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Jacic

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A member registered Oct 23, 2018 · View creator page →

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Hi there, this is a good start. I was interested in the mystery behind why someone your mother knew was there to talk to you. It’s actually a shame its not finished. I’m not actually concerned about the options not to dance not being there, as it does sort of feel part of the story that you should just go along with it. It just felt like it needed a bit more to round off the story about why the witch was there for you. But I also get it’s petite morte so you’re really limited for writing time :)

This reminds me of a Rusalka story. The beginning is gripping, but on replaying… (see spoilers)

Click here for spoilers I could only find a single end? I get this may well have been a petite mort time limit thing, but if ever wanted to add to this, I think an alternate ending where you can go full vengeful water spirit and drown him losing any humanity you had left, fail to temp him close and have him run away (like you have now), (+/- a 3rd ending where catch but ultimately choose not drown him, with whatever consequences that has for you) would make the ending a bit more replayable and hit a bit harder than him getting away and leaving the drowned MC frustrated. I do think you've captured that state of mind well with the final line though that explains why they're driven now to go after people.
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I think you’re being way too hard on yourself in the description. It’s not a mess at all, especially given the speed write time frame. It’s actually a thoughtful concept on what would you give up to survive and what would you protect with a real world precedent behind it. I enjoyed reading it.

Couple of other comments that are a bit spoilery so under tag:

Extra thoughts Quite possibly just the lack of time to set this up, but it didn't feel like we were always in space. I wasn't sure but sometimes it seemed like maybe we were on a moonbase of something? (Still had gravity, notes of the rescue party drilling down). But then at other times it felt more like we were on a ship (certain places wanting the samples, I think there was a mention of a bridge at one point from memory?) I also would have loved even a one or two line explanation about why all these precious Earth artifacts and samples were there rather than back on Earth, why they were so vital to be there, and why in the cases of things like seeds they were irreplaceable/of such high importance (compared to core samples, fossils etc) rather than going back to Earth for more.

It might have hit even harder, if the more important samples were stored in a way that would mean they would possibly remain safe from a radiation breach. That would make the decision about whether they were worth human lives even harder. But you’ve still done a great job with the decision of what the human protag is willing to give up to keep everything running.

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This game is very creepy with the colour changes and worrying environments. It does make me wonder what happened to the world in order to cause it to fracture like that and I played through a couple of times to explore more of the building. I’m amazed what you got done in 4 hours.

Could of questions (probably the answers are spoilery though), even when I bring back a lot of items, I still can’t get higher than a C grade? And do the statuses (like bloodied) affect the game, or are they mainly atmospheric?

This game is very creepy with the colour changes and worrying environments. It does make me wonder what happened to the world in order to cause it to fracture like that. I’m amazed what you got done in 4 hours.

Could of questions (probably the answers are spoilery though), even when I bring back a lot of items, I still can’t get higher than a C grade? And do the statuses (like bloodied) affect the game, or are they mainly atmospheric?

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Ah… Ironically your game about complaining about the way things are rated seems to be in violation of google’s terms of service and doesn’t seem to be available? You might want to check what’s going on there. (Edit- possibly the traffic spike from Ectocomp did it? Maybe try contacting google to see if you can get it unblocked.)

Thank you. Glad you are enjoying it!

Hi there! I’ll try! It’s unfortunately on hiatus at the moment while I get my act together, but its one I most get asked about finishing so I’m trying to come back to it when I have enough time to hopefully do it justice.

Oh wow that’s sad. In a good way though.

Hey Felicity. Just a heads up, Dashingdon is down. Might want to move your game to somewhere like cogdemos or compile it to work on itch? Although the files are there for download, unless someone has the choicescript package, they may not be able to work out how to get it working.

Hey Vesper. Sorry I went AWOL there for a bit. Thank you for the kind words! I’m actually finishing up the updated version at the moment. Haven’t quite decided whether to put it up via COG site or on itch, but if it goes to COG I’ll point across to it so people can find it.

