Poke a little here, scratch a little there… ping!
See what pops out…
Scratch head and then repeat…
Fun!
Although I would have liked my frustrated efforts to BREAK and HIT and KICK the box to be recognized with more than a “I didn’t understand.” or a “Violence is seldom the answer.”
Come on, you’re leaving a pun-possibility like KICK BOX just lying around in the open?
A free-range point-gathering game with many achievements to attain. (And many hilariously zany “Huh?”-moments.)
I wish the sandboxy nature of the game was expanded even more. I call for everyone to make a transcript with the most outlandish commands your brain comes up with and send it to @pbparjeter , for future reference in the making of Bigfoot Bluff, the Definitively Zany Version.
I had lots of fun with this. It could use a thorough last polishing though. Elaborate customization for unnecessary commands would carry the spirit of the game a lot higher.
I’ve read the intro of the next game and it’s promising: Sweetpea
My finger hovering above each new click. What’s on this next page? Purposely choosing to rummage through the desk, delaying going to the door a bit longer…
A confounding blur of images. Scenes of dream? and real? overlapping. One comes, one stays, one goes away…
Gripping story told in well-chosen shades of purple. Haunting imagery.
I’ll be digesting this story for a while.
Next, in search of something soothing after this experience, I’ll go play with The Bright Blue Ball.
I call for everyone to make a transcript with the most outlandish commands your brain comes up with and send it to @pbparjeter , for future reference in the making of Bigfoot Bluff, the Definitively Zany Version.
Haha, yes. Two solutions (washing your feet from mud and the windowsill pie) were partially based on feedback from beta testers.
It could use a little more polish, yes, as you noted in your PM there is some confusion toward the end.
I will not do a walkthrough but I will probably publish the source code, so those who are curious can see every puzzle.
Thank you for playing Sweetpea and taking the time to share some thoughts on it- I remember you mentioning prior to the festival you’d keep an eye out and play my IF piece! I’m both glad, and apologetic the story’s sticking with you- hopefully that haunting isn’t too discomforting, haha.
Oh of course it was! Just very dry humor. Did’t you get all the jokes?
In all honesty, I just can’t get myself to put in clever quips or puns. They just seem silly when I write them. I do enjoy them in other IF that I read myself, so I have nothing against them.
I liked this. A basic but promising horror setup. Hurried, jagged, frantic, adrenalin-driven prose. Unseen shifting unknown slimy horrors from who knows where or when…
I just wish the author had shown a little restraint when tinkering with Twine’s SFX toolbox. I honestly thought my computer was having an epileptic fit with all the jittering and shaking and fading and bumping and jumping.
Breathe. Cool down. Sharpen your sentences. Let your words scare the reader. Insert few but well-timed effects to carry your text. Maybe add some sound. But don’t use Twine as a stroboscopic raygun to fry your readers’ brains .
A script for a Shakespearean play. Although I don’t particularly enjoy reading plays, I really like this form for an interactive story. The sequence of scenes is coherently ordered in this context, and the Dramatis Personae at the beginning helped a lot to visualize the characters.
It’s a short story with not very much agency for the player. The meetings with other characters were memorable and well written. Eithne’s story within the story was captivating and the short conversation with the monk was a little gem.
I enjoyed my time with this.
Author: there’s a typo in the scene where Billy and Grimm enter the dark temple: “…buS one of the other wallS has fallen…”
I took a detour through Alone by Paul Michael Winters to get some parser gas in a highly convoluted way, but now I’m back on track:
Another Cabin in the Woods
A touching story, more thoughtful and reminiscent than sad.
As the player moves through the piece exploring the cabin, Vira, the player character, moves through her mother’s memories via a piece of music.
You, the player, are brought along on a cathartic emotional journey, where the heartbreaking events of the past can be placed in a new perspective.
The inclusion of voice acting and especially the music deepens the atmosphere. Do take the time to listen to the music attentively.
There are some technical problems, but they didn’t detract from my feelings about this story.
@QuainInTechnicolor : The game got confused when I entered the room with the key first and took the key. It forced me to take a detour (visiting the bathroom a second time) to have access to the choices for the other rooms again. While doing this, I found that every time I entered the room with the key, the key was there again. The game doesn’t seem to remember the actions the player has already done in general. Still, I liked your piece a lot.
A slow and careful piece. The player is predominantly a disconnected reader here. The links may provide some immersiveness as the reader actively gets to know the protagonist’s background and personality. I think this piece would work as static fiction too, in a disjointed monologue-interieure style.
The narrative circles around the consequences of a turning-point life decision, leaving the old and traveling into the new. I was eager to find out more.
The story ended abruptly while the protagonist was watching a documentary on the bus. I think this was not supposed to happen. There were no more links to move the story.
Even so, I found this an intruiging experience. And I want to see dinosaurs too…