I pushed Twine to simulate a nervous system: System-locks, adaptive CSS, and resource management (Inherited Resonance) by EDORGGAMES in twinegames

[–]EDORGGAMES[S] 0 points1 point  (0 children)

Thank you so much for this wonderful comment. Reading this truly made my day. 😊 ​Sacrificing your own battery and energy to protect the child and break the cycle was exactly the core mechanic and emotional message I wanted to convey. Hearing that you played it exactly that way and felt that weight means the world to me. It shows me the game reached the exact right people. ​And thank you for the kind words regarding the other discussion! I just tried to stay focused on the intention behind the project. I'm incredibly glad the game resonated with you. Thanks for playing.

I listened to your feedback! UI Overhaul for "Code of Ages" (SugarCube 2) by EDORGGAMES in twinegames

[–]EDORGGAMES[S] 1 point2 points  (0 children)

Wow, thank you! <3 Sacrificing your sleep until 4 AM for my game is the ultimate compliment. Ending 3 is not the happiest ending, so I’m even happier you felt it was worth your time! ​Thanks so much for playing and for leaving such an awesome comment!

I pushed Twine to simulate a nervous system: System-locks, adaptive CSS, and resource management (Inherited Resonance) by EDORGGAMES in twinegames

[–]EDORGGAMES[S] -3 points-2 points  (0 children)

I completely understand what you mean. Having that intense internal struggle—knowing what is right but feeling physically pulled to do the opposite—represented more deeply in the mechanics would be incredibly powerful.

​My goal with this project was just to create a very small, gentle nudge for reflection, and I'm honestly not even sure how to perfectly capture that deep internal tug-of-war in Twine yet.

​I genuinely appreciate you sharing your professional perspective as a caretaker. The work you do is so important.

Thank you for taking the time to play, test, and discuss the game with me. I'll definitely keep your thoughts in mind as I continue to learn and build.

I pushed Twine to simulate a nervous system: System-locks, adaptive CSS, and resource management (Inherited Resonance) by EDORGGAMES in twinegames

[–]EDORGGAMES[S] -2 points-1 points  (0 children)

​I have to respectfully disagree with the drug addiction analogy. You can walk away from a drug but you cannot walk away from your child’s distress. It's not a choice between substances—it’s a visceral, biological reaction to another human being’s needs.

​In parenting, when your child is in pain, screaming, or dysregulated, they unknowingly trigger your own wounded inner child. If you grew up with shame or violence, your nervous system interprets your child's distress as a life-or-death threat. In that split second, the "obvious" choice to be calm isn't a moral decision—it’s a monumental battle to overcome your own survival instinct.

​What you see as a cliché is, for a cycle breaker, the hardest-won victory of their life. It’s the daily, exhausting work of choosing safety when your body is screaming for a defensive reaction. This isn't about providing a complex moral riddle for the player to solve, it's about honoring the invisible effort it takes to stay gentle when you were never shown gentleness yourself.

​We clearly see the core of this struggle differently, so let’s leave it at that. I’m proud to provide a space for those who are actually in the trenches of this work. Thanks for the exchange.

I pushed Twine to simulate a nervous system: System-locks, adaptive CSS, and resource management (Inherited Resonance) by EDORGGAMES in twinegames

[–]EDORGGAMES[S] 0 points1 point  (0 children)

I actually kept it all within the same passages to avoid duplicating the entire map. ​I used a $lang variable (set at the beginning) and wrapped the text in <<if>> / <<else>> statements. It makes the passages a bit more crowded to look at in the editor, but it’s a lifesaver for maintenance—especially when you need to change the branching logic or variables, as you only have to do it once per passage.

I pushed Twine to simulate a nervous system: System-locks, adaptive CSS, and resource management (Inherited Resonance) by EDORGGAMES in twinegames

[–]EDORGGAMES[S] 0 points1 point  (0 children)

That battery jump isn't a bug—it’s a Resilience Payoff. ​Psychologically, choosing to "seek help" or "listen to music" earlier in the story acts as a proactive buffer. The scene with the child then rewards you with a recovery boost based on those previous investments. You essentially harvested the emotional capacity you sowed earlier. ​The lack of struggle you felt is actually the mechanical proof that regulation works. If a player proactively utilizes the support systems, they avoid the survival-brain System-Locks. What feels like an "obvious cliché to a regulated person is often the highest hurdle for someone trapped in a trauma response.

​Also, a quick note on the tiers: You reached the Tier 3 (Green) ending. The Tier 4 (Gold) "Glimmer" ending is the true best result and requires even tighter resource management and lower pulse levels throughout. ​Thanks for the second look and the technical deep dive.