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Well, we can’t finish on to happy an ending for Ectocomp! :D Also thanks for the story recommendation, I looked it up as I hadn’t heard of it before :) Thank you for playing and letting me know what you thought kaetts!

Thanks for playing and letting me know what you thought of the game Ormulum! I thought it would be fun to write something about one of the lesser known merfolk for a change :) Glad you enjoyed it.

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Thanks so much for playing and sharing your thoughts on the game StarryMountainClimber! I’m glad you enjoyed it :D

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Wish I had seen this comment before. I didn’t see any obvious way to save so figured it’d be cached on the browser, but you lose all progress if you come back to the game after closing the tab. To be fair it is on the how to play card, but figuring it was typical command I missed it. It’d be nice to have a note come up at the start of the game or in the page description. (This is on me for not reading the how to play card as it is there, but it would be good if it was highlighted that the game doesn’t save progress as you go.)

Feels like it’s in the same vein as Uninteractive Fiction (IFComp) where the only way to win is not to play.

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I really like the writing in this and the way the story builds with it seeming more and more will almost inevitably be given to the well.

Spoiler commentI think I would have liked to have seen more of a fall out from when you start taking your housemate's most important items as a counterpoint to what the well is giving vs the trouble it causes, but given this is a petite mort entry I know time is also a factor!

I tried, but my brain just doesn’t want to connect the dots either. It’s a shame as it seems like a fun game if you are good at these sorts of puzzles :)

This game is really creepy. I like the way you’ve built the tension with the broken down car, and the things that happen that just keep building that sense of unease.

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Ending spoiler It's an interesting choice to design the game in the way that the ending seems to depend not on how you get out, but how long it takes you to escape.

I like the way the eye follows the cursor around the screen. Really adds to the creepy vibe. The way the game is set out to allow the creature to interact with the surroundings is interesting.

I believe this is a student entry? If that’s the case, it’s a good effort at creating a scary game. The game tries to blur dream and reality so you’re never quite sure what actions will have consequences when you wake up which can have some really unpleasant outcomes.

The realness of this game made me feel uneasy and left me with a bad feeling given things can’t be made ok in the end, which I guess is the point. Some monsters can unfortunately be human.

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This game looks beautifully presented. I like the fear meter, the symbol felt very lovecraftian in a way for some reason. (Maybe I’ve played too much Dredge :D ) There’s a lot to see here, so many rooms to poke through. I think I need to find a locked room again (I think it was on the first level! I’ve kind of been working my way through the game as I can get the time together this week) as I know I’m missing the means to help the ghost in the plants and there still seems to be a few others I’d assume I need to help I haven’t seen yet from the hints in the letters and objects before the house will let me leave.

I did find the error bugs rovarsson reported (so won’t report it again). Good to know that won’t affect the ability to finish the game though :)

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Thanks solipsisgames! Yes, petite mort had me on a bit of a timeline otherwise it probably would have been nice to put a few more encounters in there, I agree :)

Huh, sounds like you might be right about the cap. It seems like it’s possible that the feathers on the cap might have made its way into the more modern retellings of the original folklore. I was actually listening to something just last week about how the folklore surrounding vampires had shifted over time. Like everyone knows about garlic, but something you pretty much never see any more is roses being used to repel or trap vampires in their graves. Anyway, just a rambling aside.

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Neat little game where I found the premise and talking to each of the vendors interesting. I’ll admit, the twist at the end did confuse me a little though.

Ending spoiler Was the market meant to have been a concussion induced hallucination that never happened?

This is unusual, I don’t think we’ve seen an ectocomp entry quite like this before. It’s good to see new things. I did like it. I do think some of the pauses are too long though, a few times I was wondering if the poem had finished or not. (Including at the end, I was pretty sure it’d finished, but due to the long previous wait time I wasn’t sure.) It’d (IMO) almost be better to make parts of the poem go much faster to create a sense of urgency/fear, and then lower the wait times on the slower text.

It’s one of those weirdly unlikely things. I mean who would have predicted that a pandemic could cause a world wide comeback in sea shanties? Nevertheless, your advice here is sound :D

I love a good bitsy game. I really liked the twisted Oz setting. I’m glad I finally managed to get my dog back in one form or another.

