39 KiB
act4
SceneSetup.act4();
publish("SAVE_GAME", ["act4"]);
Game.FORCE_CANT_SKIP = true;
(...5001)
publish("set_how_many_prompts", [1]);
Game.FORCE_CANT_SKIP = false;
Game.CLICK_TO_ADVANCE = true;
n3: (game auto-saved)
Game.clearText();
Game.FORCE_CANT_SKIP = true;
(...1001)
var hong_frame = _.INJURED ? 9 : 0;
publish("act4", ["hong_walks_in",hong_frame]);
sfx("grass_step1", {volume:0.1});
(...666)
publish("act4", ["hong_walks_in", "next"]);
sfx("grass_step2", {volume:0.2});
(...666)
publish("act4", ["hong_walks_in", "next"]);
sfx("grass_step1", {volume:0.25});
(...666)
publish("act4", ["hong_walks_in", "next"]);
sfx("grass_step2", {volume:0.3});
(...666)
publish("act4", ["hong_walks_in", "next"]);
sfx("grass_step1", {volume:0.35});
(...1667)
publish("act4", ["hong_walks_in", "next"]);
sfx("grass_step2", {volume:0.35});
(...666)
publish("act4", ["hong_walks_in", "next"]);
sfx("grass_step1", {volume:0.35});
(...666)
publish("act4", ["hong_walks_in", "next"]);
sfx("grass_step2", {volume:0.35});
(...1333)
publish("act4", ["hong_walks_in", "next"]);
sfx("grass_step1", {volume:0.20});
(...167)
publish("act4_hong_sits");
(...66)
publish("act4", ["hong_transition", "next"]);
sfx("squeak");
(...133)
publish("act4", ["hong_transition", "next"]);
(...1333)
publish("act4", ["hong_transition", "next"]);
sfx("rustle");
(...333)
publish("act4", ["hong_transition", "next"]);
(...1001)
publish("act4", ["hong_transition", "next"]);
(...333)
publish("act4", ["hong_transition", 9]);
sfx("sandwich");
(...333)
publish("act4", ["hong_transition", 10]);
(...333)
publish("act4", ["hong_transition", 9]);
(...333)
publish("act4", ["hong_transition", 10]);
(...333)
publish("act4", ["hong_transition", 9]);
(...333)
publish("act4", ["hong_transition", 10]);
(...333)
publish("act4", ["hong_transition", "next"]);
(...1466)
publish("act4-out-1");
(...201)
publish("act4", ["hong_transition", "next"]);
(...99)
publish("act4", ["hong_transition", "next"]);
(...99)
publish("act4", ["hong_transition", "next"]);
(...99)
publish("act4", ["hong_transition", "next"]);
(...99)
publish("act4", ["hong_transition", "next"]);
(...99)
publish("act4", ["hong_transition", "next"]);
(...99)
publish("act4", ["hong_transition", "next"]);
(...99)
publish("act4", ["hong_transition", "next"]);
(...99)
publish("act4", ["hong_transition", "next"]);
(...99)
publish("act4-show-chars");
Game.FORCE_CANT_SKIP = false;
(...901)
hong({body:"sigh_1"})
(...601)
hong({body:"sigh_2"});
bb({eyes:"look_down"});
h: sigh
hong({body:"hold", eyes:"normal", mouth:"normal"});
bb({eyes:"normal"});
h: So what the ^hell^ was the moral of this story?
hong({body:"one_up", eyes:"annoyed"})
h: What did we even learn? I was being stupid, my "friends" were using me, and we almost frickin' died.
hong({body:"normal", eyes:"normal"})
{{if _.INJURED}}
Yeah, not to mention the hospital bill.
{{/if}}
{{if !_.INJURED}}
Yeah, not to mention the liver damage.
{{/if}}
Yeah, that was the worst-case scenario.
act4a_bill
hong({eyes:"annoyed_l", mouth:"narrow"});
h: Right. I don't think my insurance plan covers "being a dumb^ass^".
hong({eyes:"annoyed", mouth:"normal"});
b: And yet... we survived!
hong({eyes:"normal"});
h: ?
(#act4b)
act4a_liver
bb({eyes:"normal_d"});
b: We definitely shaved a few years off our life expectancy...
bb({eyes:"surprise"});
b: But at least we still have a life expectancy! We survived!
hong({eyes:"surprise"});
bb({eyes:"normal"});
h: ?
(#act4b)
act4a_worst
bb({eyes:"normal_d"});
b: And yet...
h: Hm?
bb({eyes:"surprise"});
b: We survived!
(#act4b)
act4a_right
bb({eyes:"normal_d"});
b: But... you were right, too.
hong({eyes:"surprise"});
h: Hm?
bb({eyes:"normal"});
b: I was the wolf who cried wolf. So when actual danger came, you – justifiably – didn't believe me.
bb({eyes:"surprise_r"});
b: And yet, we survived!
(#act4b)
act4b
bb({eyes:"normal", mouth:"normal"});
hong({eyes:"normal", mouth:"normal"});
b: Despite everything, we're still here.
hong({eyes:"suspect"});
{{if _.INJURED}}
h: You seem pretty calm considering we just had a near-death experience.
{{/if}}
{{if !_.INJURED}}
h: You seem pretty calm considering we just had a near-near-death experience.
{{/if}}
hong({eyes:"normal"});
bb({eyes:"annoyed_d", mouth:"narrow"});
b: Well, it makes everything else less scary in comparison. It's also got me thinking.
bb({eyes:"normal", mouth:"normal"});
b: If me fighting you sucks, because it doesn't protect you...
h: But me fighting you also sucks, because it just makes you yell louder...
bb({eyes:"normal_r"})
b: Then maybe...
bb({eyes:"normal"})
h: Maybe we don't have to fight.
