Rising from Starlight: The Game
24 years of memory without even opening your eyes. You only knew about Earth and Lana, not that you are an alien or that you’ve been in space for the last hundred years. Then the ship you’re on begins crashing and you wake up for the first time ever. Now you just have to survive long enough to see Lana again.
Status | Prototype |
Platforms | HTML5 |
Author | lucynicodemus |
Genre | Interactive Fiction |
Made with | Twine |
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Development log
- Version 2.0May 03, 2023
- Version 1.1May 03, 2023
- Version 1.0May 03, 2023
Comments
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The most interesting part of this to me is the relationship between the player character and information, which helps you along the story but pulls you out of the initial dream of Lana. While the player can't actually stay in the dream and be with Lana longer, the idea that they could drives them to make the choice of ignoring information--as someone who likes to get all the lore I can out of the game I'm playing, creating this dynamic really struck me, and on my first playthrough I ended up succumbing to it for a bit. Playing it again and getting to read the book is also fascinating, just from the density of the scenario. It's a really cool sci-fi world you manage to flesh out while still leaving questions for us to theorize on our own. I do wish we got some kind of hint as to why the aliens dream of humans, but I really like it as a bait and switch kind of opening. The ending summary was also a great design choice.
Oh wow, how deep does this go?! I could keep playing this for ages. Your writing is really compelling, and the paths themselves involve enough risk to keep me looking over my shoulders. Obscuring the identity/form of the narrator leads me to wanting to know more and more, which is a great way to keep your audience engaged. I could visualize so much from these scenes.
I wonder how you could imagine using something like audio to augment the emotional experience of the audience as they go through the various paths?
I really like your story and how every little choice involves a level of risk. I like how there are high and low stake choices where you don't really know the outcome because some seemly simply low-risk choices can actually have led to me dying (like going on the wrong floor on the elevator). It also is interesting to be able to stimulate a stressful environment and how my logic and thinking would allow me to survive or not. I also just appreciate the recap of everything I've learned in the end because it's helpful for the player to keep track of their decisions.