The Curator by Maghwyn
THE CURATOR
COLLECT OR... WAIT
A voice asks you to collect. Will you obey?
Enter a white room. Letho, the Curator, invites you to collect colored objects. Simple, right?
But the game watches everything: what you collect, what you ignore, how long you hesitate. Your behavior shapes Letho's reactions, from encouragement to desperation to something darker.
A short & slow (10-20 min) meta-narrative experience inspired by The Stanley Parable. It questions why we follow instructions in games, and what happens when we don't.
⚠️ CONTENT WARNING
This game contains: - Psychological manipulation and gaslighting from the narrator - Emotionally dialogue including desperation, anger, and existential distress - Themes of control, agency, and identity questioning
Some dialogue may be harsh or uncomfortable. Player discretion is advised.
CONTROLS
MOUSE & KEYBOARD
WASD / ZQSD / Arrow Keys — Move
E — Collect object
Mouse — Look around
Shift — Sprint
CREDITS
Game Design / Narrative: Maghwyn
All Dialogue: Maghwyn & AI
Programming: Maghwyn
Multiple endings based on player behavior.
There are a total of 12 Ending, with 5 main Ending.
Logs :
- Fix: When returning to the main menu, the mouse was locked.
- Fix: One of the main ending had a bad dialogue mapping, bypassing a condition.
- Fix: One of the main ending had half its dialogue cut.
Ratings
| Overall | 470th | 3.412⭐ | 19🧑⚖️ |
| Fun | 421th | 3.294⭐ | 19🧑⚖️ |
| Innovation | 130th | 3.735⭐ | 19🧑⚖️ |
| Theme | 29th | 4.412⭐ | 19🧑⚖️ |
| Humor | 119th | 3.794⭐ | 19🧑⚖️ |
| Mood | 468th | 3.441⭐ | 19🧑⚖️ |
| Given | 20🗳️ | 17🗨️ |
I went through 2 endings. The game was somewhat reminiscent of "The Stanley Parable" game.
I can definitely feel the stanley parable influence here, good work!
Too bad about the music; a little background sound would have been great.
As for the color switch, you actually discovered one of the narrative paths that didn’t make it in time, I'm sorry ahah! I had a few more endings in mind for that kind of choice, plus some less obvious patterns, lots of ideas on the table.
I really appreciate the feedback! I’m hoping to come back in a few months to add sound ambiance, VO, SFX, and a few more events to give it a proper finish outside of the jam on Itch.io.
This type of game lives or dies by its narrative hooks and how much the player engages with the meta-commentary and different story paths. When that doesn't land, you're left with... a pretty boring collection task.
I totally get why it didn't click for you. The gameplay itself isn't carrying the experience, so if the narrative angle doesn't grab you in the first few minutes, there's not much else there to keep you engaged.
I'm planning to work on more meta-narrative games going forward, and understanding how to tackle that boring aspect is definitely something I need to figure out. Missing sound/music doesn't help, but there's a deeper design challenge there about keeping people engaged while still making the key point about mundane tasks. It's a big critique of these types of games in general.
Maybe mixing meta-narrative with another genre could help address the engagement issue, though that'd be a massive undertaking for a jam timeframe. Another approach could be leveraging proven dopamine mechanics, like clicker/incremental gameplay (similar to Clickolding), which might keep players hooked while still delivering the meta-commentary. But it'll always be some kind of gamble.
Anyway, I'll stop here before I dive too deep into design theory. Appreciate you giving it a shot!
I haven't played Stanley Parable so I don't have that connection, but I did like the narration commenting on my actions. I kinda expected commentary on collecting different colors, though, but it looks like that was planned but just ran out of time, no worries! I do wish there was some audio, but otherwise, nicely done!