Candy crush your own adventure by Hanra
A noir / lovecraft style text-based adventure game controlled by a match three interface. You have a mystery to solve and there are several ways to go about it. I'd love to see your score and which ending you got in the comments.
http://tom.hanrahan.org.uk/ld41/

Controls
Use arrow keys or WASD to move the cursor, enter / space-bar to swap the candy.
The first item you make a set of will be the path you take in the story.
Content note
Very mild swearing and very mild gore described on some branches (no images, just text)
| HTML5 (web) | http://tom.hanrahan.org.uk/ld41/ |
| The source, zipped | http://tom.hanrahan.org.uk/candy_crush_your_own_adventure.zip |
| Original URL | https://ldjam.com/events/ludum-dare/41/candy-crush-your-own-adventure |
Ratings
| Overall | 235th | 3.565⭐ | 33🧑⚖️ |
| Fun | 376th | 3.226⭐ | 33🧑⚖️ |
| Innovation | 51th | 4.048⭐ | 33🧑⚖️ |
| Theme | 23th | 4.355⭐ | 33🧑⚖️ |
| Graphics | 575th | 2.661⭐ | 33🧑⚖️ |
| Audio | 479th | 2.31⭐ | 31🧑⚖️ |
| Humor | 230th | 3.018⭐ | 30🧑⚖️ |
| Mood | 89th | 3.617⭐ | 32🧑⚖️ |
| Given | 40🗳️ | 31🗨️ |
A small spelling mistake: you wrote "would be theif" instead of thief ;).
Did you write the story in 48 hours or wrote it earler?
I might write a blog about it actually. It was fun but as you could probably tell the quality was suuuper variable.
Right now though, brain is low on words. Will do a proper word count at some point... Kind of want to know. I'm pretty sure I beat my record for words in a weekend ( I do nanowrimo sometimes too)
I just checked and only a few famous writers break 3000 words per day barrier. Your 9000 seems very impressive and it's also very good writing, the kind I enjoy.
And im here glad that I wrote (well, mostly copy-pasted) 1700 lines of code...
If you want writing practice I thoroughly recommend NaNoWriMo in November, it's a great excuse to let the creative juices flow free. It helped knowing roughly how much I could write before committing to a narrative-heavy game idea, so I'd say it's worth getting some writing in between jams to feel out your limits and learn how much plotting you need to do in advance vs. how much you can comfortably make up on the fly.
This was one such excuse for me to experiment a bit more. I liked the fact that with multiple different outcomes I didn't have to commit to just one timeline, that's usually something that can cause writers block for me.
For me, next time I think I'd like to know my framework a bit better and maybe have a few more under my belt.
I also keep meaning to get better at pixel art. Ho hum.
I was not expecting this
Perhaps you could have made the player wake up in a hospital, or something, instead of ending the game? I'm not invested enough in the story to do everything over again...
Your game was interesting to say the least. I feel like combining CYOA with any other genre in a good way is generally quite hard. You however managed to do it quite well, because you did it in a way where what I do in the other genre actually has an effect on the adventure. I wish you would have played with the concept a bit more, like for example using different items for the match-3 game. For example a speech bubble which would stand for conversation actions, a fist for violence, etc. Something like that.
Anyway, I feel like you did a good job. The graphics and sound effect were cool, but I really thought some ambient music or relevant sound effects (like a knock on the door) would have spiced up the experience. Maybe that's something you could consider adding in your next game or maybe even a post-LD version!
I wasn't quite in the mood for a story, so I let my girlfriend play it in order to get some feel for it. I had to stop her after her second playthrough so I would be able to write this comment. :P I am for sure gonna send her the link, because she really wants to have another go.
She said the story was quite good, and really liked the possibility for different endings. (She really wants to get a satisfying, "good", ending). However, she felt there were some passages with too much text and too little options, for example the diary of the professor.
Overall, a really nice game which is quite enjoyable for those who love a good story. :)
Clever concept anyway, and well done executed.
Good job :)
With regards to making the "candy" line up with the type of action being performed, I agree.
Initially I tried to make red anger/violence, blue analytical, green "go-with-the-flow" and yellow money but found it forced me to take narrative paths that didn't feel right in some cases and in others two or more actions I wanted to take fell under the remit of the same item.
I do want to give that another go at some point because the match 3 mechanic means that it's harder over time to keep matching the same colour and this players may be forced to balance their use of various options. The categories you suggest may make more sense.
As for the diary, yeah it's long. I hope your girlfriend finds an ending she's satisfied by. It makes me happy to know someone found something I wrote so engaging!
Anyway, thanks for taking the time to give such detailed feedback.
I wonder how many points you can get before the story accidentally ends :smiley:
Interesting take. Very well written!
I really hope you'll find time to develop/refine this idea in the future: it's too unique to pass up. It'd be fantastic if there were accompanying music/sound effects, like other people have said, or even timed events (make a certain number of matches within a limit to succeed at running from an attacker, or something). You could even combine it with RPG elements like hit points and collectible items, although it all depends on how complex you'd want to make it.
All in all, great work!
Very nice compo entry, both in concept and execution.
FYI wouldn't run in Firefox, but ran fine in chrome.
Nice work!
Now comes the reflecting and unpicking of what these stars truly mean!