Pick Up Lines by gamebuilder
A Web adventure game:
http://www.pub22.net/game/ld56/
Use the maps to find your way — the first map will tell you how to navigate the mazes.
Difficulty Level: High
Music: @bcav, @KennyMacMusic (2 tracks: “Ethereal” and “Scary”) Art: @genie, @gamebuilder Game design and coding: @gamebuilder
Derivative sources:
Sasha: Aria by Iplehouse + 1918 Sears, Roebuck and Co. Catalog + Krita modifications
Spirits: Momoko + assorted dolls + @genie artwork
Home Tree: Roundhay Lake by John Atkinson Grimshaw
Woods and Moon: The children’s story “Semiautomatic” (http://www.pub22.net/game/ld47/semiautomatic/ p. 12)

| Link | http://www.pub22.net/game/ld56/ |
| Original URL | https://ldjam.com/events/ludum-dare/56/pick-up-lines |
Ratings
| Overall | 1059th | 2.589⭐ | 30🧑⚖️ |
| Fun | 1065th | 2.25⭐ | 30🧑⚖️ |
| Innovation | 902th | 2.786⭐ | 30🧑⚖️ |
| Theme | 1071th | 1.827⭐ | 28🧑⚖️ |
| Audio | 540th | 3.111⭐ | 29🧑⚖️ |
| Mood | 711th | 3.339⭐ | 30🧑⚖️ |
| Given | 25🗳️ | 42🗨️ |
I think I can see some of what you were going for with the Tiny Creatures theme, but most of what I can think of is a stretch. Overall well done, your game certainly made me think.
Although, the gameplay was a bit lacking. Once I figured out how to navigate the rooms, it became a bit tedious to search everywhere for the key items. It kinda feels like I missed something, like it was over too soon.
I did enjoy figuring out the navigation though.
It took me quite a while to figure out that the three initial doors lead into three different mazes that all had the same layout but different contents. I did see the doors on the big map but I was confused by the fact that my marker told me I was in the middle of the maze and not down by the doors. Making the graphics more distinct between mazes or something might've helped too but maybe that would've gone against the whole concept.
Really nice atmosphere and music as always. I liked that I got a different track for a while. Never did figure out what the ping under the moon was for, but as I'm writing this I'm realising that must've been how you recharge! Now I feel silly. I never really understood the fading mechanic while playing because it never seemed to be an issue (I never had to restart due to fading away but I also barely went back to charge up as I only went there after finding something to see if that scene had changed). Now it makes more sense tho!
I like the usual newspaper cutout style for the graphics and I'm wondering about those portraits. Like someone else, I ended up missing the text boxes whenever I found something because I was holding the arrows down, so you should probably have made those disappear only when pressing space. I'll go back and replay later so that I can see.
Another thing that confused me was moving between edges in the maze. Sometimes there seemed to be multiple directions that had the same letter but only one of them actually worked. I'm guessing it had to do with what direction I was coming from. Some arrows on the map would've been nice, I think.
Very cool, enjoyed it a lot, just a few minor things, really well done! :)
For fun, here are the terrible notes I had by the end:

You are right, the maps are not as clear as they should be. On the final day, when @genie play-tested and gave up in frustration, I tried to make the maps more useful, but I didn't have much time at that point. Hence, I didn't do a very good job. Still, as you implied, the maps add a bit of mystery to the game.
Yes, the moon ping is a result of recharging. The avatar, Sasha, never completely fades away, but she becomes so ghostly that she is hard to see. The moon brings her back to life, one could say.
As for the portraits, they are sketches that @genie made in the early stages of the game as possibilities for the avatar. I added them to the mazes to break up the monotony — too many rooms look the same.
Thank you for sharing your colorful map. It is a work of art unto itself, in a way.
I look forward to seeing you again in LD57.
I didn't think the tedium of exploring the maze was too bad. There are only 3 * 9 = 27 rooms to look at, although we do have to look in both directions, but it doesn't take too long. It was fun to see the miscellaneous decorations inside various rooms.
An interesting interaction: The first key I found by accident while just holding down the "left" key. I therefore missed the dialog for it. From then on I carefully crept back and forth through each room instead of holding down the movement keys, which did slow down the exploring but allowed me to see the dialog / key pickup message. It felt more appropriate as well to go slowly than to keep slamming myself into the walls.
I think that the fading mechanic adds a nice bit of tension. I'm not sure what happens if you fade away entirely as I didn't want to find out. From the other comments it sounds like fading away did not end the game, which is probably for the best for a jam game. Still, it's a nice bit of story. I always like the ways your games have these fairytale-like stories and characters.