I am going fuckingcrazy. I have no idea where the oracles advice applies in game, put in four attempts after beating the game to get the true ending, put in too many hours taking notes, reviewing, theorizing, now I've run out of patience. Don't even know how to apply the advice, do I close out of the game and reopen it, do I afk for 5 mins? Damn you and your obscure secret endings.
I'm completely stumped, from here on useless spoiler points
> The white flash Olivia notices from behind in the maze is Sam taking a photograph in secret
> The bowls contain the physical tears crying for years of the people in the paintings
>The box you see when you step out of the car is the remains of the people that went inside, probably clothing, phones, cameras, jewelry, the taxi driver is in on this operation
>The white text that flashes on screen after you enter your true last words are as follows, "Stop trying to think about what you could have done differently", "Eternity is hell; hell is eternity" "No amount of imagination will free you" The text flashes once immediately after you enter your last words, the rest are probably just play at random times
>Game has themes of a literal tourist trap
>Olivia's parents are probably fated to come to the gallery looking for their daughter, and find their photos, as mentioned before they would fly to Morocco if Olivia sprained her ankle.
>Don't know what the book stall means, maybe (ASCs) is the state Tyler and Sam were in.
Let me immediately begin by thanking you so much for your determination and patience! It means a lot when I see someone trying to see the secret ending. You've put in more than enough time than I expected and you deserve clarity! I must admit I think I've made this secret ending too hard/convoluted to get. Multiple oversights on my part. I haven't heard of anyone getting it in comments or videos, so I'll give you some hints and hopefully others will benefit from it too.
Based on what you've figured out, you're not far from getting the secret ending. From my experience with puzzles, being told the answer is never as rewarding as figuring it out yourself, so this comment will not spoil it entirely (but will get close). Feel free to stop reading if you get any ideas. But I also understand that's not how everyone likes to play games, so if you want the answer straight up please let me know and I will be happy to provide in further comments! I spent a solid bit of time on the secret ending so I hope it's worth it.
To get the secret ending, there is a certain action you have to perform at a certain time. The advice has two important parts to use.
1. The first is the group of 4 underlined words, forming an idiom. In the entire game, there is only ONE other time that idiom is used. You can only get the secret ending when the paragraph containing that idiom is the one you're currently "reading". That is to say, the second it shows up, wait for any automatic text to finish and do NOT press space! If you press space, the next paragraph will start typing and the chance is gone. I know ... very unforgiving. (This is what "only in that very moment" tries to imply).
Oversight by me: The idiom only shows up the second time if the game knows you've received the advice during THAT playthrough. Originally it would show on every playthrough, but that left open the possibility for people to accidentally stumble upon the secret ending without experiencing the bad ending first (which would narratively make no sense). So, it only shows if you have the advice, which you can only get after the bad ending. Not the best idea in retrospect because people might not realise this and without a save system the game takes a long time to play.
That leads me to my next oversight: the idiom doesn't show up at the most convenient time - it's not at the beginning of the game, nor in the middle ... sorry. It's not during the bad ending either, so never click "It's no use. There's no way out.". You also have to have given the old lady her painting.
2. The second important part is the action you have to perform. Hitting the X to close the window isn't the answer: Due to the way the game is currently programmed, no information is retained when the game window closes (hence why there is no save system). When the game is reopened, it has no knowledge of what you did on previous playthroughs.
There will be an indication when you perform the right action - you should notice something different. If you stop at the right moment and don't hit space, you should eventually find it.
If only there was some functionality implemented into the game that seemed redundant. As if the entire game could be perfectly playable without it, but for some strange reason … it's there.
Hope this is enough and good luck! I'll respond if you want further hints or the answer. Use headphones to get the most of the secret ending. :)
whilegameisfalse, super immersive experience, really enjoyed how you played with all the mechanics this time. sound was really great, too.
I'm wondering about your pixel-jitter effect, similair to the one Yames uses. you use Unity, right? I've been trying for the last week to replicate that pixel jitter but can't get anything right.....
Yes, I use Unity (for now...). The glitching component of my shader works by displacing (tiny) square regions of the image by a random amount, at random intervals. The locations of the squares are determined by random translations of a texture that is fed into the shader (they are not procedural).
I did base mine on Yames' one but I know for sure mine doesn't replicate theirs exactly. When designing it, I drew on the shader examples from Shaders Laboratory (which is an amazing free resource in general). At least to me, programming shaders through code is difficult, so if it's any consolation, I made mine with heaps of trial and error. Maybe if you're using the shader graph it might be a bit easier.
