Note: 'Friends or Foes' is the only scene available.
The other scenes have short summaries to give you a rough idea of the general concept. I would advise you to play "Friends or Foes" first, then read the other scenes.
In all the scenes, you play as ''Sang'', a veteran from the war who has been missing in action for decades. Memories are about the war. In the present time, you meet //Mai//, your daughter: You decide what to tell her about your past, and acknowledge her as your daughter, or not.
In each scene, you have a limited number of actions you can perform:
- Each (text-color: black + green)[Choice] costs 1 (text-color: "#b39800")[Action Point], and influences your chances to achieve a (text-color: orange)[Final Decision],
- Each (text-color: orange)[Final Decision] also costs (text-color: "#b39800")[1 Action Point], and leads to the end of the scene no matter how many (text-color: "#b39800")[Action Points] you have left,
- If you spend all your (text-color: "#b39800")[Action Points] without making any (text-color: orange)[Final Decision], ''the scene will end'' nonetheless.
{<table>
<tr>
<th>MEMORIES</th>
<th>PRESENT</th>
</tr>
<tr><td>[[Friends or Foes->Intro]]
<BR>[[Rocks]]</td>
<td>[[Meeting Mai]]</td></tr>
}
{
(set: $Actions to 4)
(set: $SaveTravis to 50)
(set: $KillTravis to 50)
(set: $Aim to false)
(set: $Alone to false)
(set: $Insult to false)
(set: $Kick to false)
(set: $Lower to false)
(set: $Wound to false)
}
(text-color: yellow)[###Actions left: (print: $Actions)]
A thick heat dampens every fiber of your worn body, as you struggle to stand still in the slippery mud.
The jungle is never silent. There's always something after you. There's no peace in this emerald temple, where your most vicious fears wander endlessly.
You have never signed up for this. You have never signed up for this and yet -- yet here you are, with one last bullet in your rifle, and some painkillers in your chest pocket.
There's a soldier lying on the ground a few steps away from you. A longtime enemy. Gasping like a dying deer, he's clutching his wounded belly, and at a small rusted gun on the ground.
//His name was Travis.//
(display: "Choices Menu")
{
<hr>
<div align="center"><h4>ACTIONS</h4></div>
<table>
<tr><td><tr><td>(text-color: black + green)[Choices:]
(if: $Aim is false and $Actions > 1)[(link:"AIM")[(goto:"Aim")]]
(elseif: $Aim is false and $Actions <= 1)[(link:"AIM (last action)")[(goto:"End NO ACTION")]]
(if: $Aim is true and $Actions > 1 and $Alone is false)[(link:"INTERROGATE")[(goto:"Alone")]](elseif: $Aim is true and $Actions <= 1 and $Alone is false)[(link:"INTERROGATE (last action)")[(goto:"End NO ACTION")]]
(if: $Insult is false and $Actions > 1)[(link:"HUMILIATE")[(goto:"Insult")]](elseif: $Actions <= 1 and $Insult is false)[(link:"HUMILIATE (last action)")[(goto:"End NO ACTION")]]
(if: $Insult is true and $Actions > 1 and $Kick is false)[(link:"HURT")[(goto:"Kick")]]
(elseif: $Insult is true and $Actions <= 1 and $Kick is false)[(link:"HURT (last action)")[(goto:"End NO ACTION")]]
(if: $Lower is false and $Actions > 1)[(link:"HOLSTER")[(goto:"Lower")]]
(elseif: $Lower is false and $Actions <= 1)[(link:"HOLSTER (last action)")[(goto:"End NO ACTION")]]
(if: $Lower is true and $Actions > 1 and $Wound is false)[(link:"EXAMINE")[(goto:"Wound")]]
(elseif: $Lower is true and $Actions <= 1 and $Wound is false)[(link:"EXAMINE (last action)")[(goto:"End NO ACTION")]]
</td>
<td>(text-color: orange)[Final Decisions:]
<span class="decision">
(if: $SaveTravis >=50 and < 65)[(link:"TRY TO SAVE TRAVIS NOW: Travis`'`s chances of survival are not very high.")[(goto:"End SAVE")]]
(elseif: $SaveTravis < 50 and > 39)[(link:"TRY TO SAVE TRAVIS NOW: Travis`'`s chances of survival are <i>very low</i>.")[(goto:"End SAVE")]]
(elseif: $SaveTravis < 39)[(link:"TRY TO SAVE TRAVIS NOW: <i>Travis had almost no chance of survival</i>.")[(goto:"End SAVE")]]
