I am happy to release Lethe 0.6, a second release candidate. The game now starts with the opening paragraph, rather than a description. Gameplay is unchanged.
After a couple of final tweaks, I am happy to release a 'final' version of Lethe. I hope that readers/players will appreciate a new opportunity to experience Thomas M Disch's Amnesia story. I would like again to thank Aaron A. Reed for the article that inspired me to try my hand at writing a game based on the script and the folks at Inkle Studios who created the Ink narrative scripting language and Inky editor. My largest thank-you goes to the literary executor for the estate of Thomas M Disch, for his kind permission to distribute this game publicly on a non-commercial basis. Play Lethe
I am happy to release Lethe 0.5. This version is a feature complete release candidate; the primary changes being improvements to the labeling of the buttons for saving, loading and restarting the game and for toggling between light and dark mode themes. Play Lethe
Lethe is an 'interactive fiction' game with an emphasis on the ‘fiction’ as opposed to the ‘game’. It focuses on narrative and presents the player with decisions of significance to plot and character, as opposed to geographic navigation and basic survival, like shelter and food. It is my ambition that the player will be able to traverse the majority of the narrative content of the script. Disch’s Amnesia manuscript divides into a first section focused on narrative, followed by a ‘city grid’ section, implementation revisions, notes and finally what appears to be some code. The latter parts of the file are difficult or impossible to read due to poor quality scanning of the original paper documents. The city grid content mostly entails navigating Manhattan. It contains some interesting descriptions of New York landmarks in 1986, but – in my view – is surplus to the story. Aaron A Reed and previous commentators, remark on the tedium of navigating the city grid and dealing...
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