CYBERQUEEN by Porpentine

[raw]
made by Porpentine for LD25 (COMPO)
textual interface protocols engaged

data systems compromised | data systems stabilized

power loss to oxygen garden

we are experiencing a minor delay

our transit to Waystation 12 is behind schedule

automated systems online | integration commencing | repairs complete

thank you for your patience

Ratings

Coolness 71% 3
Overall 3.65 65
Audio 1.67 539
Fun 2.89 335
Graphics 2.24 614
Humor 2.48 378
Innovation 3.51 111
Mood 4.22 6
Theme 3.93 66

Feedback

magicdweedoo
16. Dec 2012 · 23:43 UTC
Right. Wrong/
L
17. Dec 2012 · 03:04 UTC
You keep outdoing yourself, Porpentine.

I like how the text looks slimy - blobby links and gooey dialogue.

I like how the large selection of guns makes it obvious that the game doesn't really care and isn't actually keeping track of which one you pick. "Serrated bayonet? Yeah, whatever."

I like the Cyberqueen's predilection for fakeouts, for breaking the narrative arcs of previous 'evil AI' games and stories - sharply, disdainfully. I especially like the way she disposes of your gun, the implication that this virtual being has quietly, impossibly, gained omnipotence over the physical world.

Also I like the "you are the villain" scenes a great deal. u_u
matthias_zarzecki
17. Dec 2012 · 03:56 UTC
The use of twine is wonderful. Love the intro, the text-flashes appear at the /perfect/ speed to create emotional impact.
mildmojo
17. Dec 2012 · 08:45 UTC
Well-written and really uncomfortable. Wow.

I liked the way a few scenes let you select the same option over and over again while the action progressed. Made it feel less like a choice/branch and more like performing an action or pursuing a goal.

"Lantern of pain" stood out.
rumachine
17. Dec 2012 · 13:21 UTC
Thats deep
ananasblau
17. Dec 2012 · 13:58 UTC
Very slick take on the genre, but some music or narrative would benefit the game.
thristhart
17. Dec 2012 · 17:08 UTC
This might be the single most atmospheric game I've ever played.
KhaoTom
17. Dec 2012 · 17:48 UTC
Amazingly innovative. For me it was perfectly skirting the edge of disgust and eroticism, I wanted to flee, but then sometimes I wanted to give in. So good!
Atomic
17. Dec 2012 · 18:02 UTC
Yeah, I didn't enjoy this at all. But I have to admit it's very well done... in a very fucked up way!
evilseanbot
18. Dec 2012 · 00:59 UTC
"I've drunk your waste for lightyears." is my new band
spolvid
18. Dec 2012 · 03:18 UTC
Holy shit.
rustybroomhandle
18. Dec 2012 · 09:37 UTC
Insect!!! That was really nicely done. Also I am glad my entry is not the only one built on a foundation of discomfort. :)
Sam Driver
18. Dec 2012 · 15:06 UTC
Just brilliant.
angrygeometry
18. Dec 2012 · 22:54 UTC
your games just keep getting better and better. holy heck. i love this. when i die i hope it is at the hands of cyberqueen.
Christina Antoinette Neofotistou
19. Dec 2012 · 01:44 UTC
Best game I've played so far. And I always start out like "is this going to be gripping? It's only text after all" and then I'm like 20 minutes later, hoping there was more. I never learn
bigbadwofl
19. Dec 2012 · 05:42 UTC
Achingly well written. Congratulations.
Gungnir
19. Dec 2012 · 08:18 UTC
Uhhhhhhhhhhhhhhhhhhhhhhhhhhhhh, yeah.
Good :P
moonkid
20. Dec 2012 · 00:31 UTC
Great stuff.
Jeremias
20. Dec 2012 · 19:39 UTC
What the fuck just happened here?

Nice composition. Thrilling and dense atmosphere.

I have no idea how to rate this ^^
chrisamaphone
20. Dec 2012 · 21:03 UTC
just amazing, perfectly inflected transitions, so dang can't-look-away powerfully uncomfortable. lets you feel the right amount of agency to make taking it away hurt.
Maple
21. Dec 2012 · 04:02 UTC
Oh dear. You have a way of sexualising/arousing that just shouldn't come from such disturbing imagery, as with your last LD entry, but you did it better in this one.