Another ethereal dreamscape...another terrifying descent into the abyss. Just like Pleonexia and Acrophile, there's an unnerving, foreboding and quite frankly, wrong sense of the world in your games - (and I mean that in a complimentary way!) It's almost like reading a good Stephen King book, or watching a slow burn 70's horror - you want to look away, but can't seem to muster the strength to do it...finally you stare at the screen through latticed fingers...bravo on another well put together, deliciously macabre tale.
The mechanics at play seem to leap-frog in every game, so I fully applaud the text-based narrative on display here. Your previous games have also heavily relied on text and dialogue, but I felt a warm fuzzy sense of my youth when playing Ochre - games like The Big Sleaze, The Hitchhiker's Guide to The Galaxy and others exploded in my mind when playing this.
I particularly enjoyed the sense of minimalistic sounds at play in Ochre - the faint rustling of wind in the background, the faint drip, drip, drip when in the gallery, the clinical and sober snap of the camera in a darkened area - especially with the glowsticks and puzzles (which I completely failed to recognise this time around) it all amassed to a crescendo that was very Twilight Zone, Tales of The Unexpected, The Outer Limits.
Although limited with the amount of prompts on offer (LOOK, TALK TO etc) it's really the story that drives this forward - three friends on a trip in Morocco to find a gallery of questionable merit. It may not be for everyone, but that's okay - I had a blast playing it.
Unfortunately I didn't get the 'real' ending (I suspect) - although I'm pretty sure I cracked the code, I couldn't find the old lady's painting. I leave the floor open for someone to do another video and capture the ending that I can slap my hand to forehead and sigh, 'Oh, so I needed to do that!"
As always, congratulations on a very fine indie horror - keep up the macabre, twisted sense of corrosion and I look forward to the next one!
Left a comment on your channel - thanks again for playing! I do understand that the text adventure isn't like the usual ones (e.g., commands like north/n, use, take, inventory/i). That's definitely one of the things I'd change if I made another text adventure, but I probably won't make one for a while (I think most people prefer the visually-oriented ones). I'm planning the next game to be of the sort. Glad you enjoyed the slow-burn horror!
Oooooooh, new game? Have downloaded and will check out in the next few days. Think I cracked the secret message...although at this point I have no idea how/when/where this will be used...
Looking forward to the 'ol text based adventure.
I have a sneaky suspicion that no-one will survive...
I'm excited for you to play it! And yes, the hint is intended to make no sense in isolation haha. I will also not confirm nor deny your sneaky suspicion.
**May contain spoilers (mostly related to gameplay)**
Always a treat when you upload something! It's exciting you're trying something new, kudos to you for branching out of your comfort zone!
I enjoyed this one quite a bit. I couldn't solve the secret ending (I feel like I'm close but just can't figure out how to action on it) but I'll be coming back to it to try again.
I think this time around if I had any feedback it would be the more unique mechanics you brought to the table (glow sticks lighting up the screen, camera/taking pictures) weren't utilized enough. I think you could've gotten some really great tension and scares from those, or at least weaved it into the gameplay a bit more. But as this is a text adventure where most gameplay comes from those command prompts, it might be a bit hard to suddenly introduce point and click or other elements right? A tricky problem to solve for sure.
Either way, I thought those aspects were great! Would've just loved seeing more.
I think this could benefit from more diversity in how you tackle a problem with the text prompts too. But text adventures can quickly become beastly to lay out/program, so I don't think it's an issue you kept things fairly straightforward.
The atmosphere & setting were very nice, you have a knack for capturing a certain mood or scene that's very present in all of your games. And for this time of year (at least in America) this game really came along at the perfect time season wise.
Kudos again, I'll definitely be on the lookout for your next title, and will be patiently trying to solve the mysteries of this one ;)
Thanks a bunch! Yes, this was very much a change in focus, with narrative being #1. I mirror your thoughts about game mechanics exactly - they were designed secondary to the story, so I can see how they feel a bit separated.
I agree that there isn't much in the way of branching possibilities - the idea that you may not be able to change your fate is part of the story, so many events have to happen. And yes, this adventure has certainly taught me text adventures are hard to code!
I hadn't even realised the release in America would be so fitting, so lucky me. Good luck for the secret ending! Don't forget there are hints in the usual place.
