In this short parser-like Twine game, play a being about to go through The Ritual, where you will be asked to make a choice to shape the rest of your life.
Life is about choices. Best to make the correct one...
This was my first attempt at creating a parser. And because I don't like to do things the easy way, this was created in Twine (which is more a program to create a choice-based/hypertext stories)!
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============= Synopsis
Someone claiming to be your father is trying to break in. Following the eponymous Sweetpea is: a mosaic faced guardian angel, something wearing her father’s guise, and the detritus of life in their gently crumbling mansion.
============= Other Info
Sweetpea is a Twine (Harlowe) game, submitted to the 2022 Edition of the SpringThing. It is the first game of this author.
Status: Completed
Genre: Horror
CW: Unhealthy family dynamics, Unreality, Ecclesiastical content, Body-horror, Injuries, Violence, Alcoholism, Home Invasion
Note: there is also animated text.
============= Playthrough
First Played: during the SpringThing 2022
Last Played: 21-May-23
Playtime: around 40min (one run)
Rating: 4/5
Thoughts: A chilling and confusing snippet of life told through the eyes of a small child dealing with struggling parental figures, in a gothic style.
============= Review
The game follows Sweetpea (name unknown), a young girl home alone, as she is woken up by her father's texts asking her to let him inside the house. Which would not be an issue if she hadn't seen him in his office not long before...
Spoilers ahead. It is recommended to play the game first.
The review is based on my understanding/reading of the story.
The game starts with the game's illustration of the eponymous Sweetpea, whose big eyes and scared demeanor grabs you and pulls you (into the darkness).
Pressing start will move the player to a makeshift phone, where Sweetpea exchanges messages with her supposedly father, who hounds her to let him inside the house. [I liked the timed appearance of the messages, and the slight wonky-ness of the its look added to the unsettling feeling]
Continues a series of choices where Sweetpea goes on to explore the house, recollecting past events and feelings while she examines bits of rooms or objects. Parts of the text is animated or transformed to add onto the strange and horror-y setting. There is multiple mention of a Micheal, which comes back later in the story [and whose description reminded me of the Archangel Micheal? <- not well versed in this, so could be me missing the point.]
Still, you are often reminded that there is someone at the door, struggling to get inside. [The vivid description of the unusually lit rooms, the creaking sounds around, or the comforting taste of sweets or touch of a sweater, or the pain of the icy window, creates an intense imagery, enthralling any reader from looking away.]
Finally, Sweetpea decides it would be best to go take a nap instead of opening the door to some stranger who kind of looks like her dad, but also not really. She is still woken up by said father figure, a nightmarish apparition which frightens her, even if some part are strangely familiar. She is forcefully tucked in, before (or after?) witnessing blood on the floor and the not-dad-maybe-dad feeling sick in the bathroom. [I didn't catch this the first time I played the game, but it is heavily implied the father is an alcoholic following the mother's departure (death?), behaving strangely in her eyes when drunk. The horror of every day life...]
[The next part confused me quite a bit at first, not because of the change of background marking a new beginning in the story, but by the shift in the story going from a grim reality told through the eyes of a child, to being swooped by some sort of guardian angel in some imaginary place and being served breakfast. Then afterwards, the context of alcoholism with the father kind of makes it as if the dad was sobered up then, caring for his child.]
A confrontation between the Guardian Angel and the Father-Not-Father ensues, where we can read snippets from the guilt of the father over his behaviour and lack of care towards his child since the passing (death?) of the mother/focusing more/too much on his work, as well as knowing Sweepea, the child that she is, notices the changes in behaviour and the important trinkets tucked away.
Still, the game ends on a positive note [and the visual shows it, moving from dark colours to a bring pink], where things turn around for Sweetpea, announcing the turn of a new leaf for her, with brightness and happiness [following the dad's recovery/promise to do better?].
After reading the author's Post Mortem:
HA! I was right on the Micheal thing.
