The Way We Left, by Elien Pathcarver by alyd asmar

I was not born in the undergrounds.
But I had gotten used to them.
Maybe... maybe they had even become my home.
TW: blood, gore, death
An interactive fiction scroll, quilled by these alphabetical grenblyns:
- alyyyd: scroll decorating and hand moving (insta: @ alyd.asmar_art)
- fae.exe: scroll scratching and ink refining
- Grizembrrr: scroll scraping
- Nuelijarma: tunes and echoes
Written in ink (the programming language, I mean).


| Itch | https://grenblyn-gang.itch.io/the-way-we-left-a-scroll-by-elien-pathcarver |
| Original URL | https://ldjam.com/events/ludum-dare/57/the-way-we-left-by-elien-pathcarver |
Ratings
| Overall | 349th | 3.663⭐ | 42🧑⚖️ |
| Fun | 556th | 3.2⭐ | 42🧑⚖️ |
| Innovation | 243th | 3.588⭐ | 42🧑⚖️ |
| Theme | 164th | 4.11⭐ | 43🧑⚖️ |
| Graphics | 98th | 4.378⭐ | 43🧑⚖️ |
| Audio | 162th | 3.808⭐ | 41🧑⚖️ |
| Mood | 116th | 4.088⭐ | 42🧑⚖️ |
| Given | 48🗳️ | 75🗨️ |
thanks for the game :)
This is a great piece of work! Thank you for making it!
Our submission is here if you want to check it out :) https://ldjam.com/events/ludum-dare/57/eurydive
The handwritten font fits the narrative and visual style, but it was quite hard to read—especially before I realized there was an option to change it. Maybe consider letting players choose a font at the beginning, like Pentiment does.
I also encountered a bug where the scroll jumped back to the top and got stuck at a certain point.
Anyways it's impressive how much you achieved in such a short time. Keep it up!
Thank you for you comment 💌
(I went I played your game, btw 🫡)
Good point, we'll put a sentence about changing fonts option at the beginning of the scroll, thanks for telling us!!
By the way, we're sincerely interested: what ambiguity around the identity of “I” are you talking about? 👀👂
Your comment is particularly touching since you know how ink works ~
if you remember them, you can tell us when you felt this way!!
Their Instagram profile is ✨ @ alyd.asmar_art ✨, if you're still hungry 🍜
As for our talented music cooker, she can be found on bandcamp : https://nuelijarma.bandcamp.com/
At the beginning, it seems like I’m someone writing a scroll—someone who woke up in a cave and is reflecting on their situation. Naturally, that puts me in a kind of role: am I this character who’s writing? Or am I myself, just making choices?
But when the game started asking me to make decisions, I realized I didn’t know what I was choosing for. I didn’t know who this character was, or what they wanted. So even though I was supposed to be making meaningful choices, I felt a bit disconnected—because I couldn’t understand the character’s motivation, and I couldn’t pretend it was my own, either. After all, I’m not in a cave, and I’m not writing a scroll.
So I ended up in this strange space where I wasn’t sure who I was supposed to be, or why I was doing anything. Maybe that ambiguity is part of the experience—and if so, that’s really interesting! But it also made it harder for me to emotionally engage with the decisions.
Hope that makes more sense. And thanks again for making something that sparked this kind of reflection!
I dont really know what to add that others havent already said. The mood is amazing in this game. Every choice feels uncertain, as I am guessing the main character feels as well. The world also feels dangerous and evil, to the point that you start mistrusting a child. The art and music also enhanced this atmosphere a lot.
One small nitpick I had was that the music just cut off at some points to restart or start a new song. A crossfade would have felt less jarring I think :)
Overall this is an amazing submission! I had a lot of fun :D
So, in fact the first "left, right, ahead" choices have no minigame to them, this passage is supposed to make you feel getting deeper and deeper into the tunnels. Which made me think that since these choices have no impact at all, I should just put a {write_on} there instead. Or in the future something like "follow the voice"/"leave these tunnels". Thus, thank you.
But then, in the actual "Left, Right, Ahead" minigame, you have in fact exactly these descriptions.
About them, I understand that if you just want to get it done, you don't spend that much time inside the echoing dead end, and you don't get the clues supposed to help you to exit the maze without getting caught by the beast. I guess then that the choices for which path you take feels arbitrary and the descriptions abstruse/useless.
What I would really like to know, is that if the players who spent time reading the echoing dead end descriptions, could decide which path to take and exited the maze more easily.
I had seen ink before, but I didn't realize it could be used in such creative ways. The maze section reminds me a lot of old text-based adventure games, I felt a swell of nostalgia during that section.
I really liked the narrative. I did a second playthrough to experience more of the options. The memories/thoughts that can be optionally expanded upon are very thematic.
Excellent submission :heart:
Always a pleasure to check on the game you made and to get a comment from you! I hope you get an awesome rank and lots of cool reviews! :heart:
Really fantastic work, let alone in a 72-hour jam! This game SOOOOOOOOOOOOOOOOO put me right in that space and pushed me to figure it out, yet it felt like I was creating it at the same time...
Here is my let's play experience: https://youtu.be/ZmYOIB9teFQ