Genre: mystery, space, horror, psychological, thriller, survival

TRIGGER WARNING: suggested violence

for Neo-Twiny Jam

434 words

Development log

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(1 edit) (+1)

welp! when that happened, you'd pretend you didn't see anything and carry on it's understandable.

a nice little story that gives a passing chill settle in once you catch on to it like an "oh. đŸ˜¨"

just hmm, kinda abrupt at some parts they don't tie up in a way of easier comprehension, so it doesn't leave much of an impact. though it was within 500-word limit so i get the difficulty to manage a smoother pace or flow in a story with that kind of limit, i applaud for the efforts of the resulting story which did manage to draw the atmosphere or fitting tone for the scenes. there were some typos that just need bits of polishing, and when- 

spoiler: 

the woman 'disappeared', i didn't grasp that part really well so i thought she was killed by the leaving rocket somehow and he was catching up only to find her dead body lol. didn't expect she was actually kidnapped.

(+1)

Thank you for your feedback!

It was a very quick draft, at the time of making it I had only very rough idea where it was going.

once you catch on to it like an “oh. 😨”

that was all I wanted from this version, to establish the setting and have an open ending for the player(and me) to muse on.

At the moment of submitting that work (last year) there was no further story, just the hook. It was always meant to be an intro, rather than the story itself, but I guess it can also be a standalone short story/film (maybe this will be my next move).

Plot wise, you cannot pretend nothing happened because you are facing a dilemma of air shortage due to extra person on the board. If you find the person, you realize you’ll be spending upcoming years of your mission with an unpredictable, dangerous & violent person as a ship captain. There is no “pretend nothing happens”, because even if you do not find the person, at the deck there’s a hint about air supply going faster than expected. This version has 3 endings hinting on possible behavior. The decision shown in the game wasn’t as much about ignoring the situation, but rather leaving the room asap for own safety versus risking it and figuring out the situation at hand. As well as, the player can choose to play as a questionable character and have no problem with situation at hand from moral point of view… a lot of possibilities to explore.

Given that there’s a playthrough where you do not find the person on board, any interpretation of the intro scene is possible, and could be something revealed in alternative storylines compared to the “true ending” storyline. I know what ending is the true one now, but I would also love to write very different versions (think Higurashi When They Cry).

they don’t tie up in a way of easier comprehension

There is a bit of unreliable narration happening, because there are multiple very different ways the story can go based on your decisions. Having less defined setting helped me to figure out how it all could play out differently, but yea, for the player it is probably more confusing than for me haha

The story isn’t very clear because it was supposed to have pictures and be a visual novel instead of an interactive fiction, since the plot came to me in a dream lmao. But back then I was satisfied with this version, so I didn’t work on it further.

Since the time I started this project (last summer), the story had more development. Current version is still an intro/trailer to the game/story.

Anyways, all my currently posted projects right now are quick drafts. There are underlying bigger plots, but I am still seeking my medium/genre, so I am not yet concentrated on creating a finished product.

Thanks again for checking it out and taking your time to give me some pointers from player’s experience! It can be hard as a writer to see what things I forgot to mention, since I know all the story in my head and player doesn’t.

If you liked the story, keep an eye on it, I have bigger plan for it :)

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(spoilers)


??? That was a crazy ending. Why does it just say "BAD ENDING"?

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Thanks for checking out :)

Bad ending implies the worst outcome from all the possible options. I wanted to divide the alternative routes clearly without breaking the word limit and let the player speculate what could it be. I treat jam entries as rough idea drafts, so I may have forgotten to give a better description there… oops haha

there are 3 endings btw.