The Firebrand by selkkie

Premise
"The pain's always the same."
An interrogation room. Sitting on one end of a table is a woman. On the other is you - a detective tired of asking questions, but desperate for answers.
Who is the woman? Why is she here? What has she done?
The only way to find out is to talk. Every conversation topic giving new leads to chase down. Some worthwhile. Others not so much.
Follow the rabbit hole until you reach the truth.
Screenshots

Credits
Modelling, animation, coding, music: selkie
Story and writing: DWaM
Version History
Update 1.01: Fixed an issue where the player wasn't able to trigger the Bad End dialogue and the game abruptly ended.
Update 1.02: Fixed issue with endings not triggering under certain conditions, and increased quality setting that prevented shadows from showing.
Update 1.03: Added Windows and MacOS binaries at a commenter's request
Guide / Walkthrough
We've put together a flowchart that highlights the keywords you need for the different endings, for those who have struggled with reaching them. You can find it here.
| Youtube | https://dwam.itch.io/the-firebrand |
| Youtube | https://dwam.itch.io/the-firebrand |
| Youtube | https://dwam.itch.io/the-firebrand |
| Original URL | https://ldjam.com/events/ludum-dare/45/the-firebrand |
Ratings
| Overall | 67th | 4.118⭐ | 104🧑⚖️ |
| Fun | 335th | 3.554⭐ | 104🧑⚖️ |
| Innovation | 213th | 3.668⭐ | 103🧑⚖️ |
| Theme | 139th | 3.97⭐ | 103🧑⚖️ |
| Graphics | 62th | 4.377⭐ | 104🧑⚖️ |
| Audio | 94th | 3.944⭐ | 101🧑⚖️ |
| Mood | 10th | 4.456⭐ | 104🧑⚖️ |
| Given | 90🗳️ | 147🗨️ |
will wait until tomorrow to finish this gameplay and be able to give a proper rating

Good work :)
Quite funny "What are we doing here? I don't know ..." :D
@a333 Sorry to hear about the time limit being an issue. I did try to put hints in the writing where the player should steer towards, but I totally get that in a game like this, going off the beaten path is likely to happen. (Especially if the players don't necessarily know what path was worthwhile in the long run and what wasn't!) It's definitely something that will be kept in mind for future games of this genre. If nothing else, it definitely does help me appreciate that to design a game like this you definitely need more than 72 hours.
So, again, really sorry it hurt your experience.
@joe-wright @freso Thank you for the suggestions for the notebook. We'll look to improve it after the Jam!
Also, my favorite line that I saw was "Someone... saw me?" vs "Someone saw... me?" - I love it.
I only had troubles with the noise when text was blended in, i actually had to turn the sound off.
But: All in all a very nice game! :) Good work!
Amazing!
@raomer Thanks for the feedback! I was worried the text blips might be a bit much for some but was too strapped for time to tinker.
Only thing to wish for is a clear indication of how many hours one would need. 😁
Nonetheless, we hope you finish it!
Story wise the writing is solid. If I had to complain, as the player I don't have a good grasp on where things are going at first, and there aren't enough clues in the story to direct my choices in a meaningful way. Similarly, there doesn't appear to be any obvious cost to choosing poorly at first, so all of my first play-through decisions were made quite lightly. That said, I like the high level design, and if you're shooting for multiple attempts as the standard, this may actually be the correct choice (else players may fret over making poor choices and feel cheated when they run out of time)
Overall a really nice narrative game executed in a super creative way.
As for the story choices, that is more or less what we aimed for- a clear deadline would definitely alter the user experience. It might be possible to beef up the clues in the beginning, though.
Thanks for the feedback, again!
I didn't finish it at the moment, can hopefully come back later, because I'm very intrigued and want to find out what it all is about!
My only grievance would be the interaction with the notepad, at times I thought it was a bit frustrating to navigate, mostly due to the response time, I would like it to feel snappier to bring up and interact with. But that's very minor nitpicking :slight_smile:
Thanks for a great submission!
Would be nice if you port it to mobile!
The only issue i had was with slow reaction of notebook. Apart of that none. Time limit was a surprise, but a good one. Good game needs to have some kind of twist, introduce something new. The time limit and message made me realize I really was going in circles with picking unimportant threads. I just had to try one more time, to pick different ones. And there again to try picking only those i see lead somewhere. Actually i played 3 times ad still got bad ending, but I am determined to try again and get to the truth this time.
