The 25th Interactive Fiction Competition is now over, and the results are in! Girth Loinhammer and the Quest for the Unsee Elixir came 33rd in the end, which may not be a Top Ten result but I’m still pretty happy with. There were 82 entries altogether so that’s very much in the top half of the rankings, and apparently high enough to score a small cash prize and possibly some other stuff. (IFComp is pretty generous when it comes to runners-up: if you’re on the fence about submitting something in 2020, I highly recommend giving it a go.)
The range of responses from the judges is interesting: the game attracted more votes than most (I’m guessing because people saw the title, thought “Haha what?” and clicked it), and managed to snag every possible score from one to ten. It didn’t divide opinion enough to earn me the Golden Banana of Discord (which, as you can imagine, I really really would have liked to win), but clearly there were at least a few people out there with strong feelings about it, and quite a few more who got a chuckle out of it. For something I hammered together in about a week, I think that’s a pretty good response.
I’ll be aiming to produce a slightly more ambitious version of the game in the not too distant future, which I’ll hopefully make available as an actual printed gamebook. There should also be an ebook, an online version, and probably a mobile app.
If you’re interested in learning to make games with Twine – and especially if you’re interested in using them to build up a portfolio – it’s well worth considering how to reach as many players as possible.
Anything that runs in a browser (such as a Twine game) will tend to be played more often that something must be installed, and anything that’s primarily text and choice -based (like most Twine games) is generally more accessible to players with disabilities than something that depends primarily on using quick reflexes to respond to graphics on screen. By making just a few small adjustments to your Twine games – such as ensuring your text is clearly legible, and adding descriptions to any visual media included along with it – you can boost their reach even further!
This post offers a few quick tips, as well as links to further resources if you want to look into the subject in a little more detail:
Hey all, After our group discussion about my “Disability Media” Twine project on Frost accessibility, I went on to do some further research on how to make Twine and the HTML you put in it as accessible as possible. I hope to update this post as I learn more, because this is actually to some […]
Girth Loinhammer and the Quest for the Unsee Elixir got a mention in Part 2 of The Short Game‘s IFComp 2019 podcast! (That bit starts at 00:39:27 if you want to skip ahead.)
It’s great to see the game reaching people in any form – this being my first time entering IFComp, I’ve been pleasantly surprised just how many players have already given it a go – but it’s especially nice for it to be so well received!
If you haven’t yet played Unsee Elixir, this might be a nice little lead-in to it, and if you haven’t got involved in IFComp at all, it the podcast as a whole might point you towards some good ones to try. You’ve got until November 15th, you only need to rate five to be a judge for the event, and naturally it’s easier to manage that number in that time if you throw a few short ones into the mix. For an introduction to the entire event (and a few more games), do check out Part 1 of their IFComp podcast as well.
Since Girth Loinhammer’s Most Exponential Adventure will be returning to EGX next week, I thought it was about time I uploaded the audio from its appearance at EGX Rezzed back in April.
If you’d like to catch Exponential Adventure at the main EGX event, it’ll be running from 13:00 to 13:45 on Friday the 18th of November. Even if you’re not there in person, the Fringe Theatre schedule suggests that you should be able to catch it streaming live on the official EGX YouTube channel, so you can still enjoy my live interactive* theatre thingy from the comfort of your own home!
*Unfortunately you can’t actually interact with it over the internet.** You’ll only be able to have a hand in the story if you’re there in the ExCeL centre.
**I guess technically you could still yell at your computer screen, but I won’t be able to hear you. Also, you’ll probably get some funny looks from anyone who can hear you. Especially if you’re in a library.
Here’s something I’ve been waiting to share for a while: the lineup of games on show at WordPlay 2019 has now been announced!
WordPlay will be running on November 9th and 10th at the Toronto Reference Library. This is the same event that featured Wolf at the Door in 2018, and I’m pleased to say that they offered me the opportunity to judge games for the shortlist this time around! If you’re anywhere nearby that weekend, do drop in: I wasn’t sent everything that was submitted, but what I did play through was exceptionally good. It was tough to whittle it down to just the top few of those, and I’ve got no doubt that what the other judges chose must be similarly excellent.