Game.FORCE_CANT_SKIP = true;
Game.clearText();
(...301)
publish("smash",[0]);
(...2001)
publish("smash",[1]);
sfx("smash_glass");
(...2601)
publish("smash",[2]);
bb({eyes:"normal", mouth:"normal"});
hong({eyes:"normal", mouth:"normal"});
(...2001)
Game.FORCE_CANT_SKIP = false;
(#act4b_2)
act4b_2
music('dontfight',{fade:5, volume:0.6});
bb({eyes:"annoyed_d"});
b: I'm not a Big Bad Wolf. But I'm not a guard-wolf either.
bb({eyes:"sad_d"})
b: I'm a battered shelter dog.
bb({eyes:"sad"})
b: We've been through rough stuff. Maybe trauma or neglect. That's why I sometimes over-react and go:
sfx("yaps", {volume:0.6});
bb({body:"yap_1"});
Game.FORCE_CANT_SKIP = true;
Game.WORDS_HEIGHT_BOTTOM = 215;
Game.FORCE_TEXT_DURATION = 90;
Game.FORCE_NO_VOICE = true;
b: YAP YAP YAP YAP YAP
(...1884)
Game.WORDS_HEIGHT_BOTTOM = -1;
Game.FORCE_CANT_SKIP = false;
bb({body:"normal", mouth:"scream", eyes:"scream_sad"});
b: But I don't want to be a cowardly dog! I want to protect you! I want to be a good dog!
bb({eyes:"sad", mouth:"normal"});
b: Human... will you help tame this wolf?
hong({eyes:"sad"})
h: I... I'll try.
hong({eyes:"normal_l", body:"chin", mouth:"narrow"})
h: Okay. Healthy relationship with emotions. Relationships need communication. So, let's communicate.
hong({eyes:"normal", body:"hands_1", mouth:"normal"})
h: The next five minutes are going to sound super cheesy, but let's fake it 'til we make it.
hong({body:"hands_2", mouth:"normal"});
h: Dear inner wolf... how are you feeling?
n2: TOTAL FEARS USED:
n2: HARMED {{.attack_harm_total}}, UNLOVED {{.attack_alone_total}}, BAD PERSON {{_.attack_bad_total}}
n2: WHAT FEAR DO YOU WANT TO TALK ABOUT FIRST? (YOU CAN DO THE OTHERS LATER)
_.a4_fears_discussed = 0;
_.num_thanks = 0;
hong({body:"normal"});
bb({eyes:"normal"});
act4_harm
_.a4_talked_about_harm = true;
_.a4_fears_discussed += 1;
bb({eyes:"normal_d"})
b: I want to protect your need for physical safety,
bb({eyes:"sad_d"})
b: But the whole world seems so dangerous. So full of tragedy and evil.
bb({eyes:"sad"})
{{if _.a4_fears_discussed==1}}
b: I dunno, enough of me choosing what to say next. What do you say, human?
{{/if}}
{{if _.a4_fears_discussed==2}}
b: Again, back to you, human. What do you think?
{{/if}}
{{if _.a4_fears_discussed==3}}
b: More thoughts, human?
{{/if}}
Game.OVERRIDE_CHOICE_SPEAKER = "h"
You're right. So let's protect ourselves.
Let's expose ourselves to more danger.
Thank you. _.thanks_for = "physical safety";
act4_harm_skills
bb({eyes:"look_down", body:"paw"})
b: But... how? I have fangs and claws, but I'm just a metaphor.
bb({ body:"normal", eyes:"normal" });
hong({ body:"one_up", eyes:"surprise" });
h: We could learn self-defense? Join a community that protects each other? Improve our general health & personal boundaries?
bb({ eyes:"annoyed_r" });
hong({ body:"normal", eyes:"normal" });
b: Maybe, but...
What if they still don't work?
What if we go overboard on "safety"?
act4_harm_skills_start
bb({ eyes:"sad_d" })
b: There's so much to do, so much we need to fix about ourselves. What do we even begin with?
hong({ body:"shrug", eyes:"surprise" })
h: We're beginning right now.
bb({ eyes:"normal", mouth:"narrow" })
b: Eh?
bb({ body:"normal", mouth:"normal" });
hong({ body:"normal", mouth:"normal", eyes:"normal"});
h: We're practicing good communication right now. Which will help us detect danger better, with fewer false positives,
hong({ eyes:"surprise" });
h: And that will help protect us from harm!
hong({ eyes:"normal", mouth:"normal" });
h: Therefore: this is self-defense training.
bb({ eyes:"normal_r" })
b: Huh. I was expecting more of this:
Game.FORCE_CANT_SKIP = true;
Game.clearText();
hong({ eyes:"sad", mouth:"smile" });
bb({ body:"karate_1" });
sfx("hiya");
(...1001)
Game.FORCE_CANT_SKIP = false;
(#act4_something_else)
act4_harm_skills_work
bb({ eyes:"normal" });
h: True, there's no way to 100% protect ourselves...
hong({ body:"one_up" });
h: But even a 1% improvement is still worth something, right?
bb({ eyes:"annoyed" });
hong({ normal:"one_up" });
b: You're seeing the glass as not 99% empty, but 1% full?
bb({ eyes:"normal" });
h: Which is still worth something if you're stranded in the desert.
bb({ eyes:"closed" });
b: Well. Bottoms up, then.
