The Summoning at River's Edge by Flaterectomy

A tribesman and a scholar, called to a Summoning for a much grander purpose. Will you uncover the mystery of the Outsiders and play a pivotal role in your people's history?
The Summoning at River's Edge is an interactive story that juggles the personals ambitions of individuals and an entire people's fate.
This is my 7th text adventure Ludum Dare entry after LD47 and LD50 through to LD54, created in Twine, and my 20th consecutive Ludum Dare entry overall. It's been quite the ride!
Note: I ended up writing a lot of story here, right up until I deliriously could no more, and so I expect this game is full of awkward typos and mistakes. I welcome any and all reports of these errors so I might correct them in the future. If you are the first person to play this game in its entirety, you've already done more playtesting than I have.
🎮 ➡ PLAY 'The Summoning at River's Edge' (WEB)
:joystick: Controls/How To Play
- :mousethreebutton: Click the links below, and make the occasional choice.
- :recycle: Should you need to restart the game, you can do so in the About section.
- :musical_note: You can change the volume of the music on the expanding panel on the left-hand side of the screen.

:exclamation: Notes
- Created with Twine, using HAL v2.3.0., and music made in FL Studio.

:family_mmb: Credits
:notebookwithdecorative_cover: Blog Posts
Ratings
| Overall | 726th | 3.446⭐ | 30🧑⚖️ |
| Fun | 795th | 3.232⭐ | 30🧑⚖️ |
| Innovation | 1108th | 2.667⭐ | 29🧑⚖️ |
| Theme | 688th | 3.537⭐ | 29🧑⚖️ |
| Graphics | 1047th | 2.577⭐ | 28🧑⚖️ |
| Audio | 622th | 3.107⭐ | 30🧑⚖️ |
| Humor | 725th | 2.788⭐ | 28🧑⚖️ |
| Mood | 208th | 3.982⭐ | 30🧑⚖️ |
| Given | 17🗳️ | 38🗨️ |
I liked the alternate telling of events between the good ending and the bad ending. The unreliable narrator is one of my favorite narrative tools and this was a cool use of it.
I don’t need to be told how to feel about the ending I just experienced. You shouldn’t need to say, “You should feel good about this ending because it was the good ending!” It should speak for itself. This was the only eggregious example I found though. Overall, I think you did a good job with show don’t tell and let the reader learn about the events through dialogue and description of events.
I overscoped as I always do, and I've never felt more anxious throughout a jam. I had a hard time grasping the boundaries of the story, which apparently releases panic chemicals in my brain. I'm happy with the story in all its variants, but as a *game* it doesn't work as well as I would've liked.
Next time I really need to have a content-complete simple game at the end of day 1, and then use the rest of the time to polish and add features. At some point I should learn my lesson, right? :laughing:
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**SPOILERS AHEAD**
Disclaimer: I don't do much writing (yet, hopefully), I just like reading books and listening to story critics. My suggestions are also only my immediate thoughts.
When the story first starts, after "I certainly am now!", there's some dialogue that feels contrived only to explain the story (specifically the excuse explaining your duty, for what is apparently not the first time), which is something you might see in lazy movies that don't have the option of having the character explain directly to the reader. To keep things mixed up though you could maybe have started things the night before, and made staying up late reading a minor choice with explanation around it that lets the player project onto the character, explains the same things the dialogue did, and only affects the state Miiri finds you in. Which in turn, depending on the state, they might bring up as a jab when they want to get you to take them with you.
"Elder Aestel has called for you. That sounds like a more important duty to me!" ..this feels illogical, since you had no way of knowing they would call for you in the morning(?) when you decided to stay up late reading. It might be "unwise/foolish of you to stay up late" though, if it's possible for the elder to call you in the morning during day to day life
I got the feeling that you play as a bit of an outsider/newcomer to the village, partly from explaining your duty to Miiri earlier, and partly from not knowing which of the Elder's steeds were fastest. Maybe I misunderstood the stable boy's explanation though, and he was impressed by you being given the finest steed, which doesn't happen often(?). While reading I (maybe personal preference) reinterpreted things as being something along the lines of a rather tight-knit village, with everyone being friends and knowing each other, but following the formalities and keeping the order of their ways.
Kharzo 'betraying you' feels weird because you accept your penance, which shows commitment to the greater good of your people, which I would assume includes doing whatever you can even while serving your penance, expecting nothing other than the continued thriving of your people in return. I could have missed something though, as I only skim-read for alternate endings.
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That aside, great work!
As i'm not that adept in writing stories as other commentators, i can only give you on thing that bothered me a bit and that is the music loop, especially in the second play through. The music itself is nice, but gets a bit repetitive. Maybe some music variation for the different locations would have been nice. But that is just a little thing cause you could easily play the game without sound. Overall good Job :)
The music was indeed repetitive, but for a game jam I think this is acceptable. I think the music still contributed to the overall atmosphere, and it was generic enough that it fit into all parts of the story, which can also be seen as a clever feat of reusing assets.
Some things to think about (that I thought of while playing the game):
It may be worth experimenting with the dialogue format of "Name: {dialogue}." Since this isn't any formal writing, it's not entirely necessary to use complete sentences all the time. It also gives the text a simpler structure, as one can more easily identify portions where characters are actually speaking.
On a similar vein, you could try out shorter paragraph/page sizes. I don't think it was detrimental to have long pages of text, and it's sometimes helpful to be able to go back and read what just happened again. At the same time, there were times when I felt like I was pretty much just reading a short story, and in an alternate game setting with sprites and actions such as an RPG, developers would lean more towards shorter bursts of text so that the player doesn't feel overwhelmed with the potentially intimidating action of *reading* (of course, that is what the point of this game is, but amount of text per page is still worth the consideration).
Also, I personally would've liked if the "restart game" and "are you sure" indicated that (1) it would just refresh the page, and similarly, (2) why I wouldn't be sure to restart the game (i.e., what I would be losing if I did restart). It made me feel a bit uneasy having to second-guess my choice to restart after seeing the "are you sure," and subsequently a bit confused after seeing it was just refreshing the page.
Overall though, a pleasant experience. All of the choices felt significant, and the endings were clearly different from one another. Not sure if there was supposed to be a moral to the story, but I think there were still some takeaways regardless. Great work!
*Potentially spoilery*
I'm glad my tendency to run late actually helped for once. I got the happiest possible ending on the first run.
Great story, good job!
I like this story, I was totally absorb in it, and the slight music helped much to the mood - in other words, I've gone through a good moment playing this game, so: thank you, and well done!