Also Micheal and dad are not the same person, apparently...
The fact that there was no set plot before the story was written strangely adds onto the uneasiness of the game, and works to better show how the mind of a child goes from one thing to another. Also, insane.
The path where Sweetpea does open the door instead of taking a nap was cut for time, and while it would have been interesting to get a more "obvious" hint at the father's strange behaviour, it does work in the game's favour of the child's portrayal (more likely to back down when scared, also it's the middle of the night).
A few random notes:
Sweetpea can/will visit the study twice; during the second visit, the game will not acknowledge the first (this is minor, and due to the construction of the game, done without variables, which is impressive in an of itself.
The choice of colors, while delightful and creepy, made it sometimes hard to read (the white on pink at the end) or to find links (the light pink being very close to the text colour), similarly with the textured words (animation/custom). But from a style/story perspective, since we are in the mind of a child (for the most part), this fits with how Sweetpea would be feeling (the uneasiness/hopelessness/happiness).
The description of the child being left alone for days on end just broke my heart...
The gothic style shines through the text, and makes the horror not just more vivid, but more visceral to feel. Chills going down the spine at every turn.
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============= Synopsis
You are a witch's crow familiar, headstrong as anything but still young and untested.
What starts as a normal day soon takes a harrowing turn when your pacific caretaker, Valmai, is struck down by a terrible hex of mysterious origin. Now it's up to you, little bird, to cure your caretaker and discover the hex's source.
Are you up for the task?
============= Other Info
The Familiar is an Adventuron parser-choice hybrid, submitted to the 2023 Edition of the SpringThing. This game was designed for beginners in parsers.
I alpha/beta tested this game.
Status: Completed
Genre: Puzzle, Fantasy, Parser
CW: /
Note: some animal violence (by other animals), illnesses and death
============= Playthrough
First Played: Alpha+Beta Tester
Last Played: During the SpringThing Festival
Playtime: around 2 good hours (I am slow)
Rating: 5 /5
Thoughts: Save the damsel in distress illness, but you're a crow.
============= Review
The Familiar follows Fran, a familiar in the form of a crow, as she embarks on a quest to save her witch mistress who has succumb to an illness. Through a series of puzzles and exploration, Fran uncovers a secret plot and fights for her mistress's life.
Spoilers ahead. It is recommended to play the game first. The review is based on my understanding/reading of the story.
I am a sucker for a good simple puzzle and a cute story, and this is no wonder this game made it to my top list of the SpringThing this year (well, it was already a favourite of mine while I was testing it). From its clean and simple aesthetic, the gorgeous pixel art for each "room", to its delightful characters, The Familiar is such a well rounded game.
Obviously, playing as a crow, you are limited in your abilities to help your bedridden mistress (it is a magical wonder you can get her a blanket). Still, the puzzles are constructed in a way that would be doable for a crow to solve (and you a smart little one). Cawing your way into town to get attention, pecking people to move them out of the way, or picking up and dropping objects in the right place, you manage to acquire all needed ingredients to save the witch.
And you are not alone in the process. Meeting first Hazel, a mouse familiar whose master perished not long before the game, who will tend to your mistress while you fly to fetch the ingredients (turns out, it's not the flu but a curse, whomps...). Then a trio of NPCs in town: Miroger, who's bother has died, Cecile, who needs help writing and sending a letter to her lover, and Frederik, who knows a good deal when he sees one. Each helps you getting one ingredient in exchange for a small favour. Finally, the evil wizzard's owl coming at the 11th hour to stop Fran.
But how does it end then? With a happy ending, for course! This is still a feel good story at the end of the day, one that makes you feel satisfied when the ending screen comes around. The day is saved, the mistress is healed, and you made some friends along the way.
What I really appreciated from it was how inclusive the game was for beginners (or terrible parser player like me), as you are limited to 5 verbs (TAKE, DROP, LOOK, PECK, CAW), there is an available tutorial to teach you the controls, and a thorough walkthrough is included in case one is stuck.