(#act4_something_else)
act4_harm_skills_overboard
bb({ body:"chest", eyes:"annoyed" })
b: I mean, the whole reason you ignored my warnings was because I went overboard with safety!
bb({ body:"normal", eyes:"normal" })
h: Naw, you're right. We would want to do safety in moderation. Everything in moderation.
bb({ eyes:"suspect" })
b: Sorry, EVERYTHING in moderation?
hong({ eyes:"annoyed" })
h: A moderate number of things in moderation.
bb({ eyes:"closed" });
hong({ eyes:"normal" });
b: Thank you for making your statements recursively self-consistent.
(#act4_something_else)
act4_harm_exposure
bb({ mouth:"scream_talk", eyes:"scream", MOUTH_LOCK:true });
b: WHAT
bb({ mouth:"narrow", eyes:"suspect" });
hong({ body:"one_up" });
h: I mean, let's say a dog is scared of thunder.
hong({ body:"hands_1" });
h: One trick trainers use is to play a recording of thunder at a low volume, then give the dog a treat for staying calm.
hong({ body:"hands_2" });
h: Over several days, the trainer raises the volume bit by bit, until the dog has overcome their fear of thunder.
hong({ body:"normal", eyes:"surprise" });
bb({ mouth:"normal", eyes:"normal" });
h: It's called exposure therapy!
hong({ body:"point", eyes:"normal" });
h: Since you're a dog, it should work for you too, right? All mammals have the same fight-or-flight response.
hong({ body:"normal" });
What if we desensitize too much?
What if we're exposed to real danger?
I'm a wolf, not a dog. bb({ eyes:"suspect" })
act4_harm_exposure_dog
h: And I'll show you kindness and patience 'til you're domesticated into a cute lil' puppy.
bb({ MOUTH_LOCK:true })
b: ...
bb({ eyes:"sad", mouth:"smile" })
b: D'aw.
(#act4_something_else)
act4_harm_exposure_overboard
bb({ eyes:"annoyed" })
b: We just saw what happens if you shut down your fear – you put yourself in actually dangerous situations.
bb({ eyes:"angry_r", body:"one_up" })
b: Besides, won't too much desensitization turn us into psychopaths?
bb({ mouth:"scream", eyes:"scream", body:"two_up" })
b: Soon we'll give ourselves treats while watching snuff murder porn!
hong({ eyes:"annoyed" })
h: I... think there's a line between that and the thunder.
bb({ body:"normal", mouth:"normal", eyes:"suspect" })
b: But exactly where, human? Where?!
hong({ eyes:"surprise", body:"one_up" })
h: I don't know. But you can help me!
hong({ eyes:"normal", body:"normal" })
h: Working and negotiating with you, we'll draw that line.
bb({ body:"paw", mouth:"narrow", eyes:"closed" })
b: Okay. But I've got no opposable thumbs, so you have to do the drawing.
(#act4_something_else)
act4_harm_exposure_hurt
bb({ body:"two_up", eyes:"angry_r" })
{{if _.INJURED}}
b: For example: we jumped off a freaking roof!
{{/if}}
{{if !_.INJURED}}
b: For example: we almost jumped off a freaking roof!
{{/if}}
hong({ eyes:"annoyed" });
bb({ body:"normal", eyes:"annoyed" });
h: Nah you're right. One can go too far.
hong({ eyes:"normal" });
h: But that's why, if we do exposure therapy, we'll start small, and make small steps upward.
h: Just before we hit actual danger, we stop.
bb({ eyes:"annoyed_r", mouth:"narrow" });
b: Yeah I draw the line between hearing loud thunder, and standing in a storm with a tall pointy hat.
(#act4_something_else)
act4_thanks
_.num_thanks += 1
{{if _.num_thanks==1}}
(#act4_thanks_1)
{{/if}}
{{if _.num_thanks==2}}
(#act4_thanks_2)
{{/if}}
{{if _.num_thanks==3}}
(#act4_thanks_3)
{{/if}}
act4_thanks_1
bb({ MOUTH_LOCK:true })
b: ...
bb({ eyes:"annoyed" })
b: Wait, no arguments for or against what I'm feeling? Just... "thank you"?
hong({ eyes:"surprise", body:"shrug" })
h: Yeah! Thank you for showing your concern for my {{_.thanks_for}}.
bb({ eyes:"closed_annoyed", MOUTH_LOCK:true });
hong({ eyes:"normal", body:"normal" });
b: ...
h: You okay?
bb({ eyes:"super_sad", mouth:"narrow" });
b: You've never said thank you to me before.
hong({ mouth:"smile" });
h: Aw you big fuzzy-wuzzy panic-wolf.
(#act4_something_else)
act4_thanks_2
h: Even if you over-react, I appreciate you looking out for my {{_.thanks_for}}.
bb({ eyes:"annoyed" })
b: Wait... you're not just repeating "thank you" to avoid actually talking about these fears, are you?
bb({ eyes:"normal" });
hong({ eyes:"annoyed", body:"chin" });
h: Well, stuff's complicated, and I don't always have answers ready.
hong({ eyes:"annoyed_l", body:"one_up" })
h: It's not like life gives you a list of 3 pre-made dialogue responses.
hong({ eyes:"normal", mouth:"smile", body:"normal" })
h: But for now, at least I can at least say thanks.
b: Well, thank you too, for listening to me patiently.
bb({ eyes:"closed" });
b: You small hairless flesh-mammal.
