invertebrae by jjjjason

invertebrae is a short text adventure about a person coming home from work, and then the time after, and then the time before.
The game runs in your browser. Make sure to keep your sound on!
This is a puzzle game, so some answers will be tricky. However, if you feel like you're really stuck, don't worry! Take a look at the internal story guide. Feel free to use it to get back on the right path (or heck, get on all the paths!).
Update (May 3):
First post-jam update! Contains the following quality of life fixes:
- Make keywords in the story bold so they stand out a bit more
- Add the ability to double-click on keywords to automatically move them around (drag-and-drop still works too!)
- May 4: Fix regression where you could double click words as many times as you want
- Add less cryptic help text to the help button for people who are actually looking for helpful help
- Add some automatic scaling to account for smaller screen sizes
As no changes to the story or puzzles were made (nor were any bugs fixed!) I'd wholly recommend playing the updated version. However, if you are an honorable purist, the original version is still linked below
| HTML5 (web) | https://y2bd.itch.io/invertebrae |
| Source code | https://github.com/y2bd/invertebrae |
| HTML5 (web) | http://y2bd.me/invertebrae |
| Original URL | https://ldjam.com/events/ludum-dare/44/invertebrae |
Ratings
| Given | 93🗳️ | 112🗨️ |
Theme fits and it's very polished, I don't usually like interactive fictions but this one enjoyed me.
High level for a compo entry, really creative and innovative.
The concept is very neat, the ambiance is really nice, and the execution is top notch !
It was a bit hard (but I'm not a native english speaker, which could make it harder for the expressions and combining words), but I went to get the story.json file, and with it it became easier and allowed me to check path that I did not even think of ^^ If you have time for a post-jam session, maybe you could add an help button, that can help the player by telling them if there is a path that they did not explore yet from this screen, and if they can get to it with their words ;)
Really cool game, very original for a game jam ! Good job !
Well done! I liked it!
@dodormeur An indicator for when not all valid answers have been given sounds like a fantastic idea. Stops you from just throwing down answers hoping that you'll be able to do something else. Perhaps a little star next to the help button that lights up?
@zondarg Great to hear you liked it! There are two routes to the ending, and you chose the trickier of the two (congrats :smile:). You were very close, here's a hint that's been [ROT13'd](https://rot13.com/): qb lbh jung lbh qvq gb trg "bcra" "pbzchgre" bire gur cnfg ebhgr, ohg va erirefr gb trg gurz onpx gb gur cerfrag ebhgr.
All in all, really innovative mechanic, really interesting take on the theme, great mood and atmosphere! Not to mention it's a fellow "just a website" game like mine. :) Really good job!
I may be dense but I wasn't able to figure out any branching paths besides petting the cat >_>
For anyone who's really stuck, I added a link to the internal story file above. Feel free to take a peek behind and get back on the right path.
@carraka You were super duper close to the ending! Through the route you took, you gained two things: an additional word, and some additional knowledge. I think you have everything you need to get to the end, but if not, feel free to take a peek at the file above.
Some quality of life improvements would have been nice, like not having to collect all the words again when backtracking, better feedback to avoid the "zillion combinations of trial and error", etc etc.
Fun regardless!
Awesome entry, well done!
- collect words automatically as you go to "before"
- have a "quick select" for already discovered word combos (provided you have the words)
- trim down the number of words (e.g., "disembark" and "deboard" maybe could have been the same
For a Ludum Dare game this was amazing! Had lots of fun puzzling through it, and I'd definitely play a longer story.
So the engine I wrote that’s driving the game has had a core issue from the start: it barfs at duplicate words, especially if the user managed to put two of the same word in their wordbank. I told myself “ah it’s ok I’ll fix this later” and then two days and four words for “get off the train” later it’s still there :laughing:
A post jam version of the game would definitely get that right cleared up.
Not because of the game itself but because of the mood. I mean, there's no much gameplay but the writing and the music were exceptional. I think there's a fine line that divides pretentious with artistic and this is right on the artistic side, and I really love works like this.
thanks for taking time ;)
P.S: There's a bug. Opening your cat doesn't work :thinking:

A small note - I love dragging the text in place, but sometimes it got a bit cumbersome as I was going backwards and collecting words to drag them back in place. I feel like it could be helpful to let them return to the right panel with a click rather than having to drag them back.