I wanted to give a special shoutout to the artwork, considering how long it took to make 30+ pixel art headers, many of those heavily detailed. Those truly gorgeous small pieces of art enhance the atmosphere of the setting, from the cozy home, to the luscious forest, and the different and vibrant parts of the industrialised city. If it all felt like a pixelized version of a Ghibli movie, that was on purpose (the author confirmed the reference).
Anyway, I'm going back to fly after that darn letter...
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============= Synopsis
Social gatherings are not your preferred activity. But this one is obligatory, and it threatens to ruin you.
You are Karen Zhao, a senior in college who is home for winter break, and seeing your old high school friends for the first time in years. You are not ready, not even close, but perhaps you could make the best of it.
Two endings, many paths to arrive there.
============= Other Info
New Year's Eve, 2019 is a Dendry* game, submitted to the 2022 Edition of the SpringThing. This game is a sequel to Pageant (review).
*Autumn is also an unofficial maintainer of the Dendry format.
Status: Completed
Genre: Dating-sim, Slice-of-life, LGBT
CW: social anxiety, panic attacks, depression, family conflict
============= Playthrough
First Played: June-2022
Last Played: 31-May-2023
Playtime: around 1h (1 full playthrough - 1 half-assed)
Rating: 4 /5
Thoughts: A science-type forgets how to human, has a panic attack at a party. May or may not be fine at the end.
============= Review
Jumping a few years into the future of Pageant, Karen Zhao comes back, more anxious than ever, for a short evening, celebrating the turn of a new year*. Stuck in a house out of social obligation, Karen has the option to interact with a cast of familiar faces, go down memory lane, or hide from everyone as best she can to avoid starting a panic attack before the clock strikes twelve. How ever will she cope?????
*and what 2020 brings... rolling eyes
Spoilers ahead. It is recommended to play the game first. The review is based on my understanding/reading of the story.
The one thing that I love about Autumn's games is how real the characters and their interactions feel. NYE19 is no different, continuing on the tradition of anxiety-inducing situation and self-deprecating humour bordering on self-loathing. But unlike its predecessor, Pageant, NYE19's tone translated less as slice-of-life-of-a-stressed-teenager-trying-to-make-it-through-the-semester-oh-god-is-she-having-a-panic-attack-again-just-kiss-her-you-dummy and more of this-is-what-a-college-student-forced-to-come-home-for-the-holidays-special-sitcom-epidose-feels-like. From the really awkward meetings with your old high-school friends (or did you date them? or were they crushes?), to the adults hounding you with questions about your future, or your family wanting to uphold a certain image around people. It's a party we've all been to, it's the kind we wish we didn't have to stay...
And Karen, our favourite anxious lesbian, does too. From the start, she warns the player she does not want to be here, really does not find having to engage in small talk (especially with people she's lost touch with), and actually wishes being anywhere but at this party. It is awkward to interact with people you knew (or more than knew) some years prior but with who you have lost contact (life...), finding how they have (not) changed, and how they've been fairing compared to you.
During the span of an evening, you meet (again) Emily, a trans woman (out of the closet then?) who helped you in Pageant to win (kinda) said pageant; Miri, your best-friend, who tagged along for the party because she did not want to be at her family's party* and became the social butterfly you could not be; and Aubrey, your high-school rival, who seems to still be doing just as well with her Harvard education, her Harvard boyfriend**, her probably-perfect-looking Harvard life... You also get to roam around the party daydreaming nihilisticly about the state of the world, hide in the basement to watch a MCU movie and be cringe to your brother, stuff yourself with food*** to temper with your imminent anxiety attack, play some mahjong and lose badly, hide in the bathroom and take selfies sending your into some self-loathing, play some games on your phone****...
*the reason is pretty unclear, even with the option of confronting her.
