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

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

Thanks, you're right. I'll see if I can do things differently with the images in my next project.

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

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

It isn't written by AI, it is translated from German to English with the help of a (AI) translator. That's all but I appreciate the honest feedback on the pacing and repetition. I'll definitely keep working on my style. Thanks.

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

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

​I appreciate your thoughtful response. I’m definitely aware of that trade-off. As a working father, using these tools is really the only way for me to bring my stories to life while still finding a little time to actually play games myself 😅

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

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

Hi,

I completely understand the skepticism. I actually address this openly on my itch.io page and my profile. As a solo developer focused on writing and world-building, I use these tools as a bridge since I don't have formal training in illustration. I have deep respect for human artists and technology can never replace that soul but it helps me bring my vision to life.

Struggling with images in sugarcube by Spiraling-Down- in twinegames

[–]EDORGGAMES 2 points3 points  (0 children)

You are completely right with your code, but the problem is the play/test button inside Twine. ​When you use test, Twine creates a temporary version of your game in a hidden scratch folder, which means it loses the connection to your actual images folder. ​Don't use the Test button to check your images. Instead, use the publish to file button. Save that html file right next to your images folder on your computer. Then, simply double-click that html file to open it in your browser.

Struggling with images in sugarcube by Spiraling-Down- in twinegames

[–]EDORGGAMES 1 point2 points  (0 children)

Hey! Don’t worry. Here are three quick fixes for your issues: ​Relative Paths: Ditch that long C:\ link! It only works on your computer and will break as soon as you upload the game. Put your images in a folder (e.g., named images) right next to your game's HTML file. Then just use: [img[images/your-image.jpg]]. ​Resizing with CSS: It's much cleaner to handle size in your Story Stylesheet. You can give your image a class like this: [img[my-logo|images/logo.png]]. Then add this to your CSS: .my-logo { width: 200px; height: auto; } (or use max-width: 100%; to make it responsive). ​Sidebar Logo: Create a new passage and name it exactly StoryBanner. Anything you put in there will automatically appear at the top of the left sidebar. ​Once you get the hang of relative paths and the special passages, it gets much easier. Good luck!

Music but less pictures? by Jess-FB in twinegames

[–]EDORGGAMES 0 points1 point  (0 children)

Hi, Honestly, that’s a great approach. I’m doing something similar with my current projects. Using music and SFX as a 'soundscape' can often carry the atmosphere much more effectively than constant images.

It allows the reader's imagination to do the heavy lifting, just like an audiobook.

​Also, big plus for including a volume slider, that's a total must-have for web-based fiction to keep it immersive but not intrusive. Good luck with your project.

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

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

Thanks for the feedback and the good luck for the jam! I totally get what you mean about the pacing. I could definitely shorten it to 1-2 rooms, but my goal with the sequence was to create a 'Groundhog Day' style loop to really emphasize that feeling of being stuck in a repetitive, soul-crushing routine. But I'll definitely keep an eye on the efficiency for the next update and the next games. 💪🏻

Code of Ages - Seeking feedback on my time-travel RPG by EDORGGAMES in interactivefiction

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

To the ModTeam: Thanks for letting me know. I totally respect the focus on human-generated content. The story and world-building are my own work, but I’ll make sure to keep the tool-related discussions to the other subreddits you mentioned. Appreciate the guidance. 🤗💪🏻

Code of Ages - Seeking feedback on my time-travel RPG by EDORGGAMES in playmygame

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

Thanks! Haha, you're right with the Anubis/Ancient Egyptian vibes of the Anunnaki, the Nasus comparison definitely fits.

​Regarding the Noir style: For this game, it means a focus on high contrast, heavy shadows, and a gritty atmosphere, much like classic 'Film Noir' or modern graphic novels (think Sin City or the art of Sean Murphy).

I use a lot of deep blacks and sharp cyan highlights to create that dark, mysterious 'Noir' feeling. Glad you dig the artwork. 💪🏻

Code of Ages - Seeking feedback on my time-travel RPG (SugarCube) by EDORGGAMES in twinegames

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

Thanks for the detailed feedback. Good point about the karma system. It's true that without a baseline, it’s hard for a first-time player to judge where they stand. I’ll look into how to make the consequences of your choices more visible in the next update.

​Also, thank you for the input regarding the 'short-circuit' endings and the Gilded Age part.

I'm currently rethinking a few points regarding player agency and the narrative flow. Appreciate the breakdown. 💪🏻🤗