(#act4_something_else)
act4_thanks_3
h: Even if your yapping scares me, you're simply trying to protect my {{_.thanks_for}}.
bb({ eyes:"smile_r" });
b: Okay, if you keep flattering me like this, the internet's gonna get some weird ideas about us.
bb({ eyes:"smile" });
hong({ eyes:"annoyed" });
h: C'mon, I'm just a vulnerable college-age kid and you're a big, scary wolf. What's the worst that cou--
hong({ eyes:"normal", body:"point" });
h: Actually, do not answer that.
(#act4_something_else)
act4_alone
_.a4_talked_about_alone = true;
_.a4_fears_discussed += 1;
bb({ eyes:"sad_d" });
b: I want to make sure you fulfil that deep, human need to belong...
bb({ eyes:"sad_u" });
b: But I worry that if anyone ever knew us – the real us – we'd scare them all away.
bb({ eyes:"sad" });
{{if _.a4_fears_discussed==1}}
b: I dunno, enough of me choosing what to say next. What do you say, human?
{{/if}}
{{if _.a4_fears_discussed==2}}
b: Again, back to you, human. What do you think?
{{/if}}
{{if _.a4_fears_discussed==3}}
b: More thoughts, human?
{{/if}}
Game.OVERRIDE_CHOICE_SPEAKER = "h"
I agree: let's work on our social life.
I think people like us. Let's find out?
Thank you. _.thanks_for = "social belonging";
act4_alone_skills
bb({ eyes:"normal" });
hong({ body:"chin" });
h: We could practice skills like asking questions, listening and empathizing, being open and vulnerable, etc?
hong({ eyes:"normal_l" });
h: Or make better social habits, like scheduling time with friends or regularly going to meetups?
hong({ body:"one_up" });
h: Could also learn to get more comfortable with rejection.
hong({ eyes:"normal" });
h: Or learn to know when people aren't rejecting us, they're just tired or have Resting ^Bitch^ Face.
hong({ body:"normal" });
bb({ eyes:"annoyed_r" });
b: That's a lot of options. But, about "learning social skills"...
Won't that make us easier to manipulate?
act4_alone_skills_manipulative
bb({ eyes:"suspect" });
b: Aren't serial killers who can read their victims' emotions great at "empathy"?
bb({ eyes:"annoyed" });
b: Didn't Charles Manson win friends and influence people?
hong({ eyes:"annoyed", body:"chin" });
h: No, you're right.
h: "Social skills" mean nothing if we don't genuinely care for people.
hong({ body:"normal" });
h: Basically, just don't be a ^dick^.
bb({ eyes:"annoyed", mouth:"smile" });
b: That's a motivational poster caption right there.
hong({ body:"shrug", mouth:"narrow" });
h: “Don't Be A ^Dick^™”
(#act4_something_else)
act4_alone_skills_manipulated
bb({ eyes:"angry" })
b: We'll become a Welcome doormat, saying Please and Thank You as people wipe their feet on us!
bb({ mouth:"scream", eyes:"scream" })
b: We'll kiss so much butt, it'll look like we're wearing brown lipstick!
bb({ mouth:"normal", eyes:"normal" });
hong( body:"chin" });
h: Nah, you're right. "Social skills" can't be just about pleasing others, it's also got to be about setting boundaries.
hong( body:"one_up" });
h: We can't invite others into our home, if we have no walls to hold up our home.
hong( eyes:"angry", mouth:"narrow" });
bb( eyes:"annoyed", mouth:"smile" });
h: Also... re: that lipstick mental image... ew??
(#act4_something_else)
act4_alone_skills_fail
bb({ eyes:"annoyed" });
h: We might fail. Actually, we will fail.
bb({ eyes:"normal" });
hong({ eyes:"surprise", body:"shrug" });
h: And that's fine! Failing is how anyone learns anything new at first!
hong({ body:"normal", eyes:"normal" });
h: So let's fail forward together, yeah?
bb({ eyes:"normal_r" });
b: Sure, I guess... worst-case scenario, we can just skip town and get a new identity.
bb({ eyes:"normal" });
h: Yeah I think that only costs two bitcoins these days.
(#act4_something_else)
act4_alone_experiment
hong({ body:"one_up" });
bb({ eyes:"normal" });
h: We could try some experiments!
hong({ body:"chin" });
h: We could ping a friend to hang out, reconnect with an old pal, or even just chat with a barista.
hong({ body:"normal" });
h: I think we may find we're more likeable than we suspect.
bb({ eyes:"annoyed" });
What if these are small, cheap "wins"?
What if this is a burden to others?
But small talk isn't the real us!
act4_alone_experiment_real_us
bb({ eyes:"sad" });
b: If we put on a shallow smile, we'll never really connect with anyone,
bb({ eyes:"super_sad" });
b: But if we open up, other people will see all our messed-up insides!
hong({body:"chin", mouth:"narrow", MOUTH_LOCK:true})
h: ...
hong({body:"normal", mouth:"normal"});
bb({eyes:"normal"});
h: Roll over.
b: What.
hong({body:"hands_1"})
h: When dogs want to show love and trust, they make themselves vulnerable by exposing their belly.
hong({body:"one_up"})
h: Maybe we're not yet secure enough to be too vulnerable, but with enough training,
hong({body:"normal", eyes:"surprise"})
h: One day we can show people the real us – all messed-up, all human.
hong({eyes:"normal"});
bb({ eyes:"super_sad", mouth:"smile", body:"chest" });
b: I'll roll over if you give me a treat.
bb({ eyes:"normal", mouth:"normal" });
h: No.