**who the fuck brings up the election topic on a New Year's party?!?!?! The gall of that man...
***which of course, I did...
****that one is hella meta, since you can play IF games AND a Pageant-like dating-sim
Whatever you do (especially your interactions), you are constantly reminded of your shortcomings from the past and how you let your anxiety cause the dwindling of your relationships. Your past haunts your every move and your every thoughts, and being in the presence of people from your past makes it all the worse for your mental being.
Half-way through the game, you sit down to have some dinner, forced at the kids-but-not-really-kids table where all your (former?) friends are interacting. It is very awkward, with Aubrey forcing everyone to introduce themselves as if they were having some sort of team-building meeting, her boyfriend forgetting about the No-No-Conversations (Politics-Religions...)... You can choose to participate in the conversation, eat, or listen, but no matter what happens, you will leave the table before the meal/conversation is over, leaving the party as well to go for a walk.
This is where things get interesting. Emily asks whether she can come along, and agreeing or not will give you very different outcomes. The latter will find you wallowing about your loneliness and how devoid of human connections your life is (much due to your own actions), while the former has a more hopeful and levelheaded conversation (leading possibly to a relationship...). With each still, and throughout the whole game, Karen goes on an introspection about the seemingly importance of human interaction, how easy it is to fuck up things, and the transactionality of relationships, all wrapped in a nihilistic and fatalistic bow (everything goes wrong, even if you do the right things).
Even if this sounds all depressing, it strangely is not. I found myself giggle at some passages*. The dry self-deprecating humour is honestly hilarious (especially the Narrator's comments). At any moment, I was expecting a laughing track to cue. Or maybe I was just playing this with a strange mood...
* You have committed CRINGE. Kevin may not remember this, but you will. don't worry, game, I will remember...
The game is also very meta about what it is trying to convey. From playing a dating-sim game within an essentially dating-sim game, to the commentary on human interactions being comparable to dating-sims in the optimisation of [emotions/variables] to get the best possible outcome through a sequence of actions we hope is the correct one while we play a dating-sim where the sequence of choices can be optimised to get that "good ending", the story and the gameplay play quite interestingly on each other to get those points across.
Still, unlike other works from Autumn, while I enjoyed myself playing it, it didn't have the same impact on me. I didn't click as much with it as her other games, and felt a bit unsatisfactory? by the end of the playthroughs. The game has some strong moments, especially the part outside of the house, and some funny moments during the roaming around before dinner/before the countdown, but at other moments, it felt hollow. Maybe it is because of your limited agency in the way you interact with others or act, since Karen is an anxious and socially awkward person who has a hard time expressing her feelings and thoughts. Maybe it is because some of the characters you interact with and the way you defined your previous relationships don't feel as fleshed out (Miri and Aubrey comes to mind*, especially compared to Pageant or even Emily). Or maybe it is Karen's blasé look on dwindling and lost relationships that ticked me** that only allows her to have superficial contact with people (aside from Emily). Or maybe it is the more fragmented type of different gameplay/mechanics that didn't work as well as the Storylet format of Pageant***, or the more linear work of GG and the war. Or maybe because the end was a bit too abrupt...
*I was wondering if you could choose to have had a relationship with either of those as in Pageant, but you can only with Emily
**was it because the game called me out of doing the same as Karen did to some friends from school? Who knows...
***yes, it's bad to compare games that are inherently different...
There is a wonderful sentence from the post-mortem that really encapsulate the vibe of this game, and strangely reminds us of the hope Karen feels just before returning to the party... and this is where I will be ending this review: The past is inescapable, but the future is not entirely determinate.
There is still time...
Some loose points:
Dendry has some really interesting customisations, from the addition of backgrounds to extra assets in form of character portraits, putting the game in a strange text-only choice-based/visual novel limbo.
The conversation bits, especially the dinner between the gals, have such BPH vibes, which is not surprising, since his work is mentioned in the influence for this game. (with the character portraits style and the formatting of the dialogue with the colours (though the grey for Emily was a bit hard to read).
