Well done! I especially liked how story mode worked, filling in the next commands to keep the sotry going but letting you edit them.
I played without story mode, then with. I think I found the slight majority of commands my first time through.
I had an idea, but I wanted to make sure it didn't run afoul of the word count.
It's something like this. You have equations on a chalkboard.
How many words would this count as?
There's a case for an equals sign being a word, or a minus/plus sign or a number e.g. x^2 is 2 words and not one.
Here are the examples.
Would line 2 and 3 be 5, or 3? (a^2 and b^2 could be 1 word or 2.)
x=2ab
y=a^2-b^2
z=a^2+b^2
I may be chiseling here but I'd like to know how much extra fun stuff I could fit in. Of course if there is any doubt I will assume these take the maximum number of words. One image or line doesn't mean much of course but there may be multiple so they could really add up.
Thanks!
Oh wow! You did this by hand? That requires dedication. You're right there are other ways -- but so near the deadline, you probably didn't have the time to try anything fancy. I'm glad you pushed it out there.
Here are some tips. If you want to make the player actually type out north, you could just say...
understand the command "n" as something new.
xyzzying is an action out of world. understand "xyzzy" as xyzzying. carry out xyzzying: say "Wrong magic word.";
I may mention a few ways to do what you did, programmatically, later. It feels like being mr know it all here but I think it might be legit instructive and enjoyable. One way I thought of was writing a python script. The other involves properties in Inform 7. It's a really interesting (to me) exercise but I don't want to dump weird code on you without a warning.
Wait a minute. I feel totally, utterly, completely ripped off! :)
V bayl sbhaq avargl-gjb. V npghnyyl guvax vg jbhyq or vagrerfgvat gb svaq n jnl gb jbex guebhtu gur tnzr cebtenzzngvpnyyl onfrq ba gur grkg vg cevagrq onpx. Vg frrzf qbnoyr. V npghnyyl gevrq zber qverpgvbaf. Jryy, V guvax V qvq.
I also would love to see
qvfnoyvat gur DHVG naq ERFGNEG pbzznaqf jvgu "Abcr, gung'f abg gur zntvp jbeq!"
I enjoyed this too and also got stuck a bit on the banana. I think also one problem is (ROT13)
V nffbpvngrq onananf jvgu gebcvpny pyvzngrf naq fabj jvgu nepgvp pyvzngrf, fb V qvqa'g rknzvar gur fabj hagvy V gevrq rirelguvat ryfr.
And yes I agree once I saw it, it was clearly meant not to be hard.
I poked at the hints once when I needed the banana and Zeus did say "you have pretty much everything you need"
So I think it's just a matter of pseudocoding
(if player has sword and player does not have banana)Zeus says, "an embellishment for the sword has to be around somewhere. Search everywhere."(endif)
Most of us wrote 2 separate entries if we wanted to get 2 games into Neo Twiny Jam, but I'm very impressed you more or less packed 2 of them into 500 words! I really enjoyed the pictures along with the adventures.
Hooray to the callback to when computer viruses were, indeed, a very scary prospect. And for being able to change your name!
"May you find your own meaning within the story."
And I did. Maybe it's that I don't like to talk about the same sorts of things most people do, or read the same things. Or others. I thought it was really effective & the looping reminded me of much smaller things I'd waited to do or try but I said "ehh, not this time, life's okay enoguh, right?"
I'm glad I took a 2nd look through all the Neo Twiny Jam games. This was well worth it!
I think there was a really good sense of mystery about this. Having it translated from French is useful, too, because I enjoy the chance to practice my very rusty French. It reads very differently the second time through!
I'm surprised more people didn't comment on it here for the jam, even just to say nice job. That's probably just because it dropped at near the end.
(Oh, trivial typo: not would it -> nor would it.)
I'm glad I looked through this ... you've packed a lot of individuality and general thoughts into 500 words! While I don't think I can add enough to usefully review this on IFDB.org, it's entries like this that helped reenforce that, yes, it was worth going through the Neo-Twiny Jam entrants well after it was over.
Impressive job staying with things and forging through! Problems like this can be really tough if you don't see the insight bit. (The problem is, now I've seen/worked through it, I forgot what it was like not to.)
Your comment makes me wish I'd printed out how people got through at the end, so they could compare it with the solution given in the walkthrough.
From someone who's had a lot of experience writing parsers, it's neat to see when people come over from choice.
