Paranoia is a short interactive puzzler. It was created in less than one week for ParserComp 2024, the Locus Jam, and the I'm On Observation Duty Jam.

StatusReleased
PlatformsHTML5
Rating
Rated 4.3 out of 5 stars
(3 total ratings)
AuthorCharm Cochran
GenreInteractive Fiction, Puzzle
TagsAtmospheric, Comedy, Indie, Short, Singleplayer, Surreal, Text based, Typing
Average sessionAbout a half-hour
LanguagesEnglish
InputsKeyboard

Comments

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(+1)

This was so hard (in a good way!) Took me way longer than I'd like to admit to get to the end. What I really loved about this was how you sustained the creepy-yet-absurd tone throughout, and I think forcing the player to individually check each item while questioning their memory is just such a fantastic way of heightening the stakes. Excited to check out your other games! 

(+1)

Observation Duty as interactive fiction! What a neat idea! I've played a lot of OD and this captured that same feeling of "look at everything! pay attention!" Also those great OD moments when the anomaly is obvious--open eyes, see chair on ceiling, slam green button. Incorporating taste into the exploration was an hilarious addition. 

I would love to see this as a longer game and I'd say there's room to grow both the horror and comedy elements framing like this can produce. To me, the repetition and anti-climactic ending are hallmarks of this genre and felt fine. I'm going to play again and see if I can find more weirdness!

(1 edit)

I admire the idea, it’s cool, but as a non parser player I just couldn’t get through it. Press a button, then follow the same sequence of touch, smell, taste, examine, repeat until you get it wrong. I think it is a horror, despite what you said on NeoInteractives, because it sent me mad in the attempt.

It would be nice if, when you get it wrong and miss a change, it gave you a hint what change you’d missed.

(+1)

Good idea—I'll add it to the list of things to include in the next release.

(+1)

Iiinteresting.  A few small notes:

  • Typing "smell" gets the error "*** Run-time problem P10: Since the Lab is not allowed the property "sniffed", it is against the rules to try to use it."
  • At the end, "shielding" is misspelled.

I really like the subtle sense of creeping horror.  Nothing changed, minor changed, nothing changed, what the hell is that, nothing changed...

To that end, though, the ending was a little anticlimactic.  I guess I was expecting something to happen?  I don't know.

Thank you for this! I'm working on fixing those bugs now.

There may be more content added to the ending in the future—my focus was on the gameplay and I was working towards a deadline, but I have a few ideas for later updates.

My respect for finishing it. I couldn’t get close

(+1)

I admit to using a small parser trick: first, you can issue more than one command at a time (to be executed consecutively) by separating them with periods.  This is often really useful for traversing well-traveled rooms: "n. n. n. e. n. w. d. open door. up." rather than typing them all in consecutively.  And second, up-arrow scrolls back through your previous history.

Which means that I could up-arrow to something like "look. examine vase. examine flowers. smell flowers. etc. etc. etc." and have it do all the relevant room-examining things at once.  Made things much easier.