If you’ve been following me on Twitter, you might be aware that I’ve spent the last little while working on something that involved wiring bananas into my computer.
I’m now ready to announce that the thing in question was Bananarchy, an arcade shooter controlled entirely with two real bananas (or a regular keyboard or touchscreen, just in case you lack the hardware necessary to generate keystrokes using fresh fruit). You play as Hitcan – Agent 57 – and must use twin banana pistols to shoot down ever increasing swarms of flies that converge upon your precious pink donut.
I came up with this project as a submission for EGX’s Leftfield Collection, as they’re particularly interested in games that use alternative controllers and who doesn’t like bananaguns? If it’s accepted you’ll be able to play it at the ExCeL Center in London from the 17th to 20th of October 2019. If not, I’ll probably still cobble together a version to take to DIY Southampton and whatnot. Continue reading
Flash Fiction Month 2019, Day 28
Once upon a time there lived a hunter in a wild land. Each morning he set out into the forest to check his traps and seek out game. Each afternoon he returned to his cottage to tend its small garden and to cook a simple meal. And each night, he rested that he would be ready to begin the next day anew.
One day, while treading a path that even he seldom used, the hunter passed an old man who wore a thick cloak and walked with a long staff. The hunter gave him a cordial greeting, yet the man responded by grasping his arm, pulling him backwards along the path.
“I pray you,” said the traveller, “walk no farther this way!”
The hunter began to protest, but his words were drowned out by a widowmaker falling on the path where the traveller had just passed and he had just been approaching. The vast bough rested, still trembling from the impact, as the hunter struggled to put his gratitude into words.
But “Do not thank me,” said the traveller. “I have not saved your life, but rather the trouble of lifting that bough.”
The hunter looked to the traveller and realised with horror that the man’s wrinkled face was but a skull, and his thick cloak a pale shroud. Likewise he carried not a staff, but a vicious dart. The hunter tried to pull away, but the terrible figure’s fleshless hand was still closed over his arm, and he remained fixed upon the path as firmly as a coffin nail. Continue reading
Draw Nine is now available on itch.io! This is the same game I submitted for IntroComp last year, but with a complete story and a brand new look. The cards you see here were produced by Joe Wright, who I highly recommend following – he writes excellent fiction as well as producing excellent art.
If you haven’t tried out the early version already (which included the complete story, but none of the visual flair), the game sees you take on the role of a magician who uses enchanted cards to cast spells. However, you’re given just nine cards at the beginning of the game and these must see you through to the end. The selection is random, so it’s up to you to choose the path through the world that makes the best use of what you’ve drawn. There may be a significant element of trial-and-error involved, but not to worry: there are many paths to try and several different endings to find. Continue reading
I’ve been working Draw Nine lately – this game was my entry for IntroComp last year – and am now ready to share my first draft. Originally this was just a perk for subscribers to my newsletter, but I figure they’ve had long enough to take a look so I’m opening it up to everyone!
You can play the game by following this link and clicking “Download (356KB).” The HTML file will run in your web browser with no problems at all.
The story is complete but I’m open to making changes. I may also tweak the way certain elements of the game function, just for balance, but I’ll hold off until I’ve heard what people make of its current incarnation. I’m also planning to add a considerable level of visual flair – I’ve already got some great artwork from Joe Wright – but it seems prudent to tackle the actual content of the game first which is why you’re stuck with plain black text for now.
Play it, (hopefully!) enjoy it, and let me know what you think! You can comment on this post without needing an account or even an email address.
- I made Flappy Bard as a birthday present for my sister and wanted her to have a chance to give it a go before it went out to the general public.
- I thought that Cookie Cracker would make a better April Fool’s joke if people weren’t already aware that I could create this sort of thing.