Awesome work!
Some mild criticisms: I think the music got really repetitive. I eventually ended up muting it. I would have loved if it were easier to remove things from the selection bar, dragging things in and out got pretty tedious.
All things aside: I got an hour and a half of playtime out of it, and thoroughly enjoyed myself, so well done!
I think the music in its simplicity is ripe for expanding upon, such that you aren't listening to the same little ditty over and over again. At the very least, I would have loved to make another track for the past-heist.
If I have any complaints it's for QOL changes. Multi select and ability to quickly remove all answers would be nice. Other than that, maybe you could make a graph based approach? Like each node would be a block of text. And once you would be able to swap between alternate answers that would lead to a particular scene.Sorry if that didn't make much sense.
I also found that the okay button disappearing too be annoying later on. It fit with the 'this is not what happened' section but not with the others, Is it a bug?
@arcus That’s a pretty neat suggestion. When originally designing this one of the ideas I (very) briefly had was letting people choose their own terminal palette. I think having dynamic, smoothly transitioning palettes would be pretty cool, and potentially a good way to signal that the “path” you’re on has changed.
@akirassasin I still feel that line needs some workshopping, but that feeling of “...OHHHHH” is 100% what I was going for, so I’m happy it worked.
@fahim-faysal The button disappearing is intentional, as the game was designed to require at least a little bit of inventory management (e.g. your words are stuck in the past! how do you get them out?). However, looking through the feedback so far it doesn’t seem like this was handled in a terribly fun way, so I’ll need to work on it a bit more (I don’t want to scrap it altogether, as I do like the core puzzle-ishness it adds).
@fat-cat I’m preparing up a formal post about it now, but one thing I honestly was completely blindsided by was the actual length of the game. Seeing comments above plus talking to my friends have indicated that the game is waaaay longer than I had expected (I mean, when I’m testing it already knowing everything it takes me like five minutes to blow through lol). I’ll have to find better ways of figuring out playtime in the future, as there are many things I would have prioritized if I had known (such as writing an impactful ending rather than just a teaser :joy:).
One of the best ones I've played for this LD so far.
Don't really have anything to add that others haven't said, I'd play a full game like this for sure.
The puzzles were good which is probably why I and others got stuck playing for 1+ hour. If you wanted to expand the game further or make a sequel, you could have puzzles that combine words across more temporally distant frames, or have more play on words/riddle types. But honestly everything about the game fits together so nicely as is.
Overall, excellent work!
I really liked combining words in different ways during the first half of the game. I got frustrated when I started to accumulate so many words that it was taking up two pages. Pretty quickly I found that combinations that made sense to me weren't valid choices which was too bad. Reasonable for a game jam game though. I wound up opening up the JSon to cheat a little and see more of the story.
Very original! Would love to see more like this.
For example, there’s a couple of small paths in the game that are just there for optional flavor, such as the smoke break (“head out” during lunch talk). Do you think these small “flavor-paths” add anything do the experience? Or should all paths preferably be consequential? At the very least there’d be an indication that these flavor paths are dead-ends, so you don’t spend your day trying to figure out how to further extend your smoke break :joy:
- Be solid if there’s solutions you haven’t tried that you have the words for
- Be hollow if there’s solutions you haven’t tried that you don’t have the words for
- Be faded out/invisible if there aren’t any solutions you haven’t already exhausted/this page is a dead end
This wouldn’t fix the “too many words!!” issue but it at least would prevent people from wasting time. And maybe for the hardcore folks out there could be a “moon logic” mode that permanently turns the icon off, lol.
Played it entirely (Did this just to a few games in this jam)
The narrative is very good, and somewhat funny (The boss part is the best)
But I had an "Issue" with this game
- Lack of the ability of double clicking the word for fast placement/removal
This wasn't reeaally an issua, but it would have made my experience far better (Nothing that removed points from my rate)
I loved how you had to go back and foward through time for grabing words that you had to use somewhere else
About the storytelling one Issue
- How did I received the e-mail and I said "Oh, so it work" when I didn't do it yet, I could have received it but I wouldn't answer that it worked if I didn't really do something, got it?
Just that.