I really liked the inclusion of the Chinese characters in the dialogues in Chinese. This was only included on the first few lines in Pageant (continuing only in italics), but this really helped distinguished better the conversations in English and the ones in Chinese.
As with Pageant, some choices are worded in a way to form a full sentence or complete a thread of thoughts. I liked that.
[ID: A redacted and cut anonymous ask:
YEP! The Roads not Taken was worth playing. I HATE with passion parser games, yet this one was very enjoyable. Thanks for your hard work! Voting is so much easier than IFComp 2022! You guys should really go play and vote for these amazing games! /endID]
Hi Anon,
Because there was some personal information in your message, I thought it best to cut that part out.
I'm really glad you enjoyed the game - I too am not super fond of playing parsers in general. I hope there will be more parsers in the future you'll enjoy, though. The whole gameplay of parser can be quite fun when done well (I recommend Reclamation by @groggydog if you haven't played it yet), especially if you are a puzzle type.
Quick shout out to I AM PREY and The Familiar in the entries btw <3 Those are some neat parsers; and Protocol in the choice-based category. I haven't played everything yet tho...
But yes, the SpringThing voting process is quite simple, it is just a form where you cast your vote, write some customised/personal awards (optional*) and submit.
No need to create an account or log in. You just need a valid email address.
And since the festival is smaller, the request from the organiser is to at least play 2 games. Since there are a lot of short games this year, the requirement can be filled in 30min/1h at the minimum.
*this is one of the most exciting part for the authors, going through the personalised awards the voters created for the games. If you voted for the @seedcomp-if, it's like the stickers.
Enjoy the rest of the Festival, Anon! Thank you for playing!
Patched some lil bugs (one that I had created trying to fix something else...), reformatted some pages, and fixed some typos.
Since the end of the Comp, the French IF community has been streaming the entries. Last Wednesday was my turn! It is not a full playthrough (as the game is really that long), but it solved all puzzles but one. The participants in the stream were also quite close in figuring out the story... :)
Two people on the IntFiction Forum are also reviewing the Comp entries. And I was among the first to get very lovely reviews from both of them!
I've also got someone lovely return from players in general, as well as more critical feedback/ideas for edits. When I have a bit more time, I will try to implement those and add an English translation to it...
Anyway, play DOL-OS here!
No one has figured out the Easter Egg or found the hidden meaning either yet... :(
I have finished reworking the UI.
This include shuffling around some blocks, increasing the container size, simplifying the Interface code, adding some transitions between screens, fixing the animations (;-; finally), adding a new "screen", customising the Dialog boxes, etc...
AND ! The UI has been optimising for Mobile view too!
To get the full experience, I'd still advise for a screen being at least 900x600, but smaller screen (portrait) will be able to play soon!
Before I upload the fix, I would like to add a tad more text (a small scene with Mr. E) and add a few extra settings, especially for timed/typed animated text (tested, need to add to the file), and font options.
Maybe next week update? Or the week after...
You know what I forgot last week? Recoding the searching through the room part of Scene 1 (because it's a sperate file)... That's done now. As well as the side destination options. I've done 1/3rd of Scene 2, not touched Scene 3, and half of Scene 4.
I thought I would have been further than I am now but I'm not... I forgot how big the chapter were. Each file is 1.3k - 2k lines of code/writing. That's a lot to go through.
On the plus side, since I've figured out a better way of coding the next animation, I got to optimise some stuff!
I am still not set on a title, but I do have the theme for my SeedComp! entry: Noir... but kind of a spoof?
Short pitch: you play as a down-on-your-luck P.I. waiting for your next case to pay your bills, when a Dame enters your office.
The whole thing is drafted, I've described the big actions/choices, and started writing it. Since I've also set myself on the One Page template as my UI, I won't need to spend too much time on that. Just the coding, when the writing is done.