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(1 edit)

Surreal and captivating. This was an experience.

The mystery hit me on first contact with the game, and it was paced wonderfully. Living through different dreams had just the right amount of detail and filling in the blanks, along with a nice peppering in of choices. While the game looked like it could have used a pass from a native speaker, the atmosphere came through very strongly all the same.

The sanity system was interesting and made me excited to play a mechanical game with the story, but I couldn't figure out what would increase or decrease my sanity. Perhaps it was remembering which passages were "good" and which were "bad" - but I didn't want to replay through "good" passages while avoiding "bad" ones to try and beat the game.

By the way, I noticed you guys ran into the cursed scroll bug when tall images are used - the fantastic @nicotupe fixed it on our game by replacing a line in main.js on export:

Replace this:


 var storyContainer = document.querySelector('#story');


With this:


    var storyContainer = document.querySelector('#story');

    // Extend height to fit

    setInterval(() => {

        var needToScroll = (storyContainer.style.height !== contentBottomEdgeY()+"px");

        storyContainer.style.height = contentBottomEdgeY()+"px";

        if (needToScroll){

            scrollDown(contentBottomEdgeY());

        }

    }, 500)

edit: nicotupe made a blogpost here  https://theworldasastage.com/dev/20220906-imagesonink/

(+1)

Hi Stepwise. Thank you so much for playing! The stories do need some grammar check, I agree. I personally have never written a game, and mostly made non-text based games. 
And the solution to the bug you posted should be helpful. We will try implementing that soon!