The game is Awesome, Congratulations!!!
A new - for me at least - kind of text adventure, quite far from the classic "You Choose Your Adventure" mechanic.
Music fits the mood perfectly even though I would have liked a few more variety.
Well done!!!
After that, look for the words that are brighter than the rest. You can click and drag those words onto the word box on the right, as well as the prompt on the bottom. If you put in a correct answer, it’ll light up the OK button.
The game really should have a better indicator of this. Perhaps a ghost cursor that finds and drags the first word for you.
Edit: on a whim, is there a chance you have JS disabled in your Firefox? I tested FF Nightly latest on both Windows and Mac OS and it works as expected, trying to get my Linux friend to check it out.
Double edit: my Linux friend can run the game in Firefox, but it’s also too zoomed in due to the small laptop he’s using it on
Triple edit: Realized I am using a JS method that was not added to Firefox until version 62. That might be a reason for a full crash...
I will, however, sheepishly admit also to reading _story.json_, simply because I wanted to see what happened, but the mechanics of trying out answers became a little tedious when repeated constantly (especially when I was trying to find out-of-the-box combinations). Dragging the words was a great tactile feel the first couple of times, but then I just wanted to get into puzzle solving mode. Nonetheless, excellent job, can't wait to see more!
Narrative games seem pretty rare for jams but they're one of the type I usually enjoy most, and indeed the story kept me invested. I got to the end but there's still a lot of mystery going on (although I didn't read the whole json to see if I could glean a few more information). I'm not sure I understand how the theme ties into it though, was hoping the whole invertebrae thing to be linked to it (selling information on some type of lifeform ?) but maybe I just didn't explore the story enough.
I found the main mechanic (picking up words and keeping them to make actions) interesting and I think you did a really good job fitting the different word in context (at least most of the time :P ). The ability to go back is also really cool !
Technology wise I think it's cool you made this game in React (instead of a specific game engine) and open sourced it. It was also interesting to see how you formatted the story as a json (actually it's surprisingly similar to how we did it for our game, which we originally open sourced but went back on because of shame about some of the things we did to make the game work ^^").
You managed to fit in a lot of content for a Compo and I think the result is really cool :) . Great job !
Haha, the theme tie is definitely a bit :thinking:. Mechanically I was going for sort of a pun, interpreting currency -> currentness -> progression of time. From a story standpoint, I guess it's less that the MC is currency as much as they are pawns used both by their workplace, as well as "them". I don't want to go too far into it lol, this is something that needs to be telegraphed in-game rather than in-comment.
The tech implementation of this was very fun! Making the game a webpage rather than a raster canvas made some things super easy (text rendering of course, taking advantage of browser APIs), but also made some things a lot more tricky/unconventional (no traditional game-loop, how do i perfect-pixel-scale things, etc).
And I think the most important thing I want to say is you (and anyone else who reads this) should really open-source your game code! I am a huge proponent of learning through open-source projects, and if anything, the tricky parts of your code base that you're not quite proud are the *most* educational. Some tasks are just hard, and require hard code! Plus, it can teach newcomers that your code doesn't have to be awesome to make an awesome game.
I'm thinking back to when the Celeste devs [released the 5400-line behemoth that was the Player controller](https://www.rockpapershotgun.com/2018/03/05/celeste-movement-code/). Of course you got a lot of armchair programmers criticizing it on Twitter. But at the end of day, Matt and Noel made Celeste and those armchair programmers didn't. I think I know who'd I rather learn from :smile:
If I had one minor point of critique to offer is that I often felt like I went too deep the rabbit hole, like there were multiple things I wanted to try in a scenario, but by the time I reached the end of a path I would have forgotten what they were. Something that might be helpful would be a visual representation (like a tree) of where you have been, and which scenarios still hold alternative solutions. I think this would be a nice help in not missing anything.
I didn't finish it yet, (but I will) and your guide helped me for one situation (for now) so it's pretty usefull. It become more an more difficult as you progress in the game with all the world combinations you can get, but it also makes me want to try them all!
Great job! :)
But also, extremely hard to finish without the guide.
Some kind of keyboard typing (such as first letter of the word, or first few in case of ambiguity) would help tremendously. This way, it's kind of slow.
But honestly, very well done.