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efjm's Issues

Mom's Tent edits

  • Standardize dissolves with the $dissolve variable
  • Consider rewriting scene describing wings dinner to include mention of rations
  • Auto fade-in after "I heard something that made my heart pop out of my chest"

Add flashback to Roach Market

I noticed that I had this in the #fragments channel in Discord, but never added it to the script. There's one last flashback, the finale one in this doc, that I'd like in the game:

https://docs.google.com/document/d/1L1i6Qyo0ULkpMrjMA2qUpwY0jGnEkyOCQi3C4KbkJgU/edit

I'd like it to go in the Roach Market, maybe somewhere in the Junk Heap, to give the player more of an idea of who Leo is and why he'd be chasing after you. Open to all thoughts, even if it's just "We don't actually need this."

Final title screen design and options

What options we want people to see when they first load the site (Start, Credits, Content warnings)? What should the button to start the game be labeled?

Should the screen say "Escape from Juggalo Mountain"? If so, in what font and how large? Centered?

Single-character names break the pluralization code

If you enter a single-character name, the logic around pluralization breaks and displays errors regarding 2ndlast, etc. We should gate the pluralization logic in such a way that it checks the length of your entered name first.

Revise name entry sequence to appear later into the introductory puzzle

Per our discussion, we'd like to move the name-entry sequence to later on in the puzzle. The reasons for this include:

  • Entering a name as your very first action gives you zero context about who the player is, but they will be inhabiting a very clear role (young woman, ~16 years old)
  • Choosing from a list of names denies people the fun of coming up with their own

We've talked about adding a mandatory sequence where, after getting the lighter, the player looks in the mirror and sees (rough draft idea):

the familiar face of a sixteen-year-old girl staring back at me. A little worse for wear, sure, but it was still me.

Add playtesters and special thanks to credits

Anyone who playtested and sent in a feedback document gets a credit in the game. I also added a Special Thanks section for us to shout out anyone who helped us out or encouraged us. Add them in the comments!

Add live effect to opening crawl

The rap battle has this cool fade-in effect, and it'd look great on the opening crawl too.

While we're at it, we should style the opening crawl a bit to make it clear that we're jumping out of the story and into straight-up exposition. Maybe:

  • Change the background color
  • Change the font (monospaced/typewriter style perhaps?)

Notes from first play through together

  • Check for t-shirt and jeans in each section (maybe pick up hoodie in Mom's Tent)
  • Variate "translucent water" text after port-a-potty reveal if player has already drained the water
  • Add dissolves to text reveals in the port-a-potty sequence
  • Add auto fade-in to all letter-reading sequences
  • Add sign-off to second letter from Anna - ex: "Always love"
  • Add reference back to Anna first letter in bathroom mirror Gutter sequence "look at yourself in the mirror"
  • When you first see Ron in the Gutter, you can see the letter in his pocket. "Fuck you Ron, gimme the letter."
  • "You're not even my real Ron."
  • Modify choice after 2nd Anna letter to be between being upset at Anna leaving or upset that she drugged you.
  • Look for place to add face-paint descriptions (when player sees themselves in the mirror, Toe, old-school juggalos, Auntie, note that Belinda and Darryl don't have it)
  • Monospacing and typewriter font for opening crawl. Add auto-fade in.
  • Jay-sus only has a hyphen in opening crawl and doesn't otherwise.
  • Standardize dissolves in Mom's Tent section using the $dissolve variable
  • Explore rations edit in the Mom's Tent note sequence (make something proper vs. get together enough rations)
  • Auto fade-in "I heard something that made my heart pop out of my chest" in Mom's tent

Ideas to modify journal

I know we maybe planned to do more with the journal in the second half, but as the game stands now it gets an "obtained" moment, but never serves a purpose. Is there anything we can do with the journal to make it more useful in this half of the game? Maybe the player opens it when triggering the flashbacks?

My other thought was changing it to a sketchbook and having it serve as an image gallery, but then it would have to be a constant option and that seems hard to rig in Twee/Twine.

Open to any and all thoughts!

Final Review Punch List

This issue will collect all the tiny things we ought to check and refine before shipping the game. I'll just update this as we go.

  • Action prompts:
    • Do all actions have a > preceding them?
    • Do they consistently either have one > or two >>? Pick one style and apply it to the whole game. (see comment)
    • Is there a space after each >/>> prompt? Decide whether or not to include the space and apply it consistently to the whole game.
  • Grammar and syntax:
    • Are em-dashes consistently used? Are they offset by spaces or not? We should ensure consistency throughout. (EDIT: Done.)
  • Proper nouns:
    • "Jaysus" โ€” are there any uses with a hyphen? (EDIT: Nope! We're good.)
    • "Tent City"/"the Tents" - Are these used consistently? (EDIT: Yep!)
    • "Gatherville" - Is it always referred to as "Gatherville"? In some earlier docs we called it "The Gather" โ€” make sure those references are gone. (EDIT: Mmhmm. We're good.)
  • Visual effects:
    • When a new passage gets displayed inline, do we consistently apply the transition effect to fade in from black? (EDIT: Yes, this was largely fixed in a separate issue.)

Make violence to Ron's golf cart optional

Rework the Golf Cart passages in The Gutter to give the player the choice to do violence to Ron's cart and make the ending passages react to the violence they chose.

CSS is way uggo

We should really, really stop using the default styles for Harlowe2.

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