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I am going fucking crazy. I have no idea where the oracles advice applies in game, put in four attempts after beating the game to get the true ending, put in too many hours taking notes, reviewing, theorizing, now I've run out of patience. Don't even know how to apply the advice, do I close out of the game and reopen it, do I afk for 5 mins? Damn you and your obscure secret endings.
I'm completely stumped, from here on useless spoiler points
> The white flash Olivia notices from behind in the maze is Sam taking a photograph in secret
> The bowls contain the physical tears crying for years of the people in the paintings
>The box you see when you step out of the car is the remains of the people that went inside, probably clothing, phones, cameras, jewelry, the taxi driver is in on this operation
>The white text that flashes on screen after you enter your true last words are as follows, "Stop trying to think about what you could have done differently", "Eternity is hell; hell is eternity" "No amount of imagination will free you" The text flashes once immediately after you enter your last words, the rest are probably just play at random times
>Game has themes of a literal tourist trap
>Olivia's parents are probably fated to come to the gallery looking for their daughter, and find their photos, as mentioned before they would fly to Morocco if Olivia sprained her ankle.
>Don't know what the book stall means, maybe (ASCs) is the state Tyler and Sam were in.
(Comment contains spoilers)
Let me immediately begin by thanking you so much for your determination and patience! It means a lot when I see someone trying to see the secret ending. You've put in more than enough time than I expected and you deserve clarity! I must admit I think I've made this secret ending too hard/convoluted to get. Multiple oversights on my part. I haven't heard of anyone getting it in comments or videos, so I'll give you some hints and hopefully others will benefit from it too.
Based on what you've figured out, you're not far from getting the secret ending. From my experience with puzzles, being told the answer is never as rewarding as figuring it out yourself, so this comment will not spoil it entirely (but will get close). Feel free to stop reading if you get any ideas. But I also understand that's not how everyone likes to play games, so if you want the answer straight up please let me know and I will be happy to provide in further comments! I spent a solid bit of time on the secret ending so I hope it's worth it.
To get the secret ending, there is a certain action you have to perform at a certain time. The advice has two important parts to use.
1. The first is the group of 4 underlined words, forming an idiom. In the entire game, there is only ONE other time that idiom is used. You can only get the secret ending when the paragraph containing that idiom is the one you're currently "reading". That is to say, the second it shows up, wait for any automatic text to finish and do NOT press space! If you press space, the next paragraph will start typing and the chance is gone. I know ... very unforgiving. (This is what "only in that very moment" tries to imply).
Oversight by me: The idiom only shows up the second time if the game knows you've received the advice during THAT playthrough. Originally it would show on every playthrough, but that left open the possibility for people to accidentally stumble upon the secret ending without experiencing the bad ending first (which would narratively make no sense). So, it only shows if you have the advice, which you can only get after the bad ending. Not the best idea in retrospect because people might not realise this and without a save system the game takes a long time to play.
That leads me to my next oversight: the idiom doesn't show up at the most convenient time - it's not at the beginning of the game, nor in the middle ... sorry. It's not during the bad ending either, so never click "It's no use. There's no way out.". You also have to have given the old lady her painting.
2. The second important part is the action you have to perform. Hitting the X to close the window isn't the answer: Due to the way the game is currently programmed, no information is retained when the game window closes (hence why there is no save system). When the game is reopened, it has no knowledge of what you did on previous playthroughs.
There will be an indication when you perform the right action - you should notice something different. If you stop at the right moment and don't hit space, you should eventually find it.
If only there was some functionality implemented into the game that seemed redundant. As if the entire game could be perfectly playable without it, but for some strange reason … it's there.
Hope this is enough and good luck! I'll respond if you want further hints or the answer. Use headphones to get the most of the secret ending. :)
holy moly guacamole...
whilegameisfalse, super immersive experience, really enjoyed how you played with all the mechanics this time. sound was really great, too.
I'm wondering about your pixel-jitter effect, similair to the one Yames uses. you use Unity, right? I've been trying for the last week to replicate that pixel jitter but can't get anything right.....
Thanks! Glad you enjoyed.
Yes, I use Unity (for now...). The glitching component of my shader works by displacing (tiny) square regions of the image by a random amount, at random intervals. The locations of the squares are determined by random translations of a texture that is fed into the shader (they are not procedural).
I did base mine on Yames' one but I know for sure mine doesn't replicate theirs exactly. When designing it, I drew on the shader examples from Shaders Laboratory (which is an amazing free resource in general). At least to me, programming shaders through code is difficult, so if it's any consolation, I made mine with heaps of trial and error. Maybe if you're using the shader graph it might be a bit easier.
