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Joey Acrimonious

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A member registered Sep 13, 2019 · View creator page →

Creator of

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Thanks for playing and congratulations!

As for the employees - they're an invisible variable that gets calculated based on how many regular gallons you're producing. Your labor budget should be shown in parentheses as "total wages" on the base wage line, and if it really was $0, then I'm pretty stumped. Looking into it but haven't been able to replicate it yet.

Thank you so much for the kind words! There are many paths to victory, and many more to defeat.

Congratulations! Thanks for playing and commenting.

Thanks for playing! I guess the vomit business isn't for everybody (and maybe that's a good thing)!

Hats off to you! It is as inspirational as it is bewildering how this game manages to deliver such a volume of deliciously creepy writing and such a complex, opaque branching structure, given the time constraint. The horror is a genuinely chilling exploration of the extremes that lurk within the human mind. I've enjoyed all of the Petite Mort entries this year, but in my opinion, this is the finest.

A whole lot of story, given the time constraint. I dig works which use supernatural elements to explore or express psychological phenomena, and this does it skillfully. I do wish there was more substantive interactivity, though.

I appreciate the responses to coarse language. A small but crucial detail that really enhances the experience.

A sublime piece, deeply saddening.

Would have appreciated more clues/hints, but without a doubt this contains the best puns in La Petite Mort.

An elegantly constructed, super creepy tale. I like how the final choice is presented by implication rather than by putting two options right in front of the player.

Hilarious!

I am in awe at the depth and breadth of this game. The final backtracking puzzle is totally evil, though.

Beautiful choice of source material. Kudos on speedwriting a parser game with so much nonstandard stuff going on under the hood.

Some of my favorite games are designed like this one: where there are different paths to go down, but the choices that lead to them aren't overtly presented to the player. Nicely done.

Witty, thoughtful, and fun. The ending was a delightful surprise.

Pretty clever, I adore the concept of a Dracula being bullied by being compared against other Draculas.

Wonderful presentation. I have mixed feelings about the way stuff keeps drifting out of reach - it creates a lot of busywork for the player which can be annoying, but it also helps pad out the playing time and create a larger sense of scale than would otherwise be the case.

Beautiful prose! I'll echo others' sentiments: would love to see a full version.

Much appreciated! Indeed, the images were generated with a tool called Artbreeder, which is based on generative adversarial networks.

Thanks! There are 16 variations on the ending.