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This seems like a big story for a jam! I'm not sure how far it goes, because I kept hitting the backrooms, but you've done well to set up the feeling that there is a world to explore, and a story to pursue.
Overall it's got a nice text-based adventure feel, though obviously quite self-aware and punny, and playing with tropes etc. However, it feels like there were quite a lot of continuity issues. For example, after navigating through the tail caverns, and then suddenly appearing in the backrooms, it says that the little spider is gone, but the little spider didn't really feature at all before that, so it feels like a strange detail to include.
Also, I think an especially important thing to consider when making any kind of branching narrative is how exactly each and every branch will be received by your reader. This is super difficult to do well, because as the writer/creator, you might have a good map of what's going on, but your reader doesn't. So one path that you might know to be minor/just a bit of fluff, might be the ONLY path that your reader gets to experience, and so the whole thing falls apart. As an example, I'm not sure if I'm supposed to be able to navigate through the tail knot at all. I don't know which is the place I went wrong, or if they're all wrong. And because I don't have that context, as I reader I don't know how many times I should keep trying, because I have no idea what the alternative path is (as you do), or if it even exists. The most important thing to always give your readers is context. If I'm given a decision that has no context, it isn't actually a decision at all - and the same goes for all the bits between decision points.
That said, for a first (or second or fiftieth) jam it's honestly really good. Trying to do any kind of branching narrative in limited time is really difficult, and the things you managed to do are impressive. Well done to the whole team!

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Yeah the little spider was going to be more of a feature but had to be cut for time,  as for the maze I designed it to loop on itself, unfortunatly the save and load feature broke so It must've been really frustrating, I apologise for that.

I was also going to make it alot harder to die there and instead have the game promt the player where to go. Poor time management really hurt that section of the game sorry again.

If you ever try to get through it again grab the torch at the info booth and then go left down the dark halls.

the initial left-right paths take you to the same place so don't worry about that choice.