Fun and quick to explore text-based game with home-made charm (I don't know if this expression is used in English)
A few leads: it is annoying not to be able to go back with a button. It's one of the pleasures of video games, to try out different paths and then go back.
Two bugs:
- Impossible to start again easily when we have reached the end, even by refreshing the page.
- Empty page: Transport station> read your map. Besides I have never seen this map !
Ah, thank you very much for the responses! While I haven't heard of the term "home-made charm" before, it does sound like what I was going for, in a sense; just a game with a casual, less professional, more sincere vibe to it.
Thank you for the feedback on the issues, as well. I didn't want the player to simply walk back from what they did previously because I worried it may mess with the variables; I'll have to experiment more with this in the future to see if this concern was really anything to worry about. I didn't realize that refreshing wouldn't reset the game; I will definitely have to account for that in future Twine games. Thank you very much for pointing that out! I did run into the empty page with transport station to map, but I was never able to figure out what was causing it. I will have to investigate it further.
Having a starting room that initialises/resets all the variables could be a good solution, including a "start again" button after each ending that sends you back there.
That's a good idea, yeah. I'll have to try that in the future with my next Twine project or just experiment a little with one of the ones I have already. Thank you for the suggestion!
Woah. Really nice story and cute art. I love the vibrant colors you chose for the town, and how easily a couple of "wrong" decisions could end your run. The branching path is cool, especially the fact that you rarely have to backtrack to the station.
Took me a couple of tries to get a run that visits all the areas. Is there an ending in which I find my place in the town, and get settled somewhere? I'd hate to miss out on something you put in but I also don't want to just brute force my way through.
Ayy, thank you very much for the kind words! I'm glad the branching paths worked out. I worried that they may overcomplicate things. I'm also quite glad that the artwork worked out.
As for the potential best ending, it does exist... sort of. One of the far simpler endings involves you settling in the apartment complex toward the end, but the specific ending text you get in an ending changes depending on how much you see and how much new info you learn. By that logic, there theoretically is an ending like that, but you'd have to take a specific path to get it. Heck, it may not really be possible with the way I have everything routed out; I'd have to experiment with what is set up.
Comments
Fun and quick to explore text-based game with home-made charm (I don't know if this expression is used in English)
A few leads: it is annoying not to be able to go back with a button. It's one of the pleasures of video games, to try out different paths and then go back.
Two bugs:
- Impossible to start again easily when we have reached the end, even by refreshing the page.
- Empty page: Transport station> read your map. Besides I have never seen this map !
Ah, thank you very much for the responses! While I haven't heard of the term "home-made charm" before, it does sound like what I was going for, in a sense; just a game with a casual, less professional, more sincere vibe to it.
Thank you for the feedback on the issues, as well. I didn't want the player to simply walk back from what they did previously because I worried it may mess with the variables; I'll have to experiment more with this in the future to see if this concern was really anything to worry about.
I didn't realize that refreshing wouldn't reset the game; I will definitely have to account for that in future Twine games. Thank you very much for pointing that out!
I did run into the empty page with transport station to map, but I was never able to figure out what was causing it. I will have to investigate it further.
Thank you again for the feedback!
Having a starting room that initialises/resets all the variables could be a good solution, including a "start again" button after each ending that sends you back there.
That's a good idea, yeah. I'll have to try that in the future with my next Twine project or just experiment a little with one of the ones I have already. Thank you for the suggestion!
pizza ending ftw <3
Pizza ending is good ending.
Woah. Really nice story and cute art. I love the vibrant colors you chose for the town, and how easily a couple of "wrong" decisions could end your run. The branching path is cool, especially the fact that you rarely have to backtrack to the station.
Took me a couple of tries to get a run that visits all the areas. Is there an ending in which I find my place in the town, and get settled somewhere? I'd hate to miss out on something you put in but I also don't want to just brute force my way through.
Ayy, thank you very much for the kind words! I'm glad the branching paths worked out. I worried that they may overcomplicate things. I'm also quite glad that the artwork worked out.
As for the potential best ending, it does exist... sort of. One of the far simpler endings involves you settling in the apartment complex toward the end, but the specific ending text you get in an ending changes depending on how much you see and how much new info you learn. By that logic, there theoretically is an ending like that, but you'd have to take a specific path to get it. Heck, it may not really be possible with the way I have everything routed out; I'd have to experiment with what is set up.