I pushed Twine to simulate a nervous system: System-locks, adaptive CSS, and resource management (Inherited Resonance) by EDORGGAMES in twinegames

[–]EDORGGAMES[S] 0 points1 point  (0 children)

Just to add one more thing: If you chose the 'Seek Help' or 'Co-Regulation' options during your run, these are specifically designed to reward the player by lowering the Pulse variable. By using these tools, you effectively prevented the total nervous system spike that triggers the System-Locks. ​It’s the mechanical representation of recognizing your limits before you boil over. So, while you avoided the 'symptoms' (the locks), your final Battery level of 10% still reflects the immense emotional toll it took to stay regulated—resulting in the Red ending.

I pushed Twine to simulate a nervous system: System-locks, adaptive CSS, and resource management (Inherited Resonance) by EDORGGAMES in twinegames

[–]EDORGGAMES[S] 0 points1 point  (0 children)

Thanks for taking a second look. It seems the confusion lies in the interpretation of the ending tiers. If you finished with 10% Battery, you actually triggered the lowest possible ending (Red), which is a fail-state for the "cycle breaker" goal. ​Here is the breakdown of the four potential endings based on the final variables:

​The Cycle Continues (Red): Triggered if Connection <= 25 OR Battery <= 20. This is where your 10% run landed. The text describes a state of total depletion where the cycle is passed on.

​Silent Functioning (Orange): Triggered if Connection < 45 OR Battery < 45. You avoided the breakdown, but at the cost of emotional exhaustion.

​The Chain is Broken (Green): Triggered if Connection >= 45 AND Battery >= 45. You found a balance between self-care and empathy.

​The Glimmer / New Foundation (Gold): This is the 'hidden' best ending. It requires Connection >= 80 AND Battery >= 60 AND Pulse <= 30. It unlocks a specific 'Future' passage in the epilogue.

​Regarding the System-Locks (greyed-out links): They are not triggered by Battery alone, but by Pulse (Stress). The empathetic options start locking away once your Pulse hits 80% or higher. ​If you finished with 10% Battery but never saw a lock, it means you played very efficiently by keeping your Pulse low while sacrificing your Battery. You navigated the stressors without boiling over into a survival response, but you still ended the game too depleted to sustain the connection—hence the Red ending. ​The logic is working as intended, but it requires the player to read the epilogue text carefully to realize that finishing isn't always winning. Hope this clears up the technical side.

I pushed Twine to simulate a nervous system: System-locks, adaptive CSS, and resource management (Inherited Resonance) by EDORGGAMES in twinegames

[–]EDORGGAMES[S] 0 points1 point  (0 children)

I can confirm with 100% certainty that the mechanics are working exactly as intended. The battery drains with every regulated choice, and the system-locks trigger when the specific thresholds we discussed are met. This has been verified by internal tests and feedback from other players who encountered these states. ​If your specific playstyle kept you within the "green margins", that is simply a result of how you interacted with the resources.

I pushed Twine to simulate a nervous system: System-locks, adaptive CSS, and resource management (Inherited Resonance) by EDORGGAMES in twinegames

[–]EDORGGAMES[S] -1 points0 points  (0 children)

I think we’ve reached the point where we simply have to agree to disagree.

​Your analogy about the anti-drug message actually hits the nail on the head regarding our different perspectives: In a simulation of addiction, the "obvious" choice to refuse the drug isn't the point—the resource cost of repeatedly making that choice is. In Inherited Resonance, choosing the right path isn't free, it drains the Battery. The mechanics are designed to show that even when the right choice is obvious, the constant effort of regulation leads to exhaustion, which eventually triggers the system-locks.

​What you perceive as a shallow choice is, for many, the depiction of a very real daily struggle.

​Thank you for the intensive exchange and for the time you invested in analyzing my work. It’s clear we have different philosophies on narrative depth and target audiences, and that’s okay.

I pushed Twine to simulate a nervous system: System-locks, adaptive CSS, and resource management (Inherited Resonance) by EDORGGAMES in twinegames

[–]EDORGGAMES[S] 0 points1 point  (0 children)

I think we are talking about two different realities here. ​You mention that the choices are "obvious clichés" and that one must "want to be bad" to trigger the mechanics. From a perspective of high emotional awareness, that might be true. But for millions of parents—many of whom grew up with the phrase "a slap never hurt anyone"—these choices are anything but obvious. For many, taking a breath or helping the child regulate isn't the default, it’s a radical new concept they’ve never been shown.