There is plenty of good game jam games, but very rarely you find a game you are willing to replay few times (and come back to it after a day or two) :o Congrats
@annie-owl That's very odd... we've gotten one other report of that issue but have yet to figure out how to replicate it. Thanks for letting us know!
By the way, did you use any tool to handle the dialogue options, like Ink or Yarn? I'm slowly becoming fascinated with dialogue systems...
Unfortunately, it's not well documented and seemed to be oriented towards editor based input, which was way too much of a hassle for the amount of dialogue we had (which is why I ended up writing the parser and doing a lot of modification).
I'm definitely going to be getting familiar with Yarn before next time. I'm working on a story for a game that has branches and Twine seems like a great way to test and get a visual on the layout- not to mention it stores variables and things that I had to manually code in this jam.
Thanks for the kind words!
@ninjacatz Glad you liked it! You need to play through certain keywords to reach the normal and true endings, if that's what you mean by influence.
If I'm wrong though, let me know, that would be a fatal bug!
We're glad you enjoyed it up to that point!
@morilia Thanks for the feedback! We definitely want to try and improve the repeat-play user experience in the future, starting with a speed-through-previously-read-dialogue function.
I would love to have had different camera angles, but ran short on time by the time the intro sequence was put together. Having the time outside progress to night was another idea I wanted to do, but there's never enough time for everything! Thanks again!
The game is definitely well-made and polished audiovisually; I was quite impressed with the intro, and the animation was pretty good as well, making the game livelier. Also, it has some good story behind it, as well as some nice bits of lore that become apparent through the investigation.
I played through it many times, eventually building up a tree of words that the game leads to, until I made sure I've found every dead-end word. And here comes a problem which I'll call "Phoenix Wright syndrome" - even knowing all the words, even having more or less complete picture of what the context is, who is the protagonist, the woman, the crime and the culprit, I still can't figure out which buttons to push to get a relevant answer from the "truth"*.
There seem to be two parallel goals - convincing the woman that you figured out the situation and gaining her trust. But based on the dialogue alone, I still can't tell with 100% certainty which of potentially useful-sounding leads are actually useful, and which are actually a waste of time. In Phoenix Wright, the barrier was picking the "just wright" piece of evidence from a bunch of sensible-looking ones (and sometimes picking the not-sensible sounding one), or suffering a penalty/quickload. Here, it's finding the right combination of many answers, or starting from the very beginning, with lots of guessing which leads are relevant.
Personally, with this many possibilities, I'd have the mechanically-useful information emphasized somehow. Granted, it'd make the gameplay more schematic - just note down the routes with important-marked dialogue and use them for the final showdown - but I don't think it's a bad thing.
For me, the appeal of this game comes from learning about the story and its context, as well the internal sense of figuring the story out. The challenge - external validation that I *did* figure it out - doesn't work so well. It relies on pinpointing the relevant leads solely based on a dialogue that puzzle-makers may find obvious but is often fuzzy for puzzle-solvers. On the other hand, explicitly important dialogue would make the challenge not as frustrating, while still keeping the internal figuring-things-out appeal - I mean, detective novels have no mechanically imposed challenge, but they can still give this kind of satisfaction.
Of course, that's my view on things, you may disagree with it.
From other things - sometimes the game would randomly restart. And by randomly I don't mean after the time runs out, but around the third or tenth question or so. It didn't happen for my first few playthroughs, but then got two situations like that in a row with questions I earlier got an answer to.
Overall, a well-made entry with a great story behind it. Sadly, because of the aforementioned Phoenix Wright syndrome and the combinatorial hell of all these words finding the Normal ending - let alone the True ending - is way too frustrating for me.
*incidentally, on my graph "truth" is spelled in a distinct rectangular box, and with a badly-drawn homunculus next to that
I definitely agree that the more the game is replayed, the harder and harder it gets to try and make out what the game might be asking of the player. As I mentioned in another post, I did try to add clues in the dialogue itself to help steer the player in the right direction, but given the amount of people ultimately stuck, I'd say they were either not strong enough, or just in paths the players never ended up taking, anyway.
It's definitely something that's harder to plan and design around than I initially believed. Unfortunately, at a point in time with 50 topics, 1200-something lines of dialogue, and the timespan between having it be playable and submitting being so short, it was not something we could dedicate ourselves to. Especially since things like this are fine-tuned based on other players' experience which we also didn't really have at the time.
