Hello, content que tu aies jeté un œil sur ce petit projet
C'est absolument une ode à Sam Barlow dont j'aime beaucoup les concepts sur Her Story et Telling Lies, et l'occasion de tester de nouvelles fonctionnalités du logiciel Decker que j'apprends encore péniblement à prendre en main, d'où les quelques inélégances dans le design de la barre de recherche.
C'est effectivement plus rigolo de trouver sa voie en tentant des mots-clés plutôt que d'exploiter la faille que tu as trouvée, j'essaierais de fix ça quand je ferais une repasse générale (et y'en a du polish à faire, c'est dur de s'y mettre après coup !)
Merci encore pour ton retour !
BenyDanette
Creator of
Recent community posts
Oh wow, ça me fait chaud au coeur !
A cette époque je venais de lire les livres de l'ethnologue Nastassja Martin "Croire aux fauves" ainsi que "A l'ouest des rêves", j'ai mixé ça avec quelques recherches sur des peuples nomades (notamment les samis de Laponie), le tout saupoudré d'une ambiance un peu dystopique à la Antoine Volodine.
And here is a new one (in French) !
https://www.fiction-interactive.fr/entretien-avec-john-earnest-createur-de-decke...
I'd like to make a "search" game system, so players type something into the bar, then click on a card that contains the term (so far I've had no problems!).
But to put an end to the game, I'd like their number of moves to be limited, so they can view say 10 documents (so 10 different cards) before automatically arriving at a new card that forces them to turn in an investigation report. What would be the easiest way to do this?
The other idea I have would be to set up a countdown visible from all the maps, at the end of which you arrive at a final map, but I imagine that's a lot more complicated...
Hi !
On a card I have a slider, which can display values between 0 and 5. Next to it is a "validate" button.
I'd like the validate button to take the player to different cards depending on the value he chooses (so 6 different cards, since there are 6 possible values). I imagine this isn't very complicated, but I can't find the trick!
Hey ! i submitted a game made with Decker during the deck comp to the if short games showcase 2023
and lt won !!
Best in Show
1st place (tie): Solkatt_ by @BenyDanette
And Best Use of Interactivity
1st Place: Solkatt_ (english version) by @BenyDanette
Im happy to share Decker to the interactive fiction community, i hope it will bring more people to use it !
and thank you so much @InternetJanitor for your help and your patience !
Thanks for playing!
Yeah, I deactivated the ability to click on objects from the moment you get the talisman, mainly because some of the text is light, and would have clashed with the weird atmosphere. I would have had to make an alternative text for all the clickable objects, but I didn't have much time left to finish the game, so I made this somewhat radical and frustrating choice, once the shuffle comp jam is finished I'll probably make some changes to improve it all, and make the ending less abrupt.
Maybe it's because I'm on mobile, but I wasn't sure if the story was over because there's no mention of "end" or credit or going back to the beginning of the game, but it felt very much like a final scene so I guess it was!
I'm very bad at remembering names, but once I concentrated enough to understand the links between the protagonists, I found this little piece of life touching, especially during the second passage, so I could have the other version!
Thanks for that!
I really liked the drag-and-drop mechanic, but felt that its potential was a little under-utilized, since in the end you don't really have a choice about which words to interact with, you just have to unfold all the paragraphs each time to unlock the rest.
In any case, the story is interesting, and you get the feeling that it's part of a more complex universe that you want to discover!
Hyper impressive, at first I thought that leaving a message wouldn't be taken into account by the game, then I recognized the pseudonyms of people I knew in the world of interactive fiction, and immediately it became great to realize that you could participate in the game universe, you could even create a game within the game, it's just too good.
A contemplative story, with a lot left unsaid and, at the same time, a kind of sense of security. I think this mixture of strangeness and closeness that one can feel towards a parent, especially a father (who is rarely emotionally equipped to communicate his feelings) is really right and touched me a lot.
All I got at the end was a blank screen, without the game telling me that I'd reached the end - but as I played on mobile (and more precisely on safari), that may just be a compatibility problem.
The soundscape and aesthetics are superbly mastered. The concept is simple but super effective, and the fact that you can interact with the characters in such a minimal way as to give them back their coins is a real bonus.
I loved this experience, this decorum opens up so many possibilities it's super inspiring.
Thank you, thank you!
Hi! thanks for the time you took to play and for your feedback. my intention was to play on nostalgia; melancholy, boredom, and leave the rest to interpretation. i hesitated and thought that adding a warning might provoke more anxiety in anticipation. i'm sorry if the atmosphere of the game made you uncomfortable, i'll try to formulate a warning that isn't anxiety-provoking but that captures the particular atmosphere of the game.
Take care!