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This is a simple interactive fiction game where you are trying to complete an important mission. What do you need to get rid of in order to make it to the end?
TW: Implications of death and self-sacrifice.
I created this for the Neo-Twiny Jam 2025. (https://itch.io/jam/neo-twiny-jam-25 )
This is my first project with Twine, and in fact my first Interactive Fiction project. I created it in roughly two evenings. Please do provide feedback!
The cover image is creative commons 2.0 from the NASA NG-19 Antares Launch.
I used Twine with Harlowe 3.3.9, and spent a ton of time in the Harlowe manual ;-)
7/1/2025 - Made a quick adjustment to fix broken scrolling on smaller resolution displays. Sorry about that!
7/2/2025 - A few more >.>
Entrant - Neo-Twiny Jam 2025
| Average Rating: Number of Reviews Written by IFDB Members: 2 |
A great use of Twine, especially within the constraints of the jam. Simple but meaningful mechanics that support the story. My first ending had me saying out loud, ‘oh. oh no.’ I had to go back and try again for something at least semi-happy.
Whew... games like Fallout 4 and Skyrim have inventory weight systems which keep track of the weight of everything in that massive backpack of yours. When it gets full, you'll need to jettison some of that stuff unless you plan on crawling away.
Right now, you have an item to bring to safety, along with a couple of other items of varying usefulness. At different points in the story, when things literally get too heavy, you'll need to figure out what to leave behind, and hope that it doesn't turn out to be useful later on.
Oh wait, is that a laser cannon, pointed at me? I think I left my really heavy mirror in the driveway. ZAP!
It's a really interesting concept which (intentionally or otherwise) really brings out the concept of encumbrance. I managed to get a good ending on my first try, so I guess I got lucky.