Pythzilla, The Reader
Member Since
11/29/2007
EXP Points
Post Count
9
Storygame Count
1
Duel Stats
0
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Commendations
Blame Twiggy for my existence and Snafuu for everything I write.
Storygames
A dark and creepy night is like a dark and stormy night, only creepier and without the storms.
Blame Snafuu for this.
Violent content. I mean it.
Organica
unpublished
If you're looking for information about your character, go away. If you're looking for a game where it's easy to stay alive, go away. If you're looking for happy bunnies frolicking in fields, go away.
If you're looking for dark, bloody horror in a cave with torches, stick around.
Recent Posts
"Linear"? on 12/13/2007 6:08:03 PMWhy though? Who knows.
Play it again and read the narration more carefully this time. If you choose the questionable ladder right off the bat, the link is worded in such a way as to sound very dubious, and your character is not yet cautious enough to survive. Once you've seen the decapitated bum, you're much less inclined to rush into things headlong, and the link text reflects that.
When does your character slip on an unseen object? In the streetlight choice? Yes; that was meant pretty much solely as a way to be cruel to the reader. I make no excuses for it. It is what it is: cruel, arbitrary death.
Play it again and read the narration more carefully this time. If you choose the questionable ladder right off the bat, the link is worded in such a way as to sound very dubious, and your character is not yet cautious enough to survive. Once you've seen the decapitated bum, you're much less inclined to rush into things headlong, and the link text reflects that.
When does your character slip on an unseen object? In the streetlight choice? Yes; that was meant pretty much solely as a way to be cruel to the reader. I make no excuses for it. It is what it is: cruel, arbitrary death.
"Linear"? on 12/5/2007 9:08:01 AM
Thank you. :)
As to putting faith in the community, I believe I've been taught my lesson in that regard.
As to putting faith in the community, I believe I've been taught my lesson in that regard.
"Linear"? on 12/4/2007 9:20:50 PM
I tried as much as possible to make the reserved, cautious choices win out, such as turning on the light before you rush down the darkened staircase and investigating the seemingly-asleep homeless man before you try the questionably rusty ladder. If I do write more, I may just pull through on my intention to do a horror story where none of the choices win, and see how long it takes readers to notice. At least it won't get called linear (I hope).
"Linear"? on 12/3/2007 8:19:24 AM
Some of the death paths are longer than the one where the player survives. What do you call that?
"Linear"? on 12/2/2007 1:31:58 AM
I had many. Only one of them let the player survive.
"Linear"? on 12/1/2007 3:31:26 PM
I only added a happy ending at all reluctantly. Clearly this was a mistake, and I should make all the paths lead to a horrible death, and the object of the game be to survive as long as possible.
"Linear"? on 11/30/2007 5:25:38 PM
The Grue game belongs to my friend, not me. My only game is the Dark and Creepy Night one.
"Linear"? on 11/30/2007 4:35:04 PM
I had a number of possible choices at each page. Granted only one path led to a happy ending, but that's the mark of a horror game, not of undue linearity.
"Linear"? on 11/30/2007 3:06:29 PM
What does it mean when someone calls a storygame "too linear"?