By Phantom Williams. Finished using Firefox.
I never quite landed on a single word to describe Summit. Thesauri did not help.
Using a minimal Twine interface, you play a traveler who has left their home to travels upward to a summit, having fantastical encounters on the way.
The inhabitants of the world, including yourself, have a fishstomach in addition to a regular stomach. At regular intervals you feel compelled to eat a fish.
You begin to feel the stomachfish swimming around in your fishstomach.
It’s a nagging feeling.
There’s enough alchemy to the experience I kept going even though the choices were often minimal.
Tourists come to the bone cathedral to sit and weep as the wind, blowing through the notches in the bone, constructs possible iterations of his most famous piece, a remembrance of a much-loved ancient scientist.
Your father makes tiny replicas of the cathedral. Children blow through them to hear snatches of the famous music. Your father takes great delight in the minute variations he programs into the souvenirs: the barely-discernible deviations from the harmonic possibilities imagined by the great master, he says, taken all together, in each of the altered souvenirs which rest, now, in far-flung corners of the world, constitute his life’s work.
Unfortunately, because there’s lots of timing effects, a replay to search for alternate timelines is more irksome than enjoyable.
There’s sound, but: I was not a fan. It starts as gentle environmental sound and builds to a droning chord which literally hurt my ears. I had to mute.
However, the stark scenery, memorable set-pieces and sharp writing are worth experiencing.
The people who pass on the road are good.
A family built a wooden shelter around me.
Another woman tiled it.
Another man hung a curtain across the front.
Everyone leaves food.
Random theory: the game would be improved by real time. That is, it would be a journey that could be returned to over a span of days, and the next part of mountain would only be traveled after an actual day passes. It would lend the same sort of meditative quality to playing as the protagonist experiences. (Granted, it would also be far out of the playtime bounds of IFComp.)
Would realtime journeying not exacerbate the replay issues with timing that you experienced? Or do you suppose such magnified timing effects, so to speak, are sufficiently removed in scale that the player expectations change?
Interesting thought. Probably it would reduce the expectation for replay and people would instead compare notes.
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