ParserComp 2025 is here! (ish)

animated logoDear Friends,

Please ensure that your fine china is strapped down and your loved ones are securely packed in sawdust as we issue the seismic bulletin that ParserComp submissions close in a mere 26 days time, on Sunday 29th June!!* [*correct at the time of writing on 3rd June; certainly out of date by the time you’re reading this].

We can’t begin to say how thrilled Christopher is to be back as co-organiser of the competition, having missed it last year when, just days before the festivities were about to commence, @fos1 generously presented him with a one-way ticket to Flodaigh, Outer Hebrides, helped him to pack his things, drove him to the docks, saw him onto the steamer, and watched all the way as he sailed out of sight. After a year of sleeping in a ditch and surviving on grass and sparrows’ eggs, a lucky chance saw a passing ship pick him up and return him to more familiar shores and, eventually, like a homing pigeon, he found his way back to ParserComp HQ (despite fos1 having moved to a new secret underground bunker, in a different state, in the intervening time – you should have seen his face when Christopher walked in the door!)

Anyway, things have now settled back into their familiar routine: fos1 spends most of his time in the cryogenic chamber beneath the volcano, feeding lithium to the ParserComp supercomputer in preparation for the superhuman number-crunching task it will be presented with in a few short weeks’ time, Christopher potters around the mansion, polishing the silver and brushing the goldfish, and both are looking forward to whatever inexpressible delights are to be served up on the heavenly digital smorgasbord that is ParserComp 25.

If you haven’t yet signed up on the itch.io page, begun writing a game, vaguely thought over the possibility of throwing something together, or even realised that entering the competition is absolutely mandatory, then it’s time to cancel the foreign holiday and send the dog to the kennels so you can get cracking and focus fully on this most vital of tasks: writing a text game for ParserComp.

For those battle-hardened old lags familiar with the competition from years gone by (you know who you are) we should point out that there are one or two changes for this year: ‘Classic’ is now the sole category for entries (as we found the entries in the rather looser ‘Freestyle’ category just too radical and confusing – you kids can take your so called ‘pop music’ elsewhere; we prefer to listen to Beethoven), voting will now be done via a Google form rather than through itch.io’s uncompromisingly user-unfriendly built-in voting system, and there is a rule against the use of AI to write games (when the rest of humanity is, finally and inevitably, subsumed within the great AI gestalt, we here at ParserComp shall remain a last bastion of independent human endeavour!)

[For those of you new to the competition, past conditions are of no relevance and you are obliged simply to accept what we serve up this year as ‘normality’.]

We do hope that all of the above is enough to persuade you to enter the competition (how could it not?) but in the unlikely circumstance that further inducement is necessary then I only need to remind you of the fabulous prize(s) to be won, in the form of ParserComp’s legendary, priceless, inestimable, much coveted, and mysteriously magnetic [to be confirmed]*.

*we’ve no clue yet what it will be. Quite possibly whatever we can find in the cupboard under the stairs/garage.

We’re looking forward to whatever makes it through the gate at the end of the month!

With all best wishes,

fos1 and Christopher

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(Since there was some ambiguity about this before: the Itch deadline is currently the end of the 29th, US Central time; which is 2025-06-30T05:00:00Z using this forum’s time widget.)

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There is a little less than a month to go for entry submission.

If anyone has a problem with the entry time closure based on a time zone or other problems, let us know we will manually sort out the problem.

Thanks

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It looks like this forum’s time widget is spot on. For me, there’s 25 days to go, as I write this. I’d better get a move on.

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As someone new to the entire Itch.io platform, I have created a “restricted” project (since published games are not qualified) and submitted it to the jam. But how will the organisers/judges get to see it, since it is restricted and inaccessible to anyone but myself?

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Thanks! I can see your entry- the second submission so far. How exciting.

To make it visible to all and sundry, you just need to set the status to “public” as close as possible to the deadline.

[I’ll add a note to that effect on the jam page, since it doesn’t actually say that at the moment]

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This is a bit uncomfortable since I might not have internet access around that time. How strict is that timeframe?

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We’re relatively lenient for a first-time offence: it’ll be a one-time visit from the ParserComp police and a bit of mild interrogation.

(seriously, we’re not too strict, realising that people are in different time zones. Just do the best you can)

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I will have coffee ready for the police. Thank you!

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How about powdered donuts? :wink:

Thanks for the submission.

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Secret ParserComp Jail Cell

> WAIT
Time passes. You grow more nervous.

> WAIT
Time passes. You grow more nervous.

> WAIT
The ParserComp police stop by. There is a good cop and a bad cop.

"You realize the seriousness of your offense, don't you?" the bad cop
demands.
Please answer yes or no. >yes

"Gosh, we'd like to believe you, but if you did, you'd look a lot
more forlorn right now. Just because we're text adventure police
doesn't mean we don't SEE things," the good cop cuts in.

Seriously though I’m surprised itch.io doesn’t have a delay mechanism that says “release on June 30th” or whatever for these sorts of cases.

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It does, although it’s unrelated to the project page being public or restricted (which means that the project page should already be public before the release date occurs).

If you go to “Edit game → Metadata → Release info”, you can set the release date to be in the future. If your project page is public, downloads won’t unlock until that time.

However, I don’t think this affects embedded games, ie. games that are playable on the project web page. So if your game runs in a web interpreter, I don’t think you can use this functionality.

(I haven’t tested this, but that’s how it works for “delisting” a game, ie. removing the ability for new people to purchase/download it, while still allowing people who already own it to re-download it.)

If you were thinking of having both a downloadable story file and a web interpreter for convenience’s sake, you could of course add the web interpreter manually later when you get online, while still using the release date functionality to make sure the game is downloadable/playable exactly when the comp release window is closed (if that’s allowed by the comp rules).

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Oh, I see.

Well I suppose entrants can do that, if their games aren’t embedded on the game pages. Whatever works so long as the spirit of the rules is observed , i.e. that games are released as close to the deadline as is practicable in your particular circumstances.