There’s a lot put together there considering the petite mort timeframe to make the game. It’s a sad little game, where you are a ghost trying to get anyone’s attention before time runs out and learn what is needed, before time runs out.

Thank you! Glad you enjoyed it :) Thanks for the feedback about the ending. I had thought to leave it more open ended, but perhaps it might need an epilogue of some kind if it feels like the ending is abrupt.

Ways to die simulator. It does warn you the game is unfair. I did find my way out after a few rounds of trial and error. Good for a first published game attempt. I’d recommend perhaps a spell checker to remove some of the typos if possible.

I really like the idea of using emotions to get through the game, and the writing is great. I got really stuck though and can’t see any way to get the keys from the guard or defeat the second skeleton?

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).

Thank you! I’m glad you enjoyed playing :D

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Those are pearls that were his eyes. Look!

I like that quote. Is that a Shakespeare/TS Elliot reference? :D

There’s a bit of a range in the achievements. Some do trigger on bad ends, I think about 4 of them from memory. I’ve used them mostly to signpost content and discoveres in this case. (I probably should have added some for special achievements like getting through the game alive without using your voice etc for those who like challenges. Maybe I’ll do that post comp.)

Glad the second chance was helpful! A lot depends on the routes taken and choices made. It is possible to make it through without it in a few ways, but other paths do sap your health pretty significantly. I didn’t want to punish people by making them replay the whole game (unless they wanted to) if your health drops too low as that sounds like it might get a bit frustrating.

Thanks for playing and leaving feedback!

All good, as I said, I really enjoyed the core aspects of the game, it’s just that any games that use timed text more than sparingly for effect are a bit of a pet peeve of mine, especially given I’m pretty time poor. It may not bother everyone to the same degree. But if you do decide to edit the game, I think removing the timed text would be a good move. Take care :)

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This is a really nice little spooky parser game that builds quickly and leaves so many questions at the end. Poor old grandpa, no wonder he ended up like he did. Thank you for the walkthrough for parser challenged people like me. I did get stuck at one spot and it helped me out :) I also really like the title graphics, simple yet so creepy.

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Ok, let me start by saying there are parts of this game I absolutely love. The artwork is cool, the way the game is put together professional, the story engaging. I really liked being able to wander around and investigate and was invested in finding out what was going on in this town to cause all the paranormal disturbances. I liked the increasing tension of the built in days left timer for trying to get all your cases completed as much as possible before then. I could see this game as being on somewhere like steam.

I’m glad I played it to the end, because if I’m honest, I almost didn’t a few clicks in. If I have one thought on how this game could be improved personally, it would be to get rid of the timed text. I’d love to replay it, but I’m not sure I have the spare time to deal with having to wait through the delays to get to the points I’d like to replay and see if I can get a different outcome. Clicking helps, but still is quite slow. If the game was ever edited to remove the timed text, I’d probably give it another go.

A help file or a bit more direction would be good in some places. I found myself quite lost on a couple of cases. I’m assuming I needed a keyword to search in the library that I couldn’t quite figure out in those cases. (Like in the case where the divination wouldn’t localise but there was no one who would speak to you further so there seemed no way to proceed with the case.) There is also a glitch where if you reinvestigate the forest, it replays the same scenes over rather than telling you there’s nothing else to find.

I really appreciated in one case where I didn’t have what I needed yet to return to the house, the game told me so and I didn’t waste the day. I was a bit frustrating to sometimes recheck a house and be told that the person would tell you if they needed to speak to you again, but in other cases, if you didn’t go back soon enough figuring they’d contact you, you lost the case. Given the amount of cases going on at once and the tight time frame in which to get them solved, not wasting a whole day by revisiting places where there’s nothing new to discover would be a big QOL improvement for the player.

Anyway, congrats on the game. It’s a strong ectocomp entry.

I was wondering what was going on here! It was like I’m sure I’ve seen this game in a previous year. Translation so others can enjoy makes sense :)