Text adventures are interesting as a submission, because they are pretty hard to rate, and I think a lot depends on the reader's initial interest level, and imagination. Your story was hard to follow, in terms of where things were happening, but you described happenings in a fascinating way that made me want to see through to the end, regardless. You certainly painted some pretty interesting scenes in my mind, anyway. Let's put it that way. I enjoyed this.

If I had to try to find something to criticise, it would be that in the sections where you added bits to the text automatically, it was hard to follow at first because when the screen blacks out and gives you text, you automatically put your eyes back up to the top left, losing your place. It probably would have been better to just give all the text at once instead of trying to simulate real-time conversation.

Though, overall, this was definitely an interesting read.
blob
21. Dec 2012 · 12:40 UTC
Wow. You won.
My favorite on this jam...
And I'm going through system shock 2 right now... :)
Chinchilla
22. Dec 2012 · 12:15 UTC
Horrific and brilliant entry! Even better than your last. I always have time for a bit of Shodan, but this is far, far darker stuff than system shock. It even had some great prometheus surgery-scene vibes. My only criticism (and I feel like a huge pedant considering the quality of the writing), is that there's a typo in aerosol!
🎤 Porpentine
22. Dec 2012 · 12:51 UTC
the surgery scene is the only part of prometheus i liked :>
Will Edwards
22. Dec 2012 · 12:53 UTC
The mood is excellent!
Tobias Wehrum
22. Dec 2012 · 17:43 UTC
This was, by far, the most immersive text based game I ever played. Easily the best text-based LD entry (and there were quite a few good), and one of the games here which I enjoyed the most.

Excellent writing. The replacing is a very nice effect.

And the most impressive thing: Normally I think quite long about choices I make. Not here. Click read no time click read click read click read--
I can't remember a game that ever made me do that voluntarily, without any form of timer! It somehow conveyed the feeling of urgency and flow.

I'm very, very impressed. You did an amazing job there!
Tobias Wehrum
22. Dec 2012 · 17:46 UTC
Oh yeah, only thing to improve on: If you add text, only make the added text blink. As Maple said, you immediately jump up to the topleft and that's a bit annoying. I wouldn't cut that one out though as s/he suggests because I think that's what added the urgency for me!
GeorgeBroussard
23. Dec 2012 · 05:31 UTC
Interesting take on the old Infocom text adventures. Was a creepy read :) Well done.
jackspinoza
24. Dec 2012 · 02:40 UTC
nice, quite clever, well written, a bit masochistic but intelligently so. good work.
azurenimbus
26. Dec 2012 · 23:24 UTC
I jumped into this game without thinking too much, and was not prepared for what it was about to do to me. Not since your last game have I been swallowed whole and probed constantly to make painful and disturbing decisions while drifting mesmerized through a haze of ultrasensory, sensual, senseless SF stimuli.

I feel somehow molested by this experience. And I wouldn't be able to show on a doll where you've touched me, because you did it from inside.

It's just fucking good.
Joseph Miller
27. Dec 2012 · 02:49 UTC
Your work, as usual, is engrossing. I love that a game verb is "dribble vomit down your chin" or whatever. I'd like to see you branch out a bit, but in a 48 hour compo I know it's best to stick to what you know.
Pacifist Games
28. Dec 2012 · 01:05 UTC
I'm not really sure how to rate this...
I mean, I found it disturbing, and that appears to have been the point...
Jezzamon
05. Jan 2013 · 01:27 UTC
going by comments, I don't think I really want to play this game. :S
d_m
07. Jan 2013 · 05:32 UTC
After playing this game it was having Octavia Butler smash my head open with a robot arm. It was THAT GOOD!!
mcc
07. Jan 2013 · 06:59 UTC
apparently it didn't save my rating before so i'm rating it now! to re-iterate in person thoughts, i like it and it could be seen as a sort of metaphor for reprogramming yourself during the process of transitioning