For You by FireBug
It's the end of the 12th century. You're left to your own devices. Your younger siblings rely on you. In this narrative and entirely text-based game, you must decide where the greatest needs lie and shape the path to your future.
Click the text to advance the game. Plays in your browser.
Example Screenshot:

(Fonts: "IM Fell Great Primer" and "Segoe UI Symbol". Made in Twine.)
This is my second attempt at making a game and my first Game Jam, so I am eager for feedback.
Thank you for your time!
Changelog: (03.12.) Fixed missing variables in one of the paths that ended the game prematurely.
| HTML5 (web) | https://firebug.itch.io/crossroads |
| Source code | https://firebug.itch.io/crossroads |
| Original URL | https://ldjam.com/events/ludum-dare/43/for-you |
Ratings
| Overall | 221th | 3.475⭐ | 63🧑⚖️ |
| Fun | 234th | 3.3⭐ | 62🧑⚖️ |
| Innovation | 382th | 2.795⭐ | 63🧑⚖️ |
| Theme | 214th | 3.574⭐ | 63🧑⚖️ |
| Graphics | 454th | 2.441⭐ | 19🧑⚖️ |
| Humor | 334th | 2.281⭐ | 18🧑⚖️ |
| Mood | 50th | 3.861⭐ | 63🧑⚖️ |
| Given | 73🗳️ | 104🗨️ |
I don't regret the choices I've made for tha better good.
(I probably would have died of the cold a few times though X) )
A side note, it works better if you @ people when replying to them in comments. That way, they get a notification :)
I did consider death as an option at first, but then decided to instead have the empathy impact the kind of person you grow to be, and the compromises with your conscience/comfort you make. (Thanks for the tip on @ ing people!)
Some times I was really divided about what path I should go.
With my usual "opt out of this" rant out of the way, here's my thoughts:
I don't find this type of game particularly compelling, although this is just my opinion. Heck, my only release on Steam is a text-adventure hybrid (Terror for Two, go check it out, shameless plug stuff, etc.), and I still don't really like the genre. However, it is particularly well made for a text-adventure, and about as compelling as any good text adventure should be. My rating: 4 stars.
It's a game based on an overused fantasy (robin hood, in case nobody else caught that) in a stagnant genre that does nothing innovative other than re-word everything. Sorry, but the innovation here is low. My rating: 2 stars.
I think that your method of implementing the theme was a bit contrived. The impact that your "sacrifices" actually had was a bare-minimum. I understand that nobody wants to die to save the kids or kill the kids to survive, but that's literally the definition of sacrifice. Don't worry about being too dark: The theme is literally asking for the darkest satanic stuff the internet has to offer. Even if you changed it so that you could only survive by sacrificing your siblings, your game would still practically be sunshine and roses in comparison to most of the entries (mine included, mind you). Still, at least you're trying to be unique with the interpretation. My rating: 3.5 stars
The mood was great. You can't do a whole lot with text to set a mood and make the user feel emotions, but you did a pretty fantastic job of it. My rating: 4.5 stars.
Overall, it was a very nice execution on a poor idea. The idea has almost no innovation, no room for the entire graphics category, and moderate fun value. Additionally, the plot drops the ball and delivers without a valuable use of the theme. Spending a little more time planning the plot would do wonders to the overall experience, for future reference. My rating: 3.5 stars.
@lucecyl Thanks! It's nice to hear some of the decisions weren't easy to make for you.
@koala-squad Thank you for the extensive feedback! I appreciate the effort. I'm glad you liked parts of it at least, haha, especially since it's not your preferred genre. In my personal opinion, games already train players to assume the NPCs will die due to making 'right' or 'wrong' decisions (leading to survival or death), and that type of literal sacrifice wasn't my aim.
The genre I consider more historical fiction than fantasy, as I delved into 12th century research and there's no magical elements. Time was definitely an issue while writing, however, especially toward the end.
I need sleep now, but I will check out your games tomorrow! :D
As for the software you used. Do you know anything about Ink and how it compares to Twine? I was thinking of making this type of game myself, but I'm not sure which is better for me.
Great read. Thank you!
Unfortunately I'm a newbie at making games. What you see here is what I managed to learn about Twine so far, I haven't tried Ink. Good luck making your own game!
P.S. my Firefox refused to run it in iframe. I opened it in new tab to play.
Maybe a security or privacy setting is preventing the game from running within the window? I'm sorry, I can't figure out the cause.
(Warning, spoilers ahead...) On the first run, I almost didn't give Bertram my capelet, not knowing what consequences for sacrificing myself lie ahead. Was it not for his damn lack of complaining. Everyone arrived safe and sound. I replayed and went through other options. Interesting ways to end. Good job in overal!
@tanis Thanks! I'm glad you enjoyed the writing!
@kris-d Thank you! I'm glad you felt the pacing was appropriate!
@jihem That's interesting feedback, so far I've heard a few people say it was too long. Thank you for your input!
@mrspeaker Thank you! I was worried the endings might feel rushed, as I submitted the game to LD in the literal last minute, haha. I'm happy that you found the writing to be suitable! :D
@jihem Thank you for your feedback! I will consider it. ^_^
As others have pointed out, some audio, even just a music to help us fit in those days would have been great :)
As far as choices go, I took good care of everyone (even thought the bandits must have a poor family at home) and then tried out the exact opposite. Anyway, good choice, it was a fun ride! :) Congrats!
@linky439 Thank you! I'm happy to hear you were interested enough to try out different choices. I agree music would make the experience more enjoyable, but I had no more time left to work on it.