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You are in a room's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Best visual design | #7 | 3.464 | 4.000 |
Best use of multimedia | #11 | 2.598 | 3.000 |
Best game mechanics | #24 | 2.021 | 2.333 |
Best emotional impact | #25 | 1.732 | 2.000 |
Best descriptions | #26 | 2.309 | 2.667 |
Best character(s) | #27 | 1.732 | 2.000 |
Most fun to play | #28 | 1.732 | 2.000 |
Overall | #28 | 2.117 | 2.444 |
Personal favorite | #28 | 1.732 | 2.000 |
Most promising demo | #30 | 1.732 | 2.000 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Content warnings
Mild swearing and lively css
Game status
Complete
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Comments
Love the presentation! I included it in my Spring Cleaning Twine Jam compilation video series, if you’d like to take a look. :)
The presentation of this is amazing; as much as I liked it, it would be nice to be able to turn off some of the jittering. Some players may really be put off by this, so consider making it optional.
My main critique is this feels a lot like trial and error, and I don't think I would have the patience to find all the endings.
Thank's for playing it and commenting - its appreciated.
You've hit on two mechanics I was thinking of working on - making the jittering worse with the death count (or insanity) and hinting at possible paths. I gave up on the former as the css animations are bloated already and I couldn't think of an elegant way to add several states short of repeating the animations. If I could nail that I could see using the structure on other 'stories'. As for hinting, I felt this could be easily managed as an array of clues (ie. "hungry for bugs", "play word games with yourselves" - terrible examples but you get the idea?), only I couldn't think of a good way to present them. Something to work on perhaps?