(elseif: $SaveTravis >= 65)[(link:"TRY TO SAVE TRAVIS NOW: <i>There may be some hope for Travis</i>.")[(goto:"End SAVE")]]</span>
<span class="decision">
(if: $KillTravis >=50 and <= 70)[(link:"TRY TO KILL TRAVIS NOW: You have good chances to hit him.")[(goto:"End KILL")]]
(elseif: $KillTravis > 70)[(link:"TRY TO KILL TRAVIS NOW: You are <i>most probably not going to miss your shot.</i>")[(goto:"End KILL")]]
(elseif: $KillTravis < 50)[(link:"TRY TO KILL TRAVIS NOW: You <i>are not very confident about this</i>.")[(goto:"End KILL")]]</span>
</td></tr>
</table>
}
{(set: $Actions to $Actions - 1)
(set: $Kick to true)
(if: $Actions is 2)[
(set: $SaveTravis to it - 15)
(set: $KillTravis to it + 15)
]
(elseif: $Actions is 1)[
(set: $SaveTravis to it - 20)
(set: $KillTravis to it + 20)
]
}
(text-color: yellow)[####Actions left: (print: $Actions)]
(if: $Actions > 1)[Travis curls up and shouts loudly:
"Fuck you!"]\
(else:)[Travis stifles a cry of pain. Trembling, he wipes his wet cheeks and mutters for himself:
"Please... Make it stop..."]
(display: "Choices Menu")
(set: $SaveTravisSuccess to (random: 1, 100))
(if: $SaveTravisSuccess < $SaveTravis and $Actions > 1)[You gave Travis your last pill, and wait. After a short while, he seems to feel relieved. You use your worn shirt to patch Travis's wound, and carry him on your shoulders.](else:)[You gave Travis your last pill, and wait. After a short while, you realize he's still agonizing on the muddy ground. There's nothing more you can do. Travis's eyes roll; his head tilts on the side, lifeless. You walk away without looking back.]
{
(if: $Alone is false)[Suddenly, steps.
Human voices.
If you move, the soldiers will hear you.]
(else:)[Knowing that more soldiers would come, you hide between gigantic roots and leaves. <br>
The soldiers scream, slash plants with machetes. You try not to breathe. Your bended limbs ache. After ages in the mud, after the voices fade away in the distance, you shake your numbed legs, and run as fast as you can.]
}
[[Restart?->Intro]]
[[Back to the Timeline?->Start]]
{(set: $Actions to $Actions - 1)
(set: $Insult to true)
(if: $Actions is 3)[
(set: $SaveTravis to it - 10)
(set: $KillTravis to it + 5)
]
(elseif: $Actions is 2)[
(set: $SaveTravis to it - 15)
(set: $KillTravis to it + 10)
]
(elseif: $Actions is 1)[
(set: $SaveTravis to it - 5)
]
}
(text-color: yellow)[####Actions left: (print: $Actions)]
(if: $Actions is 2)[Travis doesn't say anything, but a bitter smirk appears on his trembling lips.](else:)[Weary, Travis looks away with a bitter smile on his livid face and says:
"You think you're a hero, aren't you?"]
(display: "Choices Menu")
{(set: $Actions to $Actions - 1)
(set: $Aim to true)
(if: $Actions is 3)[
(set: $SaveTravis to it - 10)
(set: $KillTravis to it + 20)
]
(elseif: $Actions is 2)[
(set: $SaveTravis to it - 15)
(set: $KillTravis to it + 25)
]
(elseif: $Actions is 1)[
(set: $SaveTravis to it - 20)
(set: $KillTravis to it + 30)
]
}
(text-color: yellow)[####Actions left: (print: $Actions)]
(if: $Actions >= 2)[Scared, Travis tries to move and gasps:
"No...!"](else:)[Travis stares silently at you without moving. A glimpse of fear brings some life back in his faint eyes.]
(display: "Choices Menu")
{(set: $Actions to $Actions - 1)
(set: $Wound to true)
(if: $Actions is 2)[
(set: $SaveTravis to it + 20)
(set: $KillTravis to it + 5)
]
(elseif: $Actions is 1)[
(set: $SaveTravis to it + 10)
(set: $KillTravis to it + 10)
]
}
(text-color: yellow)[####Actions left: (print: $Actions)]
(if: $Actions is 2)[Travis quivers as you roll up his shirt and examine the wound. It's deep, but fresh. You think of your last pill in your pocket. Does your enemy deserve to be saved?](else:)[Travis doesn't even move when you open his shirt to examine the wound. It's deep, but fresh. Alas, Travis has already lost too much blood and is barely conscious.]