(#act4_something_else)
act4_alone_experiment_cheap
b: Saying "hi" to the barista isn't exactly gold-medal performance in the Social Butterfly Olympics.
hong({ body:"point", eyes:"surprise" });
bb({ eyes:"normal" });
h: It is for us!
hong({ body:"one_up", eyes:"annoyed" });
h: In the social arena, we're not even featherweight class, we're like... quark-weight.
hong({ body:"normal", eyes:"normal" });
h: If we have to start with small, cheap wins, so be it. Gotta climb the 1st step before the 1000th step.
b: Yeah! Maybe after saying "Hi", we can advance to saying...
bb({ body:"two_up", mouth:"smile", eyes:"smile_u" });
b: "How are you?"
hong({ body:"shrug", mouth:"smile", eyes:"surprise_l" });
h: "Not much!"
(#act4_something_else)
act4_alone_experiment_burden
bb({ eyes:"suspect_r" })
b: Maybe the barista just wants to make some dang coffee, not be an experiment to see if our social skills suck.
bb({ eyes:"annoyed" })
h: Well, if it turns out we are being a burden...
hong({ eyes:"surprise" });
bb({ eyes:"normal" });
h: That's good to know, too!
hong({ eyes:"normal" });
h: We can then learn how to pro-actively ask people what they're comfortable with, to know and respect others' boundaries.
hong({ eyes:"annoyed_l", mouth:"narrow" });
bb({ eyes:"annoyed", mouth:"smile" });
h: Y'know, all that "inter-personal skills" ^crap^ we see in counselor brochures.
(#act4_something_else)
act4_bad
_.a4_talked_about_bad = true;
_.a4_fears_discussed += 1;
bb({ eyes:"annoyed_r" })
b: I want to defend your moral needs, that drive to become a better person,
bb({ eyes:"sad_d" })
b: But it just feels like deep down, we're so fundamentally... broken.
bb({ body:"two_up", eyes:"angry" })
{{if _.INJURED}}
b: And don't tell me we're not messed up. We jumped off a roof.
{{/if}}
{{if !_.INJURED}}
b: And don't tell me we're not messed up. We almost jumped off a roof.
{{/if}}
bb({ body:"normal", eyes:"sad" })
{{if _.a4_fears_discussed==1}}
b: I dunno, enough of me choosing what to say next. What do you say, human?
{{/if}}
{{if _.a4_fears_discussed==2}}
b: Again, back to you, human. What do you think?
{{/if}}
{{if _.a4_fears_discussed==3}}
b: More thoughts, human?
{{/if}}
Game.OVERRIDE_CHOICE_SPEAKER = "h"
So we're broken. Let's fix us.
So we're broken. Let's accept it.
Thank you. _.thanks_for = "moral well-being";
act4_bad_fix
bb({eyes:"normal"});
hong({body:"chin"});
h: We could slowly build better habits, get our life more in line with what we value,
hong({body:"one_up"});
h: And if needed, we could get professional help – a therapist or counsellor.
hong({body:"normal"});
h: There's ways to fix us.
We can't afford professional help.
act4_bad_fix_cant
hong({eyes:"annoyed"});
h: Nah, I guess you're right.
h: We can't fix it all.
bb({mouth:"scream", eyes:"scream_sad"});
b: Ahhh I knew it we'll always be broken!
hong({eyes:"surprise"});
h: But we can at least be less broken.
bb({mouth:"normal", eyes:"annoyed"});
hong({eyes:"sad", mouth:"smile"});
h: Scars heal with time, but they never go away. And that's okay.
bb({eyes:"annoyed_r"});
b: I guess. Besides,
Game.FORCE_TEXT_Y = 460;
Game.clearText();
publish("act4-sexy", [true]);
b: Scars are sexy.
Game.FORCE_TEXT_Y = -1;
Game.clearText();
publish("act4-sexy", [false]);
bb({body:"chest", mouth:"smile_talk", MOUTH_LOCK:true, eyes:"sexy"}, 0);
hong({eyes:"normal", mouth:"normal"}, 0);
h: Please do not do that.
(#act4_something_else)
act4_bad_fix_too_much
bb({ eyes:"angry_d" })
b: This feels sick to admit, but... some part of me wants to have this disorder.
bb({ eyes:"angry" })
b: I mean, without it, won't we be boring?
bb({ eyes:"sad_r", body:"one_up" })
b: Without the disorder, won't our art become stale and bland?
bb({ eyes:"sad_u", body:"two_up" })
b: Without the disorder, won't we be unable to connect with our friends who have the disorder?
bb({ eyes:"sad", body:"chest" })
b: If we're ever content with life, won't we stop driving ourselves to do great things?
hong({ MOUTH_LOCK:true })
h: ...
h: If we even fear... "running out of fears"...
h: I don't think we're gonna run out of fears.
bb({ eyes:"smile_u", body:"normal", mouth:"smile" })
b: Oh, yeah! Whew! What a relief!
(#act4_something_else)
act4_bad_fix_afford
bb({ body:"one_up", eyes:"sexy", mouth:"normal" })
b: "Doc, I'm anxious that I'm paying $100/hr just to hear you ask how does that make you feel?"
bb({ body:"paw", eyes:"closed", mouth:"narrow" })
b: "Mm-hmm. And how does that make you feel?"
bb({ body:"normal", eyes:"normal", mouth:"normal" });
hong({ eyes:"sad" });
h: Nah, that's a totally reasonable worry.
hong({ eyes:"annoyed", mouth:"sad" });
h: And it genuinely sucks that mental healthcare isn't affordable for lots of folks.
hong({ eyes:"normal", mouth:"normal" });
h: Still, there are some cheap or free options:
hong({ body:"chin" })
h: Support groups, online therapy, student/non-profit health centers...
hong({ body:"hands_1" })
h: Building habits like meditation, sleeping well, chatting regularly with friends, learning new things...
hong({ body:"hands_2" })
h: Going to a library to borrow workbooks for evidence-based psychotherapies...
hong({ body:"one_up" })
h: There's a full list of resources at the end of this game!
hong({ body:"normal" });
bb({ eyes:"annoyed", mouth:"narrow" });
b: Well that fourth wall didn't last long.
hong({ body:"point" });
h: Some things are more important than narrative convention. Such as mental health.
