Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

InvuncheView game page

A missing baby, a mystery to be solved in Chiloé isle with witches and supernatural creatures in the 20th century
Submitted by hechelion — 18 hours, 20 minutes before the deadline
Add to collection

Play game

Invunche's itch.io page

Which category is your game in?

Le Grand Guignol (created in over 4 hrs)

What language is your game in?

English

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

El año pasado me sorprendió con creces la propuesta y es que esta nueva versión es una delicia, muy completa y satisfactoria de avanzar

Developer(+1)

Muchas gracias por tu comentario.

Tu juego fue de los primeros que jugué, pero no sé porque no dejé un comentario (pensaba que lo había dejado, pero no lo veo ahora que estoy revisando).

Submitted (1 edit) (+1)

Esta nueva versión del juego me ha gustado aún más que la primera. Excelente la ambientación, los diálogos y el partido que le sacas a los mitos locales. La idea de invitar al buho al té me parece surrealista y sugestiva. También me gusta mucho como punto de encrucijada la decisión de invitarlo o no. 

No sé si he visto el mejor final posible, pero incluso si no fuera posible salvarlo, me parece un final muy interesante.

De mis entradas favoritas este año

Developer

Muchas gracias por tu comentario, me alegra que te gustará.

(+1)

I enjoyed the game is a very nice puzzle, well done

Developer

Thank you so much for playing it and for your comment.

Submitted (1 edit) (+1)

I enjoyed the theme and setting, and the visuals (especially the use of historical photographs) really enhanced the storytelling and sense of atmosphere.

Developer(+1)

Thank you so much for playing it.

I also really enjoyed your game; it was well-narrated and had plenty of content for four hours.

Submitted (1 edit) (+1)

A very nice puzzle — though I drank a stupendous amount of tea in the guesthouse, seems I couldn’t do my thinking anywhere else :)

I got the bad ending the first time, and then went back to get the good ending, but was a little frustrated that I couldn’t go into the cave during the day, even though I knew what was there.

The production quality is superb, and I love the use of real photos.

Developer

Thank you so much for playing and commenting.

A good cup of tea is the best thing for clear thinking. ;)

Submitted(+1)

I'm surprised this game hasn't gotten more ratings already. Such a fun little supernatural detective story. The writing, graphic design, music, and story telling work together nicely.  I created one save game, near the end, and played a second time from there to see if I could get a different outcome. I did not, and suspect there may only be one ending.

Developer(+1)

Thank you so much for playing it and for your comment. I'm glad you liked it.

The game actually has three endings: a good one, a normal one, and a bad one.

The good ending requires several things. The most complicated is obtaining the silver bullets, which you can only get while you're still on the ship. So, if you disembark without the silver bullets, you won't get the good ending no matter what you do afterward. You can obtain the rest of the elements after disembarking, in any order, and there are no conditions preventing you from getting them. So, it's just a matter of exploring and exhausting the conversations and interactions if you want to get the good ending.

Submitted(+1)

I’ll go back and try again from my save point, which ought to be accessible to all three endings. I got the silver bullets as well as the scissors.

Submitted(+1)

I went back to my save point and finished all three endings. The "bad" ending was the one I reached originally. I already knew of the path to the "neutral" ending, but hadn't played it until now. The good ending was a bit trickier to achieve, but I already had the inventory I needed, so once I went back into town and started revisiting some locations I had been to already, I was able to save the child. That ending was much more satisfying! (but even without the best ending, the game was already successful in my estimation)

(3 edits) (+1)

Hi!

I'm playing the English version. I really like the music and the grainy graphics. Nicely evocative of the time-period.

I noticed a small error: when I go up to the deck, the title of the Description screen says "Cabin" .

And now I'll go back to searching for my key. (I swear I'll lose my head someday, instead of just a key!)

Good luck in EctoComp!

EDIT: The arrow in my cabin still says : "Ir al comedor del Alondra." in Spanish. Also, I've noticed that Spanish punctuation (upside down question marks) is still present here and there.

