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Hello everyone. This is my first time on these forums. I'm submitting my first released game called "Dawn Unto Dusk". You can play it in your browser. You can find it here: https://klaviam.itch.io/dawn-unto-dusk. Dawn Unto Dusk is a text adventure game that throws you out in the middle of nowhere. You will need to gather resources, such as food and tools, that you will need to survive. If your hunger meter runs out, you will die. Stumble upon vast, hidden temples that hold both riddles and puzzles. Discover the lore and mysterious of the land. Engage in dynamic game play where mechanisms you activate in one part of the island affect some place else. Go cut some vines! Listen to the soundtrack here. If you have any questions, comments, or issues, please do be sure to reply. I would like to know what you think.
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 cause...at 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.
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 itch.io at: https://onegamedad.itch.io/the-integration-game or on the Interactive Fiction Database at: http://ifdb.tads.org/viewgame?id=1m4i78grlj53mtzb 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.
Ben X posted a topic in Video GamingAny IF/TA engine recommendations? I'm pretty sure someone happened to list 3 or 4 a while back but I can't find that post for the life of me. My intent to expand on the mini Choose Your Own Adventure I wrote for the 2nd (I think, the one that never happened) Thumbs Journal stumbled a bit when I started getting distracted by doing it as a website and getting collaborators in. So I'm hoping to pick the easiest way of writing it and just doing it for fun whether it works out or not. I haven't decided whether to go for a more IF feel or a proper text adventure yet. I'm leaning towards the former as all I really want to do is write silly bullshit. If I want to start mucking about with inventories and stuff I may as well make an AGS game... EDIT: another, Twine-specific, thread here