(#act4_something_else)
act4_bad_accept
bb({ eyes:"normal" });
hong({ eyes:"normal_l", body:"one_up", mouth:"narrow" });
h: I mean, that's what therapists say right? Accept all your emotions, even the negative ones?
bb({ eyes:"annoyed" });
hong({ eyes:"normal", body:"normal", mouth:"normal" });
b: Wait.
"Accept" as in take literally?
act4_bad_accept_give_up
bb({ eyes:"angry", body:"one_up" });
b: Do you think Martin Luther King would've said, "Shucks we can't sit in the front of the bus, let's just accept it?"
bb({ eyes:"angry_r", body:"two_up" });
b: Why does the Self-Help Industrial Complex think waving the white flag is some profound wisdom?
bb({ eyes:"annoyed", body:"normal" });
h: I think therapists mean "accept" bad things as in: acknowledging they exist and are hard to change,
h: But not necessarily giving up a commitment to change.
bb({ eyes:"suspect" });
b: Then therapists should say acknowledge, not accept.
hong({ body:"chin", eyes:"annoyed" });
h: Yeah come to think of it, "accept" is kinda confusing.
bb({ eyes:"closed", mouth:"narrow" });
b: Well, I acknowledge that.
(#act4_something_else)
act4_bad_accept_approve
bb({ eyes:"angry" });
b: Like it's good that we're broken or something? No!
bb({ eyes:"angry_r", body:"one_up" });
b: All those dang Hollywood screenwriters who romanticize mental illness are full of crud!
bb({ eyes:"angry", body:"two_up" });
b: Having a mental disorder sucks! It robs people of lives! Why should we "accept" that?!
bb({ body:"normal" });
h: I think therapists mean "accept" our emotions as in: be patient with them.
hong({ body:"one_up" });
bb({ eyes:"normal" });
h: Like how struggling in quicksand makes you sink faster, and the solution is to patiently lie flat,
hong({ eyes:"surprise" });
{{if _.INJURED}}
h: Fighting against you, my fear, lead me to jump off a roof.
{{/if}}
{{if !_.INJURED}}
h: Fighting against you, my fear, almost lead me to jump off a roof.
{{/if}}
hong({ body:"normal", eyes:"normal" });
h: Instead, the solution is to do what we're doing now – not to fight, but to patiently be with each other.
bb({ eyes:"annoyed" });
b: Then they should say that instead of some problematic word like "accept".
hong({ body:"chin", eyes:"annoyed" });
h: Yeah come to think of it, "accept" kind of sucks.
bb({ eyes:"closed_annoyed", mouth:"narrow" });
b: I do not accept "accept".
(#act4_something_else)
act4_bad_accept_literally
bb({ eyes:"sad", body:"one_up" });
b: But we already know you shouldn't take me literally!
bb({ eyes:"sad_u", body:"two_up" });
b: The whole problem is that I want to help you, but I suck at using words to do so!
bb({ eyes:"sad", body:"normal" });
h: I think therapists mean "accept" your emotions as in: "don't fight or ignore them."
hong({ eyes:"surprise", body:"one_up" });
h: To listen to you, work with you, but not take what you say as 100% literal truth.
hong({ eyes:"normal", body:"normal" });
bb({ eyes:"annoyed", mouth:"normal" });`
b: Then therapists should say that instead of some vague confusing word like "accept".
hong({ body:"chin", eyes:"annoyed" });
h: I guess they suck at using words, too.
(#act4_something_else)
act4_something_else
bb({ body:"normal", mouth:"normal", eyes:"normal" });
hong({ body:"normal", mouth:"normal", eyes:"normal" });
{{if _.a4_fears_discussed==1}}
h: Anyway, anything else you wanna chat about?
{{/if}}
{{if _.a4_fears_discussed==2}}
h: So, anything else on your heavy heart?
{{/if}}
{{if _.a4_fears_discussed==3}}
(#act4_something_else_2)
{{/if}}
{{if _.a4_talked_about_harm!=true}}
I'm scared we'll be harmed.
{{/if}}
{{if _.a4_talked_about_alone!=true}}
I'm scared we'll be alone.
{{/if}}
{{if _.a4_talked_about_bad!=true}}
I'm scared we're bad people.
{{/if}}
act4_something_else_2
h: Okay, I think we've talked about all our fears now.
b: Yes, there are only three fears.
h: Yup, exactly three.
b: Convenient.
(#act4c)
act4c_prelude
h: Good chat, team.
(#act4c)
act4c
Game.clearText();
music(null,{fade:3});
bb({body:"normal", eyes:"normal", mouth:"normal", MOUTH_LOCK:true},0);
hong({body:"normal", eyes:"normal", mouth:"normal"},0);
b: ...
hong({MOUTH_LOCK:true},0)
h: ...
bb({eyes:"annoyed_d"})
b: This isn't some game, you know.
bb({eyes:"angry_d", body:"one_up"})
b: Building a healthy relationship with your emotions isn't as simple as clicking buttons on a screen.
bb({eyes:"sad", body:"normal"})
b: Can we really get along?
b: Can we work together, as a team?
hong({eyes:"sad", body:"one_up"})
h: Well,
hong({eyes:"surprise_l"});
bb({eyes:"normal"});
a: E-excuse me...
