The Final Clue by mirianbr

The Final Clue is a detective/crime interactive fiction piece created by Mírian Bruckschen Motta Barros during Ludum Dare 50 using Twine 2.1 with Sugarcube 2.34.1.
- All icons are public domain, from OpenClipart.
- Audio effects are also public domain (CC 0), from freesound.
- Photos are my own, with some editing using Gimp.
- Soundtrack: Dramatic Electronic Themes #2 and #3 (Slow Ambient Version - Looped), and Be Positive (Faster version) - Looped, all by Andrey Sitkov, from this bundle.
| Link | https://github.com/mirianbr/final-clue |
| Link | https://mirianbr.itch.io/final-clue |
| Original URL | https://ldjam.com/events/ludum-dare/50/the-final-clue |
Ratings
| Overall | 1170th | 3.1⭐ | 22🧑⚖️ |
| Fun | 1270th | 2.7⭐ | 22🧑⚖️ |
| Innovation | 890th | 3.1⭐ | 22🧑⚖️ |
| Theme | 1228th | 3.025⭐ | 22🧑⚖️ |
| Humor | 858th | 2.658⭐ | 21🧑⚖️ |
| Mood | 788th | 3.4⭐ | 22🧑⚖️ |
| Given | 18🗳️ | 18🗨️ |
Now, as much I like the experimentation (that's one of the nicest sides of Ludum Dare!), I can't say I liked the results very much -- at least not on their current state, maybe some of the ideas can be made to work better. Here's a summary of my thoughts and some suggestions. I hope you find them useful!
I think my biggest dislike is the real-time nature of the experience. This mechanic incentivizes me to not read and enjoy the story, and instead to just click the next option as quickly as possible. Every time I tried to slow down and appreciate the text and the story I ended up in jail. The different kinds the random events, also contributed to take the attention off the main story text.
I don't dislike the ideas _per se_, though. Maybe if the time passed in discrete steps, and only after I selected some choice, I would enjoy the random events and time-dependent action.
Thanks for the game, keep experimenting! See you on the next Ludum Dare!
Speaking of - a text-heavy game like this definitely could've benefited from an editing pass. I'm going to guess the writer was either not a native English speaker or was very, very pressed for time; the grammar errors and odd word choices didn't detract much from the experience, but they did stand out.
Overall, this was a daring experiment that shows a lot of promise with a bit of polish...which is what a Jam is all about!
Anyway, it's bold to attempt interactive fiction for Ludum Dare, so good work overall.
But yeah, I concur with others that the story-driven and real-time natures of the entry are at odds with one another. Having each event take a fixed amount of time (rather than having the clock tick in real time) would definitely help to make the mechanics more balanced, in the sense of letting the player enjoy the story at their own pace. I still tried to read as much as possible - skipping through parts I read already on my earlier playthroughs - but it would be a lot nicer if I didn't have to restart because I took my time to read descriptions along the way.
Technically, since you can succeed in the game, getting caught by the police isn't inevitable, but I can forgive that because the alternative would be yet another of these depressing games where losing is the only option. Aside from that, the story was enjoyable, there have been some nice remarks too (like the fact that countries without the extradition treaties tend to be the kind of countries one doesn't want to live in).
Well done, overall, it just needs the timeout mechanics that don't punish enjoying the story.