Another ethereal dreamscape...another terrifying descent into the abyss. Just like Pleonexia and Acrophile, there's an unnerving, foreboding and quite frankly, wrong sense of the world in your games - (and I mean that in a complimentary way!) It's almost like reading a good Stephen King book, or watching a slow burn 70's horror - you want to look away, but can't seem to muster the strength to do it...finally you stare at the screen through latticed fingers...bravo on another well put together, deliciously macabre tale.
The mechanics at play seem to leap-frog in every game, so I fully applaud the text-based narrative on display here. Your previous games have also heavily relied on text and dialogue, but I felt a warm fuzzy sense of my youth when playing Ochre - games like The Big Sleaze, The Hitchhiker's Guide to The Galaxy and others exploded in my mind when playing this.
I particularly enjoyed the sense of minimalistic sounds at play in Ochre - the faint rustling of wind in the background, the faint drip, drip, drip when in the gallery, the clinical and sober snap of the camera in a darkened area - especially with the glowsticks and puzzles (which I completely failed to recognise this time around) it all amassed to a crescendo that was very Twilight Zone, Tales of The Unexpected, The Outer Limits.
Although limited with the amount of prompts on offer (LOOK, TALK TO etc) it's really the story that drives this forward - three friends on a trip in Morocco to find a gallery of questionable merit. It may not be for everyone, but that's okay - I had a blast playing it.
Unfortunately I didn't get the 'real' ending (I suspect) - although I'm pretty sure I cracked the code, I couldn't find the old lady's painting. I leave the floor open for someone to do another video and capture the ending that I can slap my hand to forehead and sigh, 'Oh, so I needed to do that!"
As always, congratulations on a very fine indie horror - keep up the macabre, twisted sense of corrosion and I look forward to the next one!
Left a comment on your channel - thanks again for playing! I do understand that the text adventure isn't like the usual ones (e.g., commands like north/n, use, take, inventory/i). That's definitely one of the things I'd change if I made another text adventure, but I probably won't make one for a while (I think most people prefer the visually-oriented ones). I'm planning the next game to be of the sort. Glad you enjoyed the slow-burn horror!
Oooooooh, new game? Have downloaded and will check out in the next few days. Think I cracked the secret message...although at this point I have no idea how/when/where this will be used...
Looking forward to the 'ol text based adventure.
I have a sneaky suspicion that no-one will survive...
I'm excited for you to play it! And yes, the hint is intended to make no sense in isolation haha. I will also not confirm nor deny your sneaky suspicion.
**May contain spoilers (mostly related to gameplay)**
Always a treat when you upload something! It's exciting you're trying something new, kudos to you for branching out of your comfort zone!
I enjoyed this one quite a bit. I couldn't solve the secret ending (I feel like I'm close but just can't figure out how to action on it) but I'll be coming back to it to try again.
I think this time around if I had any feedback it would be the more unique mechanics you brought to the table (glow sticks lighting up the screen, camera/taking pictures) weren't utilized enough. I think you could've gotten some really great tension and scares from those, or at least weaved it into the gameplay a bit more. But as this is a text adventure where most gameplay comes from those command prompts, it might be a bit hard to suddenly introduce point and click or other elements right? A tricky problem to solve for sure.
Either way, I thought those aspects were great! Would've just loved seeing more.
I think this could benefit from more diversity in how you tackle a problem with the text prompts too. But text adventures can quickly become beastly to lay out/program, so I don't think it's an issue you kept things fairly straightforward.
The atmosphere & setting were very nice, you have a knack for capturing a certain mood or scene that's very present in all of your games. And for this time of year (at least in America) this game really came along at the perfect time season wise.
Kudos again, I'll definitely be on the lookout for your next title, and will be patiently trying to solve the mysteries of this one ;)
(comment may contain spoilers)
Thanks a bunch! Yes, this was very much a change in focus, with narrative being #1. I mirror your thoughts about game mechanics exactly - they were designed secondary to the story, so I can see how they feel a bit separated.
I agree that there isn't much in the way of branching possibilities - the idea that you may not be able to change your fate is part of the story, so many events have to happen. And yes, this adventure has certainly taught me text adventures are hard to code!
I hadn't even realised the release in America would be so fitting, so lucky me. Good luck for the secret ending! Don't forget there are hints in the usual place.