ECTOCOMP post-mortem: A Friend to Light Your Way

Background: this game was submitted to ECTOCOMP 2016, where it placed 5th in the Le Grand Guignol section (which was for games which took more than 3 hours to produce) (5th, out of 5; it came last). 

This game is playable here

The idea of doing a game set at a Singapore-style funeral has, pardon the pun, haunted me for the longest time. The Chinese-style funerals I’ve been to have been swung between festive and sombre: it is most festive when the catered dinner has arrived and the guests are coming and going, and it is this atmosphere that has left the deepest impression on me. It was almost as if nothing had happened.

This game was originally meant to be a conversation-based game where you could wander around different tables and chat with the various guests at the funeral. Conversation was meant to reveal something unsettling about, say, the deceased or about your parents. As one does. This lent itself well to a world model, but wasn’t terribly easy to implement.

To get something out by the ECTOCOMP deadline, I changed the premise entirely, instead having the PC run around to get things – and what better reason to get things than to complete a ritual? If I ever get round to a post-comp version, I might put more thought into the ritual itself, though. This ritual seems too benign. The stakes are too low to properly consider it horror.

I enjoyed creating the appearance of the voice, messing about with CSS and such. The voice and the ending was inspired by The Uncle who works for Nintendo. Unfortunately, A Friend lacked a lot of Uncle’s tension: the stakes for not completing the ritual in time were pretty much non-existent, for one.

Still, though, it’s my first time creating such a world model in Twine, and I was glad to finally get this off my back.


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