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A jam submission

Summoning for LoveView game page

Submitted by Sen — 11 hours, 54 minutes before the deadline
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Summoning for Love's itch.io page

Results

CriteriaRankScore*Raw Score
Narrative#14.7274.727
Horny#24.5454.545
Kink#43.6363.636
Overall#43.2733.273
Play#53.4553.455
Harmony#53.8183.818
Novelty#113.4553.455
Stealth#171.9091.909
Aesthetic#222.8182.818
Sound#251.0911.091

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

HostSubmitted(+1)

yesssSSS FINALLY

INFORM 7 SMUT I'VE BEEN WAITING FOR 4 YEARS

this is cute and great.  one of the hard things about inform is resisting the urge to dump a wall of text on the player, which is necessarily exactly the thing you have to do for a sex scene, but i think you crammed a decent amount into only a screenful.

the rest area thing is REALLY interesting; the only other IF i've seen with blanket resets like that is hadean lands, which was a serious enough undertaking to have a kickstarter.  i'm assuming this was a giant pain in the ass.

i'm pretty curious how the energy system will work out, but of course there are only a couple folks here so it doesn't get flexed too hard

hey did you know you can put illustrations in inform 7 games.  just saying, that seems like cool information imo

Developer (1 edit)

Haha. I don't really have any art to put into the game, or the means to create it, unfortunately.

The rest system was actually not too bad, as its effect is fairly constrained to the puzzle set pieces. You can see how it's implemented if you dig into the source code I posted as a separate file.

As far as the energy and the puzzles in general, right now I'm in a place where I realized that each puzzle is giving me a big meaty chunk of stuff to write, which I spend more time on than the puzzles themselves, so there probably aren't going to be very many or very complicated. An interesting lesson from this game is that this particular type of puzzle doesn't lend itself well to building up towards large, complex designs in IF, if only because it would be quite difficult to keep up with the level of detail you'd want to see in an interactive fiction game.

Edit: I probably should also note that the resemblance to Hadean Lands isn't coincidental. I was looking for inspiration for more "system-like" puzzles, which are fairly rare in interactive fiction, so I re-played the game to help give me ideas for my design.

Submitted(+1)

I've never played one of these before so that alone was fun as heck, if not a bit confusing at first. The instructions helped a lot with navigating the game and I was soon enjoying myself a bit of an exploration in an older type of genre that I had never once touched before. 

Developer

I'm glad to hear it. Making the game accessible while assuming as little knowledge as possible about interactive fiction on the part of the player was a big challenge here, and there are definitely some stumbling blocks I still need to work through, but I'm so pleased that people were mostly able to figure things out.

Submitted(+1)

Cute, well-written, and the concept of different kinds of energy is both clever and hot. It's neat to see an Inform game, too!

Submitted(+1)

A game after my own heart, sexy adventure! Definitely want to see this continued. I had zero issues with the commands, but I have some experience here.

Two suggestions. First, in terms of play I'd like to see more things you can interact with and characters that acknowledge what you've done, which are both strengths of Inform that justify it instead of Twine. It would also be nice if you had more aliases for the characters. The reading succubus was described as draconic, for example, but 'dragon' and 'dragongirl' don't work.

Developer

Thanks for the feedback. This is my first big I7 project so I'm still getting a handle of what all I can accomplish with it. What sort of interactions did you have in mind? Are there any noteworthy I7 works that would serve as good examples to study?

Submitted(+1)

I read the pamphlet, and after I got how the keywords worked everything was smooth. Good writing and a great setting for a lewd adventure, and the puzzle mechanic has a lot of potential, resource management while exploring could create great branching story lines along paths other than dialogue.

I tried so many commands to double check the salt circle after the foreshadowing in the pamphlet >_<

Developer

Haha. Nice catch. Ultimately I decided that it would be unfair if the player was able to explicitly notice the circle had been broken, but be unable to do anything about it. I'm curious if you have a different opinion about that.

Submitted(+1)

I think its fine if player character can still miss the pawprint even after double checking (throw in some should have triple checked text?). Or you could make a hidden early ending? I don't think its unfair if its acknowledged in the narration.

Submitted(+1)

i had to read the comments to figure out how to get past the xyzzy part but alright demo

Submitted(+1)

Good writing there. Kept me interested until the end. Also, it’s been a while since I played an old-school text adventure so it came up kinda interesting to me.

Developer

I'm glad! tbh this is my first time actually posting erotic prose in the jam and I was super nervous about it XD

Submitted(+1)

I like your writing style, the horny scenes have a good mix of action to them.

I think I'd like to play this game in a different interactive fiction engine. Maybe an engine with highlighted words that you can click, or a multiple choice of actions at the end of the text block. Most of my commands inputs didn't get registered, so I think that limiting the amount of decisions that the player can make to just the valid ones would really help the game maintain its flow.

Developer

Yes, I understand. Programming Inform 7 games is something of a usability challenge. To be honest, I stuck with it anyway because I'm absolutely enamored with its world modeling system, so I'm probably going to stick with it for the forseeable future. I know it's not going to be to everyone's tastes.

That said, if there were particular commands that you had trouble figuring out, or commands you think really should've worked but didn't, I'm always up for feedback on that.

Submitted(+1)

There was the pamphlet in the begging of the game which put keywords into brackets. That could be another way to clarify which elements can be interacted with. So  if it's a "[white house] near a lake", I would know right away that trying to swim or draw water from the lake does nothing. If you format the game's text to highlight the keywords in some way, all the reader needs to do is guess the verb.

Just a thought I had in regards to how to keep the same engine but still make the set of actions the player can take a little more clear.

Developer

Oh yes, one more question. Did you go through the help menu? If so, did it help any?

Submitted(+1)

It did help. I actually went there fairy early, after "use chalk" and "draw circle" and the like had no result. Midway through the game I figured out what sorts of commands the game actually wants of me and progress was a little easier to make from there on.

Developer

Gotcha. The intro section is definitely a bit unusual as Inform 7 goes, and I didn't want people to get stuck there. I wonder if I should make it even more explicit.

(+1)

seems cool so far, but i cant seem to say the summoning word, please help?

Developer

Sorry, if you just type "xyzzy" by itself, it should work. I'll make a note to try and clarify that in future builds.

(+1)

ah, oki, thanks, 

love the game so far, cant wait to see it continued

Submitted(+1)

Fantastic. Would love to see this continued beyond the jam.

Developer

I'm hoping to. I do get distracted easily, but this is the furthest I've gotten on a game dev project in ages.