Figuring out what you have to do was a good puzzle/problem. It's likely not something a more established parser author would think of doing & shows the value of new ideas and persepectives!
Also, I've been trapped in family dinners like this, too. It's no fun, even if things were much more benign for me.
Thanks for the devlog and the inspirational notes as well! And for writing the postmortem on intfiction.org too. (Maybe I missed the link to it here. I think people on itch would definitely be interested.)
Hmm, I should clarify that in-game. On the first level, there are 4 settings to get through:
1up 2up
1up 2down
1down 2up
2down 2up
Then on the next level,
1up 2up 3up
1up 2up 3down
1up 2down 3up
1up 2down 3down
1down 2up 3up
1down 2up 3down
1down 2down 3up
1down 2down 3down
So the object is to go through them all without hitting one twice. Flipping any switch changes it from down to up, or back. Hope this helps & sorry for the confusion!
I always find it interesting how Bitsy can soften the blow of tough thoughts to me. It helps me stick around to try to understand or jibe with more of them. This is a really good use of it!
It's also neat to me how this was entered in more than one jam. I don't use Itch.io much so I didn't realize you could do that. So this may also open up to me parts of itch.io I never really explored just by virtue of joining those jams!
This was really gripping! I can't say I liked the narrator, but I'd be as scared as he was in wartime. I'll say no more ... I don't want it spoiled for others. Just, for not being very long it's quite intense.
This didn't feel like my sort of entry when I saw it, but I'm very glad I took the time. Well done.
This was a stronger than expected experience for me. I'm not a long-distance runner, but it reminded me of long hikes at summer camp both where I was the first and last to finish, as well as other big long-term goals I'd achieved but maybe some friends hadn't.
I felt particularly conscious of how it was easy to sit back and know what the right choice was, but I could see myself getting careless and not making that choice in real life.
We all say we'd stick with Susan, but would we?
I played through a few times as I was curious what else would happen, and I got different and interesting endings, but all the same I'm glad you wrote the guide so we could see them all. It's something I want to come back to once I've looked at the other ParserComp entries. Who knows, I might use it as a way to take a break as I'm looking through the rest!
I'll note that I let myself get bogged down in the Lighthouse, too, as I figured it was important, but then I followed a blind trail for the conversation.
But then I astravel'd away and back again, and Cheree's opening dialogue pushed me where I needed to go. This helped somewhere else, too, (where isn't important--just the general mechanic to refocus myself) though for all the other clues, I didn't need it.
I think the puzzle's way more than okay ... hope I didn't imply otherwise! Certainly having to go back and forth a bit between the two rooms created positive tension without overdoing it, since it was easy to click around. So you did the right thing keeping the story over more detail on the puzzle. You made it approachable enough, hints weren't really needed.
No comments here yet? I'm a bit surprised! I found it tough to choose which gift was most valuable, which kind of seems like the point. That it should be fun to imagine which combines most with the other.
Also I am curious if the final gift is given double height and width because the author deems it most valuable, or because you hit the 500-word limit with that final image.
Either way it felt like it gently rapped me on the knuckles to say "ooh, greedy, you should've read everything first before choosing the first time! Think of others too!" So that was neat.
Thanks for including the source! It's helpful for a Twine newbie like me. Some things immediately clicked once I read it.
Although yes, I did, indeed, play the game first, and I recommend that to others!
I actually brute-forced the main puzzle and am pleased of the way I found to do so relatively efficiently, but obviously it was not meant to leave people stuck too long. (For the record, a guess I had was right, for the final alignment.)
The finale was well thought out, too. I've been surprised how many neat dungeon games there have been in Neo Twiny Jam!
I generally got 3 or 4. It seems the later enemies hit all the time. I take it the distance away from them affects how often they hit us, too?
I think I'm missing something--it would be fun to try to do more, and so far it seems like drones are just not worth it at higher levels, and health is a bad buy with scrap, too.
It feels like once you get to a certain level, you will be indestructible unless there are newer tougher enemies. But getting there is the tough part!
The only potential bug I found was a rounding error with percent chance to hit.
It's great to see both creators of the jam submit something.
Thanks! Yeah, I thought about writing stuff about being a sports fan before, but I realized I might start talking about all manner of stats and unnecessary things other people wouldn't care about. So the 500 word limit was a real boon.
I definitely have a "there's always next year" feel to sports. But of course I can fool myself thinking my team will be better than they actually are!