蛋确实是这样的!但是由于我的 bug,导致变得漏洞百出。。。(标题文字优先级的问题)

以下是ABCH结局和全结局达成对应的标题文字(除了结局会导致变动外,还有其他条件会导致标题变动...但不多,我不确定是否它们也存在这个 bug,但我刚刚检查代码大概没有):
A:

I'm sorry. And thank you. And I'm sorry.

B:

(空白,是的,就是空白,吗?)

C:

We're still here. Somewhere between.

H:

I have been waiting for someone to ask me to stay.

全结局达成:

You heard everything. Thank you for staying.

---

最后,再次感谢评论。


By Tianri.

And ■■■■■ ■■■■■■■■.



英译/English Ver:

Thank you for your comment...

Before I begin, I need to explain myself for a moment. I started making this work only 6 days before the upload deadline. When I began working on the programming part, there was only about one and a half days left. And the time left for me to collect assets was only around 12 hours.

As for the English translation, there was already not enough time for me to properly polish it.

So this work may look not complete enough.

That is all.

Note: The following content may cause extra spoilers... and may even reveal some hidden designs and settings of the game.

---

First of all, thank you very much for recognizing the atmosphere, because creating atmosphere is what I am best at. But because of the time limit, many parts still feel unpolished.

The Story wants to be spread. The Wolf, which is Cael, wants to live, or at least to be remembered.

The protagonist, Player or Alden, comes to The Forest for some reason. Though the explanation in the story is obviously a little false. And from there, this story begins.

Around these three, I built the story. The story is based on the memories of these three individuals, and the things they experienced in The Forest.

And memory is the easiest thing to be changed. So in The Forest, memory is reality.

---

The Story, or more precisely, in this story, The Story somehow gained a “soul” for some unknown reason. In the story, I would call this soul “sentience,” or a special kind of meme. Because of this, this chaotic story was given the name “The Story.” For now, I will call him that.

And what I wanted to present is just like what you understood.

---

For this story, the length I first imagined was much longer. But because of time, many things were compressed a lot within the limited time...

As for the protagonist’s mental state, his words, his inner thoughts, and his actions actually do show his inner condition quite clearly, almost like he has some kind of obsession. But in fact, it is also because my ability is not enough. I am still not very good at this part.

Some chaotic parts of the plot were originally intentional designs, but I overestimated my ability. When I realized the problem, deleting them was already not the best choice.

The story is definitely trying to break the fourth wall. This cannot be denied. It may know someone, for example, the player, or some other people.

Also, I have to mention that most of the text on the main menu is said by The Wolf, which is Cael, or by The Wolf / Cael. Some of it is said by The Story. In short, they are all said by the three individuals inside the story. Who is speaking depends on how much of Cael / The Story remains in the end.

---

The background images, music, and SFX are so simple because I no longer had enough time to search for them. For this, I am sorry.

Also, I found that endings A and B are indeed a little hard to reach, because they require the player to keep going along the same attitude toward Cael or the story.

That is: either you do not listen to Cael’s request, resist The Story, and enter ending B; or you always go along with Cael, do not resist The Story, and enter ending A. Any key choice that is wavering or inconsistent will make the story go toward ending C.

In order to hide the key choices, I added many distracting choices. They have no effect on the story direction. From what I remember, there are about 5 key choices. I forgot the exact number, because I have been a little busy recently.

As for ending H, I think it is more hidden. Among the key choices, you only need to choose 3 correctly to enter it. Ending H is also different from endings A and B. Compared with the ABC endings, if we do not consider difficulty, ending H is a more special one.

About the guidance problem, this part was actually very hard for me to do well. I am not very good at this part. This is also why some choices may look a little disconnected. But I have already tried my best to distinguish the differences between important choices.

As for the quotations, they are actually used to summarize a feeling, a story, or some kind of metaphor behind that part. After counting, there are 64 in total. They are quotes I collected while reading or in daily life, and I felt they were suitable. If there were too few, it would feel repetitive, so I decided on this somewhat in-between number. There are 8 for each part, and 8 parts in total.

---

For the writing part, because this is basically my first time creating a work with an English translation, I wrote a little carefully and stiffly. When translating, I also did not make enough flexible changes, and I did not do much polishing. Because of that, many flaws from the first draft were kept.

For this problem, after this experience, I believe I will improve in my future works. At least, I will leave much more time to deal with the English translation, which is just as important as the original Chinese text. And I probably should spend even more time on it.

The conflict between the protagonist and Cael is because I am not good at handling relationships between people. I am sorry. I have always been bad at writing relationships between people, so even the dialogue becomes quite poor.

For some parts of the story, I also had to close things down, so the story would not spread out too much. But actually, there are still many things in the story that can be interpreted. I did not completely close everything. I left many blanks. If you look deeper into these blanks, you may find that some things are not exactly what they seem on the surface.

By the way, I spent more polishing time on the endings, after all, they are the ending of a story.

---

Lastly, after reaching the endings, the changes on the main menu and some other easter eggs are indeed like that! But because of my bug, they became full of problems... It was caused by the priority issue of the title text.

Below are the title texts for endings A, B, C, H, and for completing all endings. Besides endings causing changes, there are also some other conditions that can change the title text... but not many. I am not sure if they also have this bug, but I just checked the code and probably they do not.

A:

I'm sorry. And thank you. And I'm sorry.

B:

(Blank. There's nothing in game! Yes, it is blank, right?)

C:

We're still here. Somewhere between.

H:

I have been waiting for someone to ask me to stay.

All endings completed:

You heard everything. Thank you for staying.

---

Lastly, thank you again for your comment.

By Tianri.

And ■■■■■ ■■■■■■■■.