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After-Words
Date
2021
Experiments in UI and concision
Like Domestic Elementalism, this game was partly an exploration of text adventure UI. I also wanted to explore whether, in extremely few words, I could still give the player enough familiarity with a very alien world to be able to solve its puzzles.
A text-based game where the player explores a surreal floating city, in which all room descriptions, lines of dialogue, item descriptions and action text are a maximum of two words.
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