So, for future updates, I think it might be more worthwhile to ease up on or just flat-out get rid of the time limit. We'll see. I'm afraid I'm not really in favor of the suggestion of highlighting which leads might be of the player's interest, simply because the players are likely to just focus on those and not bother with the other conversation topics.
The bug with being booted out to the intro is a strange one. You're not the only one to bring it up. At the moment, though, we're not really sure what's causing it. Definitely something we'll try looking into down the line.
Overall, thanks for the feedback! I'm hoping the frustration didn't ruin the whole experience for you.
> I’m afraid I’m not really in favor of the suggestion of highlighting which leads might be of the player’s interest, simply because the players are likely to just focus on those and not bother with the other conversation topics.
Just for clarification, the highlights system as I imagined would be at the dialogue level (e.g. by having relevant piece of dialogue shinier or in a different colour, but orange is already taken by the keywords), not the words list level. The player wouldn't know whether the word is useful *before* clicking it - they would still need to explore it and read carefully to spot the "shiny" dialogue. So the player still needs to explore every single word, because they wouldn't be able to tell in advance which words they should focus on.
That said, getting rid of the time limit is also an option. I just wanted to reassure you that the highlight system can be executed without the negative side effect you mentioned (also, the time limit is nicely integrated in the game with the curfew, so I wouldn't be too eager to remove it altogether).
As for the frustration - as long as I eventually get to play a version where I can get the endings without semi-blind guessworking, I should be fine (so please keep me updated). ^_^
In terms of criticism, I agree with what's already been said. Figuring out what's going on isn't too difficult - obviously I'm not going to give it away, though. But figuring out the exact path to take to get to the "truth" that I already actually know - or at least, I *think* I know - feels a bit like guesswork. I'm sure if I played through a couple more times, I could get a clearer picture of which leads are important and which aren't, and grasp my way towards the correct route.
But having to get a "game over" repeatedly in order to figure out the correct route... I'm sorry, but I have to say, it feels like bad game design. Especially if the correct route is *exactly* as long as the time until curfew (about 24 questions), and there's absolutely zero leeway. It's fine if you have to "game over" repeatedly in order to see all the different dialogues and get all the world-building information, but actually winning the game shouldn't be this hard to fathom.
I do like the idea of the curfew, though, especially how it's presented as part of the game world. As soon as I noticed the clock moving after every question, I knew there was going to be a time limit. Without it, you'd be able to beat the game by just methodically clicking every dialogue option, so it does press you to try and make the right choices instead of just "let's see what this one does". I just think it's too strict.
I also agree with those who said the notebook was too hard to open. On more than one occasion, I tried to open it and accidentally clicked a dialogue option instead. I don't see why you couldn't just make it pop up automatically after each dialogue ends. I also experienced the same restart issue as @alphish, just after completing the "name" dialogue - so I hope that one isn't compulsory!
I think I've sounded a bit negative here, so let me just reiterate: this is a fantastic entry with an engaging storyline, and definitely one of the most gripping Ludum Dare entries I've ever played. You should be proud of yourselves for developing such an excellent story. There just needs to be an easier or more intuitive way to get to the normal and good endings (or to know what you have to do to get them). At the very least, consider releasing a flowchart of how to get each ending after the jam is over?
...wow, I don't think I've written an LD review this long before. I think that in itself is a sign of how much I enjoyed this. Well done!
We should have made the dialogue pop up automatically for sure, and fishing for the correct answer is clearly a problem - but we couldn't foresee either of these, because when we tested the game ourselves, we already knew the answers and were only looking for things that shouldn't happen. It's hard to be objective about crafting user experiences when you have nobody to show, because you can't see what doesn't work until it's in the hands of someone else.
As for the restart bug, we've had trouble replicating it to even begin fixing it, unfortunately, since it seems to happen at random. I'll have a look at it again today.
The flow chart is a really good idea (or at least some sort of walkthrough)! We may look at doing that even now before it's over, considering that there are a good handful of players struggling with getting to the endings.
Thank you again for the detailed feedback, I appreciate you taking the time to do so, and I'm very glad you enjoyed it regardless!
@pedro-rosa Thanks for the kind words, really glad you liked the art! The characters are 3D with unlit shaders. I use Blender to model and animate.
(Thanks again for the great feedback!)