Game.clearText();
publish("act4-in-2");
music('campus', {volume:0.5, fade:1});
(...2101)
(#act4d)
act4d
Game.WORDS_HEIGHT_BOTTOM = 221;
publish("act4", ["alshire", 0]);
a: W-wo-would you mind if I sat with you for lunch?
publish("act4", ["alshire", 1]);
{{if _.TOP_FEAR=="harm"}}
s: This is your crush? Why are they sitting alone like a psycho serial killer?
{{/if}}
{{if _.TOP_FEAR=="alone"}}
s: Asking your crush if you can sit with them? Do you know how needy we sound?!
{{/if}}
{{if _.TOP_FEAR=="bad"}}
s: This is your crush? We interrupted their peace and quiet! We're such a burden!
{{/if}}
publish("act4", ["alshire", 2]);
a: I- I mean- it's, it's okay if not, I just...
publish("act4", ["alshire", 3]);
Game.OVERRIDE_CHOICE_SPEAKER = "h2"
Wait, didn't I see you at the party? publish("act4", ["hong_to_alshire",1])
Yeah, of course! Come here. publish("act4", ["hong_to_alshire",2])
Sorry, I need alone time right now. publish("act4", ["hong_to_alshire",8])
act4d_recognition
publish("act4", ["hong_to_alshire",2]);
h2: Yeah you were on the couch! At the first party I went to...
publish("act4", ["hong_to_alshire",10]);
{{if _.a2_ending=="fight"}}
h2: Where I had that panic attack and punched the host.
{{/if}}
{{if _.a2_ending=="flight"}}
h2: Where I had that panic attack and ran out crying.
{{/if}}
publish("act4", ["hong_to_alshire", 0]);
publish("act4", ["bb_to_alshire", _.INJURED ? 3 : 1]);
b: Hang on human, we may be making them uncomfortable.
publish("act4", ["hong_to_alshire", 3]);
publish("act4", ["bb_to_alshire", _.INJURED ? 2 : 0]);
h2: Ah, I don't mean to put you on the spot!
publish("act4", ["hong_to_alshire",4]);
h2: Just remembering a friendly face, is all.
publish("act4", ["hong_to_alshire",5]);
publish("act4", ["alshire", 4]);
{{if _.TOP_FEAR=="harm"}}
s: AHHHHH I KNEW IT! THEY'RE A DANGEROUS PANIC-DRIVEN PSYCHO!
{{/if}}
{{if _.TOP_FEAR=="alone"}}
s: AAHHH THE FIRST IMPRESSION WE MADE WAS "WITNESSED MY TRAUMA"! THAT MEANS THEY HATE US!
{{/if}}
{{if _.TOP_FEAR=="bad"}}
s: AAAHHH WE MADE SOMEONE REMEMBER A TRAUMATIC EVENT. OUR MERE PRESENCE HURTS OTHERS.
{{/if}}
(#act4e)
act4d_yes
publish("act4", ["hong_to_alshire", 5]);
publish("act4", ["bb_to_alshire", _.INJURED ? 3 : 1]);
b: Hang on human, they seem uncomfortable.
publish("act4", ["hong_to_alshire", 6]);
publish("act4", ["bb_to_alshire", _.INJURED ? 2 : 0]);
h2: Ah, no pressure of course!
publish("act4", ["hong_to_alshire", 4]);
h2: Just saying, you can sit here if you want to.
publish("act4", ["hong_to_alshire", 5]);
publish("act4", ["alshire", 4]);
{{if _.TOP_FEAR=="harm"}}
s: THEY'RE BEING TOO FRIENDLY! LIKE TED BUNDY, THE SERIAL KILLER!
{{/if}}
{{if _.TOP_FEAR=="alone"}}
s: THEY'RE JUST ACTING NICE! NO ONE REALLY WANTS TO BE CLOSE TO US!
{{/if}}
{{if _.TOP_FEAR=="bad"}}
s: AHHH WE ALWAYS MAKE OTHERS FEEL AWKWARD! WE'RE A STAIN UPON THE EARTH!
{{/if}}
(#act4e)
act4d_no
publish("act4", ["hong_to_alshire", 9]);
publish("act4", ["bb_to_alshire", _.INJURED ? 3 : 1]);
b: Hang on human, we may be making them uncomfortable.
publish("act4", ["hong_to_alshire", 3]);
publish("act4", ["bb_to_alshire", _.INJURED ? 2 : 0]);
h2: Ah, I don't mean to be rude!
publish("act4", ["hong_to_alshire", 6]);
h2: I just need some time to process my emotions. Please don't take it as a personal rejection.
publish("act4", ["hong_to_alshire", 7]);
publish("act4", ["alshire", 4]);
{{if _.TOP_FEAR=="harm"}}
s: WHAT SICK, TWISTED THOUGHTS ARE THEY PROCESSING?! WHAT DARK DESIRES FILL THIS PSYCHO'S HEART?!
{{/if}}
{{if _.TOP_FEAR=="alone"}}
s: WE'VE BEEN PERSONALLY REJECTED! WE'LL NEVER BE LOVED!
{{/if}}
{{if _.TOP_FEAR=="bad"}}
s: WE INTERRUPTED THEIR EMOTIONAL PROCESSING! NOW THEY'LL BE TRAUMATIZED FOREVER AND IT'S ALL OUR FAULT!