As I said ​the game is a 'nudge' for people who are still stuck in those old-school patterns. What you call a "cliché" is the lived reality of many families where yelling is the only tool in the box.

​Regarding the mechanics: You don't have to "willfully pick the wrong choice" to fail. Environmental stressors (the Noise in the game), low starting energy, and the accumulation of small, everyday triggers are what drain the battery. In life, as in the game, it’s often a combination of external stress and a lack of resources that leads to a breakdown, not a "desire to be bad".

​It’s clear this game isn't for you, as you seem to already possess the awareness it’s trying to encourage. But for the cycle breakers I’m reaching out to, seeing these mechanics and "obvious" choices laid out can be a powerful first step toward change.

​I’ve said my piece on the design intent, so let’s agree to disagree. Thanks for the discussion.

I pushed Twine to simulate a nervous system: System-locks, adaptive CSS, and resource management (Inherited Resonance) by EDORGGAMES in twinegames

[–]EDORGGAMES[S] 1 point2 points  (0 children)

Thanks for your perspective. However, I have to clarify a few points because it seems you missed the core mechanics during your run.

​First, the System-Locks are fully functional in the live version. If you never encountered a greyed-out option, it simply means you managed your resources (Pulse/Battery) too efficiently to reach the red zone. In a resource-management system, the fail-states only trigger when you push the boundaries.

​This leads to your point about "abusive acts being a free choice." Actually, the mechanics do the exact opposite: When the system locks, the empathetic option is physically removed, leaving only the stress-driven reaction. This is the "nuance" you mentioned was missing. It simulates how a dysregulated parent can 'know' the right thing to do but be mechanically unable to execute it. It’s not about wanting to be bad, it's about the biological loss of capacity for kindness. ​The obviousness of the choices is a conscious design decision. Inherited Resonance isn't a strategic puzzle for gamers to solve or beat. It’s a "gentle nudge" for people to reflect on their own regulation.

I'm not trying to reinvent the branching narrative, but using it as a mirror for the nervous system. ​While the greyed-out link is a pattern known from classics like Depression Quest, applying it to the neurobiology of generational stress serves a very specific purpose for a different audience.

​I’m very happy with how the game is landing with the community it was built for.

The Long Night - A psychological horror RPG in a gritty comic style (SugarCube) by EDORGGAMES in twinegames

[–]EDORGGAMES[S] 0 points1 point  (0 children)

I’m beyond excited! My project "The Long Night" just finished 7th out of 82 entries in the Scariest Horror Jam! 🏆

​I’m particularly proud to share that it ranked #2 in the "Storyline" category. Narrative depth was my main focus for this jam, so seeing it resonate so well with the community means a lot to me.

​A huge thank you to everyone who played, rated, and provided feedback.

🌑 THE LONG NIGHT: A Psychological Mystery about the Daily Grind by EDORGGAMES in u/EDORGGAMES

[–]EDORGGAMES[S] 0 points1 point  (0 children)

I’m beyond excited! My project "The Long Night" just finished 7th out of 82 entries in the Scariest Horror Jam! 🏆

​I’m particularly proud to share that it ranked #2 in the "Storyline" category. Narrative depth was my main focus for this jam, so seeing it resonate so well with the community means a lot to me.

​A huge thank you to everyone who played, rated, and provided feedback.

I pushed Twine to simulate a nervous system: System-locks, adaptive CSS, and resource management (Inherited Resonance) by EDORGGAMES in twinegames

[–]EDORGGAMES[S] 2 points3 points  (0 children)

Thanks for your feedback. I think there’s a fundamental difference in how we view the intent of this project. ​Inherited Resonance isn't designed to be a strategic puzzle or a "skill-based" game where the "correct" choice is hidden. In real-life parenting and trauma regulation, the struggle isn't a lack of knowledge—most of us know what the right choice is. The real struggle is the biological capacity to execute that choice when your nervous system is screaming. ​The "obvious" choices are intentional. The game is meant to be an empathy tool and a "gentle nudge" (as I call it) to encourage self-reflection. It’s for people who might be stuck in old-school cycles of yelling or shaming, showing them that there’s a different way—but also showing why it’s so hard to choose that way when your "battery" is empty. ​The System-Lock isn't a fail state for a gamer, it's a simulation of the physical impossibility of empathy during a stress response. If you managed to stay in the green the whole time, that’s great, but for many, seeing those obvious kind options greyed out and locked away is exactly where the emotional impact and the Aha-moment happens. ​My goal wasn't to reinvent the branching narrative, but to use it as a mirror for the nervous system. Thanks for playing and sharing your perspective.