The writing is great, and the mechanic of the words on the notebook works extremely well.
Clicking on the notebook sometimes didn't work for me, not sure why.
I had no idea about the time limit or why the game sudenly reverted to the main menu mid-sentence
Would love to see you keep working on this, I'm gonna play again to try to get to the ending.
So, at first I was like "hey that's pretty cool". The art was amazing, the music felt right in place.
But then, fairly quickly I became bored. I thought to myself: "Begining out from nothing is good, when you make something out of it" and I was frustrated because it really seemed to me that we were going nowhere and it was just another badly-written conversationnal simulator. The dialogues felt out of place and unrelated.
I was hooked because I thought it would be an investigation stuff (Phoenix Wright syle) but it was more of a conversation to unfold thoughts of characters.And because I didn't relate to the characters emotionnaly, because I didn't know nothing about them, those thoughts felt very cliché and useless for the investigation.
However, by chance, pieces began slowly to put themselves together. Really slowly. But enough to catch my attention. It was merely when, digging my character's backstory about his nickname, I stumpled across a key-word that seemed out of the blue but led me to useful and meaningful informations about the case. That was brilliant.
After that, I felt emotionnaly more attached to the story and -some of- the philosophical thoughts felt great. But too much of them was really anoying at last.
So yeah, felt nice, at last. But there is waaaay too much text (and useless ones). Hence, the end felt unfair when I digged not enough informations. Punishing the player for not reading ALL the possible key-word with a bad end is, in my opinion, brutal and not cool. Don't get me wrong, it's justified, lore-wise, but unfair gameplay wise. I felt it was really too much.
About the story, also, that sci-fi thing with the powers felt so out of the blue.
Sometimes, less is better. There is, in your game, a very subtle and distant feel of Kafka's The Trial. And that's super nice to see, and you could have digged that way instead of doing "like everyone" and throwing inside sci-fi elements at random ...
Finally, even if it's something very little, when there's this much text, making some kind of change here and there in the situation and/or gameplay help A LOT not getting bored: music change, environment change, a character gets up and looks at the window. It's small details but they make the player breathe.
OTHER ~
Gameplay-wise, we could use: accelerate dialogues by clicking, doing dialogues twice.
About art: awesome, really hooked me instantly. The animations were really great.
The music is a bit repetitive but fits well the atmosphere :)
PS:
Yeah, just a little edit to say that your game is a very good game and especially for a jam. I juged it as a real game moment/scene, that's why I sounded so harsch maybe. But as F1krazy said, be proud of yourselves. Creating and unfolding a story is not an easy thing and, for smtg made in 48-72h, it's very very good and prolific. Well done.
Bit slow of a game, but interrogation are :) Nice experience
The notebook should probably open automatically, since clicking it is the only thing you can do at that point.
The story was designed *around* the powers, they weren't randomly "thrown in"- the original concept (and the entire reason this story manifested) came from the theme. Our idea of starting with nothing initially *was* the powers- and specifically pyrokinesis- starting fire from nothing. Originally I think we would have done a story focusing on one of what became the Children. Obviously, once the concept solidified itself as a mystery, we figured a detective starting with nothing to warrant arrest was very fitting, so we went down that line.
As for the extra details, as with any game jam, we were too strapped for time to add that sort of polish. There was a point when I didn't even think we'd get any idling animation, and the intro was done up until the last minute. I would loved to have used animation, angles and cutscenes more prominently.
The graphics really suited the style of the game and the music was nice!
The gameplay with the questions and the notepad with keywords was very well done (personally I would have preferred for the notepad to always be visible (plus the click area for it to popup up was small) but that is nitpicking :smile:
And it also fitted nicely with this LD theme!
An excellent entry worthy of high ratings! :smile:
Getting into the actual contents of the game, it's absolutely phenomenal! The art style, the shaders, the characters, the audio, and most of all the story. The pacing and slow reveal of the story through the interrogation was incredible, and I actually found myself super engaged. The dialogue flowed really well, and I really am interested in seeing more of this world you built. I wasn't sure it was possible to make something like this in such a short time, but you pulled it off. I also loved the interpretation of the theme, very creative. I can't really add much more here aside from I'd really love to see more of this, either this style of game or the world, so keep up the great work!
As for constructive feedback (and i might be the only one to think so), the notebook is a little bit hard to click and the "next text" sfx is a little bit too high and/or loud!