{{/if}}
(#act4e)
act4e
Game.WORDS_HEIGHT_BOTTOM = 195;
publish("act4", ["alshire", 6]);
s: RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN RUN
Game.clearText();
publish("act4", ["hong_to_alshire", 0]);
publish("act4", ["alshire", 10]);
sfx("pop");
(...1001)
publish("act4", ["alshire", 11]);
sfx("alshire_run");
(...2601)
publish("act4-out-3");
Game.WORDS_HEIGHT_BOTTOM = -1; /* reset */
(...1201)
publish("act4-jumpcut-hong");
h: Huh. That was weird. I wonder what was going on in their head.
publish("act4", ["hong_closer", 2]);
h: Anyway, you were saying?
publish("act4", ["hong_closer", 1]);
publish("act4", ["bb_closer", 6]);
b: Uh, I forget? Something about teams and work?
publish("act4", ["bb_closer", 0]);
publish("act4", ["hong_closer", 3]);
h: ¯_(ツ)_/¯
publish("act4", ["hong_closer", 1]);
publish("act4", ["bb_closer", 4]);
b: They say you should "make peace" with your emotions, as if your emotions are war criminals.
publish("act4", ["bb_closer", 7]);
b: But I want us to make more than mere peace! I want us to be allies!
publish("act4", ["bb_closer", 3]);
b: I want to be a good guard-dog. Just like how hunger & thirst are alarms for your physical needs,
publish("act4", ["bb_closer", 8]);
b: I want to be the alarm for your psychological needs – your needs for safety, belonging, goodness.
publish("act4", ["bb_closer", 1]);
b: But... I suck at my job, so I need you to train me.
publish("act4", ["bb_closer", 4]);
b: I'm not "always valid," nor "always irrational." I'm just... trying my best. So, please,
publish("act4", ["bb_closer", 30]);
b: Help me help you!
publish("act4", ["bb_closer", 6]);
b: Though, teaching an old dog new tricks will take a while. Maybe years.
publish("act4", ["bb_closer", 3]);
b: And sometimes I'll relapse, I'll slip into my old habits.
publish("act4", ["bb_closer", 2]);
b: I'll bark at shadows. I'll scare you with words. I might even show you some intrusive images of... things.
publish("act4", ["bb_closer", 9]);
b: I'm sorry! I'm a battered shelter dog! Battered dogs poop on your bed sometimes!
publish("act4", ["bb_closer", 4]);
b: But if you're patient with me... and just stay and sit with me...
publish("act4", ["bb_closer", 8]);
b: Maybe you can tame this wolf.
publish("act4", ["bb_closer", 0]);
Game.clearText();
(...1000)
Game.OVERRIDE_CHOICE_SPEAKER = "h"
Good dog. Game.OVERRIDE_CHOICE_SPEAKER = "h"; publish("act4", ["hong_closer", 2]);
Game.OVERRIDE_CHOICE_SPEAKER = "b"
Good human. Game.OVERRIDE_CHOICE_SPEAKER = "b"; publish("act4", ["bb_closer", 8]);
act4f-pat-hong
Game.clearText();
publish("hide_tabs");
Game.FORCE_CANT_SKIP = true;
music(null,{fade:0.5});
sfx("youbothwin");
publish("act4", ["hong_closer", 4]);
publish("act4", ["bb_closer", 13]);
(...501)
publish("act4", ["bb_closer", 14]);
(...501)
publish("act4", ["bb_closer", 13]);
(...501)
publish("act4", ["bb_closer", 14]);
(...501)
publish("act4", ["bb_closer", 13]);
(...501)
publish("act4", ["bb_closer", 14]);
(...6501)
publish("act4", ["bb_closer", 15]);
(...1001)
(#act4f)
act4f-pat-bb
Game.clearText();
publish("hide_tabs");
Game.FORCE_CANT_SKIP = true;
music(null,{fade:0.5});
sfx("youbothwin");
publish("act4", ["hong_closer", 4]);
publish("act4", ["bb_closer", 10]);
(...501)
publish("act4", ["bb_closer", 11]);
(...501)
publish("act4", ["bb_closer", 10]);
(...501)
publish("act4", ["bb_closer", 11]);
(...501)
publish("act4", ["bb_closer", 10]);
(...501)
publish("act4", ["bb_closer", 11]);
(...6501)
publish("act4", ["bb_closer", 12]);
(...1001)
(#act4f)
act4f
Game.FORCE_CANT_SKIP = false;
publish("act4", ["bb_closer", 16]);
publish("act4", ["hong_closer", 5]);
{{if _.fifteencigs}}
b: AAAAA YOU'RE STILL EATING ALONE FIFTEEN CIGARETTES AAAAA
{{/if}}
{{if _.parasite}}
b: AAAAA YOU'RE STILL NOT PRODUCTIVE WHILE EATING WE'RE SOCIETY-PARASITES AAAAA
{{/if}}
{{if _.whitebread}}
b: AAAAA YOU'RE EATING MORE WHITE BREAD AAAAA
{{/if}}
publish("act4", ["bb_closer", 18]);
publish("act4", ["hong_closer", 6]);
sfx("yaps", {volume:0.6});
Game.FORCE_CANT_SKIP = true;
Game.WORDS_HEIGHT_BOTTOM = 205;
Game.FORCE_TEXT_DURATION = 90;
Game.FORCE_NO_VOICE = true;
b: YAP YAP YAP YAP YAP
(#credits)