These Walls by mildmojo
"These Walls" is a small horror-themed story game, written in HTML5/Javascript using CraftyJS and a handful of other utility libraries. Only tested in Firefox 6 and Firefox Mobile for now. Rife with placeholder graphics and unrealized dreams. =)
In These Walls, you are a location. In the story available here, you play as a house in which something terrible happened. You now have visitors, and you must tell your story to them with small metaphysical nudges. Some nudges are more effective than others. As you nudge the visitors, they'll tell you what they've experienced. Eventually, you (the player) and they will be able to piece the story together from its scattered fragments.
There isn't really a win condition right now. You'll just keep looping, exploring story fragments. It's keeping track of how much story you've revealed, but it's not doing anything with that info yet. I plan to make X% discovery trigger a full reveal and a main menu marker that you've completed the story. The back end is completely modular, too, so it should be easy to introduce new stories.
This was developed with intent to also enter Experimental Gameplay's STORY compo and Super Friendship Club's MYSTICISM pageant after I polish it a bit.
KNOWN BUGS: If you have trouble clicking menu items, try clicking a few pixels *above* them. I can't figure that bug out; everything looks good in Firebug. This is what's kept me from enabling HD mode.
In These Walls, you are a location. In the story available here, you play as a house in which something terrible happened. You now have visitors, and you must tell your story to them with small metaphysical nudges. Some nudges are more effective than others. As you nudge the visitors, they'll tell you what they've experienced. Eventually, you (the player) and they will be able to piece the story together from its scattered fragments.
There isn't really a win condition right now. You'll just keep looping, exploring story fragments. It's keeping track of how much story you've revealed, but it's not doing anything with that info yet. I plan to make X% discovery trigger a full reveal and a main menu marker that you've completed the story. The back end is completely modular, too, so it should be easy to introduce new stories.
This was developed with intent to also enter Experimental Gameplay's STORY compo and Super Friendship Club's MYSTICISM pageant after I polish it a bit.
KNOWN BUGS: If you have trouble clicking menu items, try clicking a few pixels *above* them. I can't figure that bug out; everything looks good in Firebug. This is what's kept me from enabling HD mode.
| Original Entry (Web) | http://i.getsodizzy.com/thesewalls/minild29/ |
| Post-compo Version (Web) | http://i.getsodizzy.com/thesewalls/sept/ |
| Original URL | https://ludumdare.com/compo/minild-29/?action=preview&uid=6748 |
Susan
Susan, I agree with you. I actually just fixed a bug that was keeping the "story revealed" percentage from showing up on the planning screen. It's not great for directing play, but it beats being completely blind.
You may get better results by applying actions that you think would work well for a particular character in a particular place. For instance, the Swami and the Fortune Teller are probably a little better at picking up on mental queues than the others. You'll get more detail by finding these affinities.
If I'd spent more time on the story, those location/character/story links would be stronger.
I can't believe I wrote "mental queues" up there. Doesn't look like I can change it now. =P
All in all, everything appears scruffier in Chrome. =( It should be functioning at the same level as FF now, though.