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Favorite Games

Found 10 results

  1. The Mind-Tech Contingency

    Here's the page. You can find a direct link to the twine here. And a tumblr post with the full credits of all my stolen content here. This was fun! I've started a few twines in the past (mostly for Wizard Jams), but this is the first time I've seen something through to what I'd consider a complete state. In the spirit of jamming, the soundtrack (which will only play on PCs, not on mobile) was a pretty rough one-take kind of thing, but I like the way it came out. It takes a while to get to the part with the hot beats, so hopefully people don't play through the twine too fast to hear it!
  2. [DevLog] Live from the Bunker

    In our modern world we share everything, at least online. So why not share your secret lair with more than your bunker buddies. Take a tour through your bunker using the built in security system to show off how you'll survive the apocalypse in style! Prepping has never been so snazzy or social media friendly! Live from the Bunker is available here. Or download it from the attached file. This game was created for New Jam City, the Unofficial Waypoint Game Jam in 2017, using Twine. It's still a work in progress but is functional and completable. More features and storylines will be added in the future. Future features I'd like to add: Stream Chat functionality, Viewer Icon & Numbers, More Verbs & Events/Endings, Re-Designed Interface, and Sound/Spoken Dialogue.
  3. So this is going to be my second attempt at making a Twine game for Wizard Jam. I'm really excited to get this started. The title I picked, "I'll Kill The Last Alien" spurred me to write a bit of a prologue that will start off the game in some way: ------------------------- We called them Voids because looking at them was like staring at nothing and everything at the same time. It's hard to describe the sensation, seeing a shape that you can't quite comprehend but knowing that it is there, and in all likelihood wants to kill you. And kill they did. This ship was on its way to Gliese 832 c, the closest habitable planet we could find after Earth and Mars were a lost least the closest one that wouldn't freeze us to death or immolate us as we entered the atmosphere. 16 lightyears away. And we made it almost 10 of those before they got to us. It's been 4 years since they breeched our hull and started to take over. We didn't even realize what had happened until a year later, when a few crew members they had infected decided to flush all the cooling fluid for the jumpdrive into space. We thought it was terrorism at first, when the neutron core went critical and blinked half the ship out of existence in a second. 535,341 people dead in a tenth of a second. We thought losing that many people was our biggest worry. Now, reflecting on it, they were probably the lucky ones. The Void that were on the other side of the bulkhead, the side of the ship that survived, decided to drop the pretense and reveal their true form. They didn't need to hide anymore, now that they had the advantage. We couldn't warp home if we wanted to. Now it was time for them to toy with us. They hunted us through the corridors of the ship, eviscerating vast swaths of people with no hesitation. The number of survivors dwindled. First 400,000....then after a month, we were down to 30,000 left alive on the ship...if living in fear of every moment counted as 'living'. Over time, we learned how to avoid them. They could effortlessly phase through ballistic glass to slaughter whoever was unlucky enough to be in the room on the other side, but putting even paper on the windows rendered them incapable of moving through. We lost another 10,000 people even after that, people unlucky enough to be in the hallway when one of them passed, people who weren't watching the security camera feeds close enough...and probably more than a few who just wanted to die and stop living in constant fear. But then, about a year ago, we started fighting back. And to our surprise, we started winning. It turned out there was a reason they boarded our ship when it was in the darkest, most remote area along our path. UV Light was their enemy. We started developing weapons made out of whatever we could find, cobbling together crude UV "rifles" that would produce a concentrated beam of light. It tore right through them like they were made of wet paper. Funny thing was that the thing that saved us was moving ourselves into the History Park section of the ship. The LED lighting we used for everything else on the ship didn't put out enough UV to stop them, but the ancient incandescent and fluorescent bulbs used in the simulations of environments from the 1930s-2000s put out enough UV to keep the things away. One by one, we started rebuilding. And we stared killing them, getting bolder as we developed our UV weapons with more precision and power. We were down to 15,321 survivors when we realized there was just one of them left. On the far side of the ship, near the bulkhead that saved our lives once before. According to the security cam feeds, it looks almost like the thing is trying to escape the ship...but if these things can't phase through paper, they definitely can't phase through 32 feet of solid inconel-titanium alloy. We all agreed that killing the thing was our only choice. I was the woman unlucky enough to draw the short straw to have to do it. They put me in glowing UV armor and gave me the best rifle they could slap together, along with a backpack full of UV grenades. It's overkill, but we've learned not to leave things to chance. Everyone is watching me as I lay my hand against the 'Open' button to enter the parts of the ship no person other than the Strike Teams have seen for two years at this point. This is my task. I'll kill the last alien. ----------------------------------------- The 'game' itself really serves as just a way to move through a story non-linearly as the player character traverses the ship on their way to killing the last alien aboard. There will be audio logs, diary entires, and memories of what life was like before things got torn apart. So, less game, more interactive fiction. I'll post updates and builds here as I move through the dev process. Also, if anyone would want to collaborate on some art for the game, I'd like to have some visual elements but lack the ability to actually draw. I'm on the IT Slack or you can just message me through the forums if you're interested.
  4. All the glorious cyberpunk technobabble that Jake hates.
  5. [Devlog] The Integration Game

