Postcards by oter
(Note: The Embed here is broken, play on Itch through the link below!)
Correspond with your Ludum Dare buddy through a series of letters and post cards as you backpack through Europe.
This is a text heavy game that is meant to be thought provoking. You have been warned.
Tools were: Twine Harlowe, Blender, Krita (for that terrible cover art).
Post-submission note (October 11th): Thanks for all of the comments and ratings so far! I'm going to continue development of the game! Check out the roadmap outlining 4 updates here: https://otergen.itch.io/postcards/devlog/619022/post-ld-jam-roadmap-for-postcards
| Twee Code | https://drive.google.com/file/d/1Whb6DEZIrLY1i9_3zWxb6OZmfGbnUzJ1/view?usp=sharing |
| Web Version on Itch.io | https://otergen.itch.io/postcards |
| Original URL | https://ldjam.com/events/ludum-dare/54/postcards |
Ratings
| Overall | 254th | 3.327⭐ | 28🧑⚖️ |
| Fun | 285th | 3.04⭐ | 27🧑⚖️ |
| Innovation | 250th | 3.16⭐ | 27🧑⚖️ |
| Theme | 231th | 3.442⭐ | 28🧑⚖️ |
| Graphics | 348th | 2.13⭐ | 25🧑⚖️ |
| Humor | 177th | 2.66⭐ | 27🧑⚖️ |
| Mood | 18th | 4.056⭐ | 29🧑⚖️ |
| Given | 28🗳️ | 28🗨️ |
My one disappointment was that the part about Venice was so much shorter than the other areas. I would have liked to see that expanded a bit, but it does fit the rest of it in a strange way.
@september-xyzx I wish I could have spent more time developing Venice. The way my workflow went, it ended up being one of the first things I made outline notes for, but the last thing I wrote (on Sunday afternoon). By then I'd had to slim down the scope quite a bit and was in the final crunch, so I agree completely and wish I could have written more on it (as fitting as the lack of writing may be).
@owc Yeah, I'd originally wanted separate backgrounds for each section of the story and a different image for each postcard, and spent some time sketching them Friday night. But I was more focused on the writing, so in the end I had settle on the one static background, and forgot to make the title card until ~10 minutes before the deadline. It's a good lesson in scoping, so that I can have time to do a bit of everything in the future rather than just focusing on one aspect.
@plepletier Thanks! I have to shout out Inkle, and in particular their game 80 Days for introducing me to that style, which I tried to add my own spin on with the mouseover text (though I'm not sure how much I liked the mouseover stuff in the end, too easy to happen accidentally).
Thanks again to everyone for the positive comments. I was pretty nervous, as I started learning Twine about a week prior to the jam, and was out of practice with writing. But I'm encouraged to keep learning (I want to pick up the more customizable version of Twine, Snowman, which means learning JS and CSS), and hope to go back and polish up the game after the jam ends.
@penguindustin Thanks for that very insightful bit of feedback, even if you couldn't finish and rate it, a deep dive into some reasons why may be more valuable at this stage. I never intended this to be a VN style game, wanting only a few supporting images (after all Twine seems to have trouble with lots of images and audio, at least the default Harlowe version, whereas something like Ren'Py is made to do just that). I had been aiming for a series of more meditative/immersive passages with fewer choices, which culminate in choice heavy passages (the postcards) that steer the story, so it is interesting that this style didn't work for you. It may be a polish issue, as I had wanted to make the pacing/flow more consistent so the reader would never get hit in the face with a big block of noninteractive text (plus other aspects of proofing and polish), but ran out of time. I'll definitely keep your feedback in mind as I keep working on this.
Good entry!
I would have liked some more options per text, but it felt pretty completed.
Good take on the theme.
So, as you can see, Twine 1.4.2 makes adding graphics&sound easier. However, you definitely had more ways to play with *text* itself in Twine 2.
About your game itself:
+ It made me think about my time in Netherlands several years ago :')
- I think it's better to break up long pages into smaller ones; don't show me a wall of text right away - show it in parts. Make me work for it and click on the words to get another paragraph. It makes it easier to digest the same mount of information and makes the game more interactive.
+ I liked writing the postcard, was tempted to choose the most formal lines XD But I decided to make it look normal so here is mine:
Hey Pal, glad you could be my pen friend during my backpack trip :)
Holland has been amazing.
I sent you a tulip. They said it'd reach you in 48 hours, hope it reached you and you liked it.
Maybe make a Jam Game about it?
Your Friend.
? I wonder if there is truly a limited space here and I shouldn't choose long options ?
Overall, a cute premise, and takes you to the tulip fields for a bit, which feels nice :)
And thanks for the comments about the game, glad it could remind you of your trip. The initial postcard from Holland was a bit more lax about space (because I was still figuring out the mechanic) but the second postcard is more strict about longer options limiting future choices. The code ended up being quite rudimentary (a series of if statements), and in the future I might make it more sophisticated to only present an option if it has a choice path that adheres to the character limit. Sounds like a fun challenge honestly.
@kyle-farwell Thanks for the kind feedback :thumbsup:
Couple of minor things: there's a test note left in somewhere around Luxembourg, and when you compose the first postcard you get a message reading `(click-append: ?17,` at the bottom of the page. I understand perfectly if you didn't have time to fix those, and I hear you're going to be working on it some more, so I'm looking forward to seeing the improved version.