EDIT2: In Ancud, talking to the priest about non-believers: 

"I can't deny their existAnce" -> existEnce

I'll update this post if and when I find any more errors or bugs.

Developer(+1)

Thank you so much for your feedback.

The person who did the adaptation had exams this month, so we didn't have much time to review the English text.

I'm taking note of everything you mentioned and will give the punctuation a detailed review, but due to the jam's rules, it will be after the voting period.

Thank you so much for playing it.

(19 edits) (+1)

Hi again,

I realised that aside from reporting errors and saying I liked the photos and piano, I haven't actually said anything about the game itself.

I like it a lot. The descriptions are short and clear, but they manage to bring across  the mood and tension anyhow. The NPCs I've met so far are intriguing, I'm especially curious to meet Rumualdo again.

------------------------------------------------------------------------------------------------------

And now I do have some errors to report, or maybe something you didn't have time for before the EctoComp deadline:

--There are some buttons shaped like ribbons on the side of the game-window (which looks like a book, a travel journal; love that aesthetic choice!). The button labeled [ H ] ( for "Help"?) doesn't work. I should add that I'm playing the downloaded version, maybe that makes a difference.

--When talking to the Carabinero: 

"She didn't want to admit her son was dead,..." --> maybe "accept"  would fit better here?

--Talking to Matilda:

"I wouldn't dare to leave you alone at a time like this, and even less with such a servant" *I say joking* --> should be "jokingly"

--In Matilda's story about the "death" of her child, she doesn't once call her baby by its name. That strikes me as very odd, wouldn't a sad and concerned mother use her baby's name?

--In the Baby's Room:

The scissors in the window: "They are sticked into the doorframe " --> stuck into the windowframe, 

--Romualdo's version of the Tue-Tue tale with the farmhand:

"...when an owl that I most possibly alerted..." --> maybe "most probably" or "most likely"would be a better fit?

and a bit later in the same conversation, when Romualdo sees the farmhand at the campfire:

"I remembered what I had told him the previous night." --> But Romualdo was hiding in the bushes listening to the farmhand offer dinner to the owl. The farmer and Romualdo didn't speak to each other. Maybe just "I remembered what had happened the previous night", or "I remembered what I had heard himsay the previous night."  ?

-- Oh! It's a very nice touch that I can have a cup of tea and remember a list of things I should pay attention to. Lovely in-game help!

--It's weird that Amanda's description doesn't change after I've convinced her I'm Matilda's friend. She's still stern and brusque.

--When deciding to hide under the cradle:

"...Camilia should take me where they are keeping the baby hidden." -->This should be Camila , right? Without the i .

--On the path to the Grove, with the Tué-Tué's shadow:

"I sticked the scissors onto the ground" --> stuck the scissors into the ground

--When the housekeeper falls onto the scissors:

"There, right in front of my feet, lied the housekeeper..." --> lay

--Same thing a bit later:

"...the spot where I had sticked the scissors..." --> stuck

--At the altar:

"...a stone altar, where a naked and crying baby lied on top of it." --> lay

FINIS! 

Thanks for your game. I liked it a lot. I'll post a review on the Interactive Fiction Forum (intfiction.org) .

Developer(+1)

I'm glad you enjoyed the game, and thank you so much for your feedback—it was very detailed and constructive.

Regarding the "H" marker, it's not for Help, but for History. It was originally going to show your most recent dialogue, but I disabled it due to compatibility issues between different languages. Since it's not a feature that impacts gameplay, I forgot to fix it and enable it before the jam ended.

(+1)

Thank you for a great game and the hours of fun I had with it. (In those hours, I also count the time away from the screen thinking about it and remembering the characters and the mood of the game. And that tense finale!)

My review is up at Rovarsson Licks Ectoplasm - Competitions - The Interactive Fiction Community Forum .

Have fun with the rest of the EctoComp entries, and I hope to see more of your work in the IF genre. In the meanwhile, I'll go check out some of your other games.

Best wishes, 

Rovarsson