My intention for this game was to utilize twine's systems to create a complex day-in-the-life of a highschooler.

content warning for alcohol and drug use

StatusPrototype
PlatformsHTML5
Authordevbin
Made withTwine

Comments

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(1 edit)

So many alternate paths! I enjoyed replaying and seeing the choices double from the last path I took and wondered how deep this goes! I played the first time as a "good" student, and then saw the many versions that could spiral if I had no intentions on learning that day. I could already tell that I could have lived several different lives on this day and the extended paths like oversleeping that really keeps you wondering what might've happened.

I would find it interesting if there was some more dialogue between these the friends to build the mood a bit more.

I love the sheer amount of choices given; it really helps the game to reflect real life. It's a very realistic narrative that manages to be both simple and complex at the same time. Good job!

Woah! So MANY different directions that this game could go, I really enjoyed how well you shaped the narrative! Few things that I was thinking of while playing - 

1. I wish I could replay instantly. When i reached the end of the day, I had to hit the back option on the top left to retreat page by page. 

2. I think the diversity of options in every page is so fascinatingly done! In that regard, there were some pages where I was optionless and could only click on one thing. I almost wish every page was an option so it keeps me in the flow of option selecting, haha. 

3. Very very well put together narrative. The mundane-ness (if that's a word) of everyday life, especially in school, is so perfectly replicated ( I believe that was your intention as well?). I'm curious whether you ever contemplated having an out at any point, or if that was a strict no for you? Either way, intention achieved! Great job! 

4. I also think a big plus of this game is that the repercussions of options such as continuing to sleep more, to not brush your teeth, to skip class or go drinking, are very distant for the player, so they're easier to experiment with - either in a nostalgic sense, or as a "what I didn't do in school" sense. 

I love how deep this goes! At first I thought I would be stuck in bed all day, but it unravelled into long expeditions. This is really well thought out! The first time I went through it, I stayed in bed for a really long time - and then I went back and explored the other options that come up when I get out of bed sooner. Each path had surprisingly more options than expected, which kept me engaged. 

I'd love to know more about what the narrator is feeling throughout their day - even if it isn't much, it would be nice to have that vacancy mentioned as well.

Also, the "keep wandering" -> find another goodwill loop is kind of hilarious.