The Exchange by caeonosphere
A short narrative game where you make choices by making sacrifices.
WARNING: THIS IS AN INCOMPLETE NARRATIVE GAME!
You are a student Exchanger, possessing the magical ability to sacrifice beloved possessions and release their innate properties and effects. For your final test, you've been sent to live in a humble farming town for a year. Use the Exchange to help the people there... and test the limits of your power.
I really bit off more than I could chew with this one, and ran out of time before I could finish anything close to a satisfying story. I'm really happy that I was able to finish the engine and scripting "language" in 48 hours, though. Hopefully you can get a sense of how it plays from the 10-20 minutes it takes to finish.



Done in Unity/C#. Also used Photoshop, Illustrator, and Audacity. Fonts are Ghibli by Eyad Al-Samman and Colus by Stan Partalev. Card images were made by mashing some of my own photos and tons of open-license photography together... hopefully that's a good enough derivative. I was going for kind of a DeepDream-meets-Dixit kind of look.
Ratings
| Overall | 91th | 3.759⭐ | 29🧑⚖️ |
| Fun | 246th | 3.278⭐ | 29🧑⚖️ |
| Innovation | 52th | 3.778⭐ | 29🧑⚖️ |
| Theme | 63th | 4.074⭐ | 29🧑⚖️ |
| Graphics | 106th | 3.804⭐ | 30🧑⚖️ |
| Humor | 195th | 2.938⭐ | 26🧑⚖️ |
| Mood | 39th | 3.907⭐ | 29🧑⚖️ |
| Given | 34🗳️ | 12🗨️ |
@gnarly-narwhal Wow, I didn't expect to hear that... obviously I hoped people would like the story, but I had so little time to write it that I didn't even proofread 90% of what I wrote. Maybe I'll continue it after all!
Firstly, the writing was a treat. All the images and UI elements were sharp and colorful. The sound effects were pleasant to hear.
Gameplay wise, the choices of which item to sacrifice created a powerful motivation for multiple playthroughs. If this were a full game I could EASILY see myself running through it multiple times just to experiment with the exchange system.
The Exchanger magic users put a twist on the Sacrifice theme that I hadn't seen yet, and I loved it.
The only thing I could pick out to complain about was that the text appearing at the bottom of the text area made it difficult to read sometimes. Let me see if I can put the issue into words adequately...
My eyes were locked onto the bottom of the text box. New text appears. I don't know at this moment how many lines of text are now above here that I haven't read. So my eyes scan to the next line up. Have I read this? Nope. Next line? Nope. Next? Still nope. This one? Not this one either. What about this next line, now 5 lines about where my eyes started? Okay, I've read this line. Go back down one, start reading from here to the bottom.
Every time you click, that reading experience repeats. It wasn't gamebreaking, but sometimes when text came a lot of lines at a time, it became unpleasant.
Overall, I had a wonderful time with your game. It's beautiful.
Re: the criticism... totally agree. A funny thing about playtesting a narrative game that you wrote, I just realized, is that you don't actually end up reading through the story, you kinda just click through it. I don't have a good sense of what it's like to read the text for the first time, trying to comprehend it. Definitely should have thought through that a little more.
Re: the rest... thank you very much. :)
EDIT: I suspect scrolling down to the new text instead of having it suddenly appear would let the eye see more naturally where it begins... will be overhauling the UI if I end up continuing this. Thanks for the thoughtful critique!
Constructive criticism:
- Colored text so you easily know who speaks what (not that I was confused, just polishing detail)
- Some gentle ambient music (maybe crowd murmuring when you perform before villages?)
You've nailed it :wink:
@mrwillowb @akuirako @tolga @vernon Thanks!
@hempuli Funny you mention Cultist Simulator: I've only ever seen screenshots of it, never played it or watched gameplay, though I feel like I kind of know how it works... and the whole time I was working on this, I was paranoid that I was somehow copying it! Glad to hear my game didn't end up as an inadvertent clone. I'll say that I was inspired by my uninformed conception of Cultist Simulator.
@bumdag @nearpit @esosek @silkworm-sweatshop Thanks! I was so disappointed at the end of the 48 hours because I hadn't gotten the story to a good stopping point, and I considered not even submitting it! The kind words are making me really glad I did.
For 48-hours, I am, for putting it all together -- especially writing-wise -- it's good work!
I think some of the cards were difficult to get a grasp on in terms of their weight, but by the last exchange it was more of a pro than a con as it left me with a desire to experiment.
The text box itself could probably be iterated on, and music and fluff could be added, but at its core this is really fun and really smooth looking.
The whole tarot aesthetic with the cards was really awesome as well, definitely contributed to the overall magical theme.
I'd love to see a more extended version with a complete story, though I think you'd want to find a system other than writing a response for every item with every sacrifice.
@chao I did! It took 6-7 of my 48 hours, and was about 7,000 words in all. You can see them in the script files [here.](https://github.com/thquinn/Exchange/tree/master/Assets/Resources/Pages) I agree that, especially as the game goes on, it would become super onerous to have unique text for each possible item... but that's part of the appeal! I could employ some tricks to guarantee that certain items can't stick around for too long, maybe. I'd have to lay out the final outline and do a count before I'd know how bad it would be.
@fishbrain @dwam Thanks for playing!
Please definitely ping us when you release more content for this game.
I can really respect all the work that must've gone into writing different text for all the possible choices of sacrificed items in any of the situations throughout the story.
There's no music, but it was certainly nice to have a few sound effects to accentuate things.
Really appreciate that it was possible to scroll back up and to look at cards and read their description again in case I got distracted or accidentally clicked a card away before I was finished reading the first time.
Good job! c: