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Embark on a short journey with a somewhat taciturn companion and discover how you came to arrive on the shores.
A silly short, inspired by the silly ideas of some friends, based off a flash fiction I wrote some months ago.
Entry to the Neo-Twiny Jam: Link
Entrant - Neo-Twiny Jam
| Average Rating: based on 3 ratings Number of Reviews Written by IFDB Members: 3 |
At the start this just looks like another story about meeting a shade rowing a boat on a river. The river and the shade's identity will be obvious to anyone with a passing knowledge of mythology. Yes, it looks like you've died, and there's not much left, except the entrance/exit interview.
It's something the ferryman has clearly done a lot of, playing Death's good cop, letting you know your possessions don't really matter any more where you are going, and that's really okay. There are two pretty clear paths here. I found the path of resistance clever.
You see, you can keep asking "What?" This causes a number to go up on the screen. That number is, in fact, the ferryman's word count. He has a certain plan to small-talk you into submission, and it usually works, and in fact the direct "it can't be me, this can't be happening" approach is shut down quickly. There's the whole cliched bit about seeing the light, and so forth. It's been heard and done before.
But playing dumb and making him speak eventually makes him mad. You start with four candles, and each hundred words the ferryman speaks wipes one out. This plays along nicely with the concept of a 500-word jam, but it still falls within its bounds, since the conversation can cycle. (It's okay to reuse words/passages.)
The small talk on the boat reminded me of when I'd heard small talk that ostensibly was to put me at ease but really it was to stop me thinking, hey, wait, something's off here. And it is, if you pay attention and poke around. You may need several cycles through. The third solution, between meekly accepting your fate and getting zapped by the ferryman, is clever and satisfying.
It also raised a ton of questions for me. Was the ferryman just bored of their job? How did they feel about the people they helped across?
and how death is inevitable, etc. You don't seem to have much choice in the matter. Or do you? There are a couple of clues that may help you figure what is going on, or after a few times poking around randomly, you may figure out the mechanics. Either way, the third ending is rewarding, and you will feel accomplishment at finding it. I'm not spoiling it!
This was the sort of neat puzzle I'd originally hoped to see in Neo Twiny Jam. It took a while to uncover, and in the meantime there was other writing I found and enjoyed. It would be hard to recreate in a parser setting, which might give too many red herrings with standard verbs, and it also plays quite nicely on the jam's theme. So, well done to the author.
This game was written in 500 words or less for the Neo Twiny Jam competition.
It takes the limited word concept of the competition and works it into the game. You have died, but your soul only has 400 words left to say before they perish.
Unfortunately, Charon is a bit of a chatterbox, and you've got to cross the river.
This game was pretty entertaining. I only found 2/3 endings, though, although I tried a lot of stuff to find the third.
Four candles and a counter. The first disappearing as the second increases. “You don’t have time for this”, the game tells you. Though it is not time, but words that will limit how far you go… This entry took the limited word count rule and flipped it on itself.
The story is funky, as Charon welcomes you to his boat, but not before essentially mugging you of your belonging and stealing your phone (listen, there’s no internet down there, he got to entertain himself somehow). Fun humour!