I Require Human Parts by Flaterectomy

"This human is broken!" An alien parasite's worst nightmare. "I'll be damned if I infested this brain for nothing!"
I Require Human Parts is a small text adventure set aboard a spaceship where you get to be the human-devouring alien! Better harvest the organs from the remaining crew members so your human host doesn't fall apart!
This is my 4th text adventure Ludum Dare entry after LD47, LD50, and LD51 created in Twine, and my 17th Ludum Dare entry overall.
🎮 ➡ PLAY 'I REQUIRE HUMAN PARTS' (WEB)
:joystick: Controls/How To Play
- :mousethreebutton: Click the colored choices to make decisions
- :family: Crew members are hiding on the ship, sniff them out or check the security footage
- :map: Keep an eye on the map in the top left to orient yourself
- :heart: Keep an eye on your HP in the top right
- :knife: Harvest kidneys, lungs, and a heart from the surviving crew members
- :musical_note: There should be music playing, the left sidebar gives you mute/volume options

:family_mmb: Credits
:notebookwithdecorative_cover: Blog Posts
Ratings
| Overall | 181th | 3.84⭐ | 27🧑⚖️ |
| Fun | 318th | 3.52⭐ | 27🧑⚖️ |
| Innovation | 283th | 3.48⭐ | 27🧑⚖️ |
| Theme | 167th | 4.08⭐ | 27🧑⚖️ |
| Graphics | 616th | 3.04⭐ | 27🧑⚖️ |
| Audio | 278th | 3.417⭐ | 26🧑⚖️ |
| Humor | 350th | 3.04⭐ | 27🧑⚖️ |
| Mood | 16th | 4.38⭐ | 27🧑⚖️ |
| Given | 24🗳️ | 27🗨️ |
Not sure whether intentional or not, but did have an instance where there were two crew members hiding in the same location. Not like that's unrealistic, but I almost missed it. I saw on the security camera that one of the members was hiding there but when I used the sniff mechanic, it only found one of the crew members. If I hadn't by chance saw that particular crew member on the cameras, or the sniff mechanic only mentioned that character, I would have most likely missed the other one.
@boldbigflank Thank you, much appreciated!
@nvrskipgameday There is a 33% chance that the crew member slips away, I've had it happen up to 5 times in a row myself--that's the risk of using 'real' random chances for these things. I'm glad you enjoyed it still, though!
@fc85057 I added the sniff mechanic pretty late in the process after realizing that having just the security cameras would make for a pretty boring loop. I agree it's not immediately clear. You *can* find people without sniffing by inspecting the location they happen to be at, though.
Two crew members hiding in the same spot is unfortunately a result of me not being a good programmer. I couldn't quite figure out how to avoid that from happening with the system I had made. The chances that it will happen are pretty slim, but I ran into it during development too.
@ellie-rasmussen The disconnect between the visual map locations and the room names to pick from was intentional, you'd have to learn the room names as you play. I figured having that having that learning curve was a free-and-easy way for players to get better at the game as they play it--but I agree it's difficult!
I would say make the music and audio a bit louder, as I didn't hear it unless I turned the volume up a lot (and I didn't notice the audio slider).
Apart from that it was a fun game!
The HP mechanic, though a bit punishing, is a great addition and really creates tension
Your game was really good at creating tension for a text adventure game. The ambient music and time limit created a sense of panic. The kind that would normally be reserved for the *humans* in such a scenario. The one downside to that is that I had to stop reading the dialogue when I got to really low health, lest I waste precious time.
I thought maybe the message telling you to limit your queries on the medical system was a hint to keep querying so you could waste the ship's power and turn out the lights. Maybe that was the solution to keep people from slipping away from me. Well that wasn't the case. Then I read the comments and found that people slipping away is just a random chance to happen. I must be very unlucky then!
I also thought maybe the comms panel was going to be used to trick a human into coming out. Like, you would send a message to one of the humans making it look like one of the humans you just killed saying, "Hey, I have it trapped in the Medical Bay! I need your help killing it though!"
I had a lot of fun and the mood you created was excellent. Great work!
That is a *great* idea, and the only consolation for not coming up with it myself and implementing it is that I know for sure I wouldn't have had the time to do it. :sob:
So, very good job!
PS : I had a bug, when I took the human with the "spare" lung, the emphasis word was "heart" instead, and after that I had my life points but the lung label, as the heart label, stayed indicated as "poor" (even if it apparently didn't prevent me to finish the game, so it's just a little bug)
Great work! Until now I hadn't heard of the engine you use, I'll have to take a look at it...
PS: I didn't notice the map, it looked like a logo, so I guess I didn't pick up as much of the gameplay as I thought :P
The game had the perfect length where I was at the edge of my seat at all times. Overall another fantastic entry :trophy:
After commiting horrible murders and self surgeries, I managed to win!

The hook is immediate. I can tend to read quickly through text, but when I read the part about the tentacles grabbing people I was like wait WHAT and made sure to read more carefully. It is an amazing premise and not often explored in games surprisingly enough. Certainly not in parasitic hunting form.
The UI is intuitive in helping the player figure out what they're doing and the premise of the mechanics. Watching the HP countdown immediately gave me a sense of urgency and understanding of what I needed to do.
What I did not expect was a small element of "skill" to the game. Learning the parts of the ship and how they're named and how to navigate it had some mastery to it which is very uncommon. I bumbled around on my first playthrough, but on the 2nd one I was able to navigate much better, putting the security cams to much better use and knowing how to quickly get to the snack machine.
Cornering 2 crewmates and wombo comboing them felt GREAT. I don't care if it was a bug lol.
A super fun entry which made me rethink the abilities of Twine. I'm curious, is it difficult to implement this stuff in the engine? Whenever I see a Twine game it tends to be a much more straightforward narrative game. I'm curious if you're pushing it to its limits or if it's always been able to do this but people don't.
@lone-wolf I was debating whether to label the map or not, and decided against cluttering the header more. Not the *best* idea I had. :laughing:
@simon-rahnasto Hey, I'm glad you checked my game out again! I think the sum of the parts I created ended up better than I anticipated. Glad I just trusted in the process!
@peachtreeoath It was a little awkward trying to depend on an out-of-game skill up of the player, while knowing how to finish the game super quick myself (provided the dice rolls are in my favor). But it seems to have worked out!
As far as Twine's capabilities, it is of course well-suited for narrative node-to-node text games. And that's more or less what this is too, but with some variables and if/else statements you can treat a node as a function and make something more systems-based.
For example, each location node first executes code from a separate TakeDamage node that reduces player HP and some other cooldowns, then it executes code from a separate Header node to display that information.
Add in some CSS to design a less standards look and it gets elevated pretty quickly. I believe Twine has been capable of these things for a long time, I'm really not doing anything special code-wise.
I had a go at Deep Space: Beyond but ended up getting stuck. I was hurrying because of the oxygen, so I skipped reading some things. In hindsight I now know I can read comfortably at my own pace, so I will give it another spin later on.
I'll make a little spoiler for my game: you shouldn't care about oxygen, it won't kill you or affect the game result. I will leave it up to you to figure why. :)