The whole page gets refreshed when you run a command, so I’m not sure about retaining scroll state.
Maybe someone should write a JS interpreter :D
Beautiful! Also haunting, sweet, heartbreaking, and touching. Not to mention the technical quality, which is huge, as always.
A few small typos I noticed along the way:
“wrapper[ed] in white linen”
“at last we have reached the plateau[x]” (unless it’s meant to be plural)
“countless spec[k]s of light”
I have loads of reels of American tourist attractions, some still there (Mount Rushmore for example) and some long gone (Futuristic gas stations, Tomorrowland) as well as short versions of popular movies and the like.
Also reels of educational subjects, like the landscape of the alps, or the lives of pearl fishermen.
A very mysterious and evocative game. I love the writing, and the animated background (when it works).
I’m a little less keen on the sections that require you to click but have no visible links. On mobile, I thought the game was broken, or waited a long time in case there was timed text. I think there should always be some indication that an interaction is needed.
Simple enjoyable game, and some very evocative descriptions :)
Two quick technical comments.
I think the game would be a lot easier to play if you had it open in a full window by default. It’s pretty crowded in the little Itch window. I opened it in a new tab, but not everyone will know how to do that.
Second, you have a nice starry background, but you attached it to body, and the body is pretty much invisible in a Sugarcube story. If you put the background on html instead, then you can actually see it.
I admire the idea, it’s cool, but as a non parser player I just couldn’t get through it. Press a button, then follow the same sequence of touch, smell, taste, examine, repeat until you get it wrong. I think it is a horror, despite what you said on NeoInteractives, because it sent me mad in the attempt.
It would be nice if, when you get it wrong and miss a change, it gave you a hint what change you’d missed.
Thank you! The stacking of the cards/floors was what made the game come together for me. I’d played around with a more 3D block perspective sort of thing, but it was too realistic, too far from the IF part of the game. Making the cards into floors, but still cards, crystallised a lot.
Also made me go back and give significant names to the levels, hence the tarot references.
This is a hard one for me to leave feedback for. I don’t do parser games well at the best of times, so of course a game where the parser is trying to defeat me is even harder, so I can’t tell whether this is a perfect example of a clever parser or more me being dumb :)
Nevertheless, I persevered. The game is so surreal, that it drew me in. However, as a mouse myself, I feel I have to object to the characterisation of mice as cheese-obsessed criminals. It’s totally untrue. There are many criminal schemes that occur to me that aren’t (entirely) cheese-related.
In the end the fortnight was saved, and the train was full of cheese, so it’s not so bad.
This is a hard one for me to leave feedback for. I don’t do parser games well at the best of times, so of course a game where the parser is trying to defeat me is even harder, so I can’t tell whether this is a perfect example of a clever parser or more me being dumb :)
Nevertheless, I persevered. The game is so surreal, that it drew me in. However, as a mouse myself, I feel I have to object to the characterisation of mice as cheese-obsessed criminals. It’s totally untrue. There are many criminal schemes that occur to me that aren’t (entirely) cheese-related.
In the end the fortnight was saved, and the train was full of cheese, so it’s not so bad.