(display: "Choices Menu")
{(set: $Actions to $Actions - 1)
(set: $Lower to true)
(if: $Actions is 3)[
(set: $SaveTravis to it + 15)
(set: $KillTravis to it - 10)
]
(elseif: $Actions is 2)[
(set: $SaveTravis to it + 10)
(set: $KillTravis to it - 5)
]
(elseif: $Actions is 1)[
(set: $SaveTravis to it + 5)
]
}
(text-color: yellow)[####Actions left: (print: $Actions)]
(if: $Actions > 1)[Travis's weak fingers let go of the gun. Muffling a cry of pain, his eyes silently beg for your help.](else:)[Travis closes his eyes. He is too weak to move. His gun slips from his hand, and falls on his lap.]
(display: "Choices Menu")
''ACTIONS'':
- You start with a maximum number of ACTIONS you can carry out before the sequence automatically ends.
- You can carry out each ACTION only once.
''DECISIONS'':
- DECISIONS have a //success rate// influenced by the CHOICES you make (see below).
- If you don't make any DECISION before the end of a sequence, the game will decide for you. :)
''CHOICES'':
- CHOICES influence the //success rate// of your final DECISIONS in a positive or a negative way.
- The order of your CHOICES is also important e.g., making a CHOICE before or after the other CHOICES will produce different results.
//HINTS//
- In "FRIENDS OR FOES", Dan's reactions are influenced by his mental/physical state. His mental/physical state degrades over time, but this degradation can be aggravated/nuanced by the CHOICES you make.
- There is no "good" DECISION.
- You can perform 4 ACTIONS... or less.
[[Good luck!->Start]] :)
(set: $KillTravisSuccess to (random: 1, 100))
(if: $KillTravisSuccess < $KillTravis and $Actions is not 0)[You shoot Travis's head. It silences the jungle for a brief moment.]
(else:)[You shoot, but somewhat miss. The noise silences the jungle for a brief moment. You're not sure why you're here, standing, staring at a dying man.]
{
(if: $Alone is false)[Suddenly, steps.
Human voices.
If you move, the soldiers will hear you.]
(else:)[Knowing that more soldiers would come, you hide between gigantic roots and leaves. <br>
The soldiers scream, slash plants with machetes. You try not to breathe. Your bended limbs ache. After ages in the mud, after the voices fade away in the distance, you shake your numbed legs, and run as fast as you can.]
}
[[Restart?->Intro]]
[[Back to the Timeline?->Start]]
{(set: $Actions to $Actions - 1)
(if: $Actions is 3)[
(set: $SaveTravis to it - 5)
(set: $KillTravis to it - 5)
]
(elseif: $Actions is 2)[
(set: $SaveTravis to it - 10)
(set: $KillTravis to it - 10)
]
}
(text-color: yellow)[####Actions left: (print: $Actions)]
(if: $Actions > 1)[Travis whispers:
"They shot me...! They're still close by. We have to hide... please!"](set: $Alone to true)(else:)[Travis closes his eyes and remains silent.]
(display: "Choices Menu")
{
(print: "<script>$('html').removeClass(\)</script>")
(if: (passage:)'s tags's length > 0)[
(print: "<script>$('html').addClass('" + (passage:)'s tags.join(' ') + "'\)</script>")
]
}
In this future scene, you'll face the following choices:
> Rebel or not against Hiep, your superior, who's playing a sick game with Travis: Hiep is shooting rocks at Travis, using him as a living target. (Travis is blindfolded, his hands tied in the back.) You can "play the game" or not.
> You can go as far as killing Travis or killing your superior.
> If Sang kills Travis in this scene, the option to kill Travis in //Friends or Foes// won't be available anymore: You define the order and the meaning of the events!
TO BE CONTINUED
[[Start]]
A scene in the present time. You're playing "The Man"
> Mai, a young woman, has been looking for Sang, her father who has been Missing In Action for decades. You can tell her that you truly are her father... or that you are Travis, a soldier who fought against him.
> Based on your knowledge, and what you experienced before, you'll see in May's reactions if she believes you, or not (and if she's able to hear the truth).
TO BE CONTINUED
[[Start]]
Suddenly, steps.
Human voices.
If you move, the soldiers will hear you.
[[Restart?->Intro]]
[[Back to the Timeline?->Start]]