    I created my first game the other week and am always looking for feedback. I'm not sure if I'll go through and add any more content. The game is available on at: or on the Interactive Fiction Database at: In the Integration Game you'll experience the first interactions any immigrant goes through with the Finnish government. So find out if you qualify for integration courses! Or maybe you're already integrated! Just don't piss off the bureaucrat otherwise you'll have your benefits revoked. And don't ask to learn Swedish, Finland's other national language. EU Migrants, students, refugees, asylum seekers and those coming to Finland to join their partners all experience the integration process to some degree. Few receive support, some don't. This game is not a 100% accurate depiction of the process or the factors determining who gets to take an integration course, merely a demonstration of what immigrants experience. This game was created for 1-bit Clicker Jam by an actual immigrant, in Finland. For more information about what it's like to integrate in Finland check out the podcast I produced for Kommunförbundet on SoundCloud.
  6. Editing CSS for Twine

    Good Afternoon, You all have given me some awesome advice on past questions so I thought I'd run this by you. I'm writing in Twine and would like more control over the appearance. I've edited the CSS with good results but it's very much a two steps forward one step back process when I'm editing the code in a text editor. I'm thinking that a WYSIWYG editor might help me avoid some mistakes and simplify the process over all. Does anyone have any favorite tools for editing CSS? I've downloaded the free trial version of Stylizer 6 and used it to load up one of my completed stories just to look at the CSS and it wouldn't show it (possibly because it's not in a separate CSS file). Appreciate your thoughts.
  7. So after exploring some alternatives, I've decided to stick with Twine for the moment to write my IF. However, I've got a problem. I'm trying to adjust the passage spacing in the Jonah story format so that passages are displayed without any spacing, giving the text the appearance of a continuous story. I've added the CSS below to prevent display of passage titles and remove choices after player makes a decision, but the passages still have 2 lines worth of spacing between them. Any suggestions would be appreciated. Thanks. #passages { position:relative; padding-bottom: 0em; } .passage { background-color: #f8f8f8; font-size: 1.75em; line-height: 150%; margin-bottom: 0em; } .passage .title { display: none; } .disabled { display:none; }
  8. Good evening all, I have a problem I hope you can help me with. I've written a few things in Twine and it is a great tool, but I'm bumping up against it's limitations and it's rapidly becoming frustrating. I'd like to do something more visually interesting than twine can handle. I've played with the CSS a bit, but I'd like to work with something more robust. I was a computer science minor in college (a million years ago), and I've done a bit of coding over the years, but nothing too extensive. A handful of websites, a little PHP, Javascript, the occasional VB macro for Excel, like that. So I'm comfortable with the concept of coding, but I'm essentially starting from scratch. No knowledge of C#, never worked in any game engines. I know the inkle ink scripting language went open source for Unity and I've tried to mess around with it but, Unity is a bit much for me to get my head around given my current level of skill. I've also experimented with Gamesalad which is fairly idiot proof, but it seems like writing IF with it is a square peg, round hole situation. Does anyone have any recommendations for game engines that can be adapted to interaction fiction (for a relative novice)?
  9. Twine Audio Question

    Hi!, I originally posted this in the Winter Wizard Jam thread but it's probably more appropriate here as it's a coding/bug/WTF question. I’m making a Stanley Parable inspired game with reactive narration modeled on the nihilistic and defeatist world view of Nick Breckon. Since my game design experience is limited to a couple of twine games, I’m keeping things as simple as possible. I’m making it in Twine but I’m having some trouble with the HTML5 <audio> tag. When I load the "published" .html file into Chrome, it will only play the first second of the voice over before it stops playing. Audio files are in the same folder as the exported .html file. Same problem occurs in Chrome and Firefox. I tried the tags in a clean html file and the audio played just fine so I assume the <audio> tag is causing Twine to have a stroke. I’d appreciate any suggestions on how to deal with this. <audio autoplay> <source src="voiceover.mp3" type="audio/mpeg"> <source src="voiceover.ogg" type="audio/ogg"> </audio> Thanks for your input. Thom
  10. So I figure I could track my progress for my Twine game, What Happened To Us, here. I kind of want where it goes narratively to be a surprise, so I won't be revealing everything, but so far I've... Scoped the game. Have written the outline of the story. Have written approximately half of the actual game text. Have decided on where and how the paths will branch. Technically this game will have 40 endings, but the nature of it's second half means that it's more about the player having the option to express themselves in a total of 40 different ways, as opposed to the story actually ending in 40 different directions. What I still need to do: Finish writing the text. Learn how to change background and text color in Twine. Learn how to track variables in Twine. Learn how to play audio files in Twine. Learn how to set timers (if that's possible?) in Twine. Write and record 40 different pieces of music. Record approximately 48 other smaller bits of audio. Edit an additional 11 bits of audio. I'm glad I was able to scope and outline the game so quickly because the real challenge will definitely be on the creative side. The pieces of music I'm going to be writing will be simple, rough and quick. They will be lo-fi one-track recordings of just me and my guitar on my laptop mic, which is demanded by the narrative (and will make the recording process much quicker). But still, 40 pieces of music is a lot in two weeks. I imagine this will end up being much more complicated than I think, so I'll probably be asking for advice or help regularly, particularly on the programming side of things. But my first question is actually a smaller creative one: this is a fairly serious-minded game about two gay men breaking up. If I were to name the two men Jake and Sean (as they are actually whom the episode title "What Happened To Us" is referring to) would that be cool or would it be distracting and come off like Idle Thumbs slash-fic? There's no sex in the game either way, so it'd just be a nod.