A new episode from this saga.
Now we have some new puzzles, continuing with our adventure.
I see there is no argument given. I don’t know if I am a spy, a goblin or Lucky Skywalker and only know that I have to improve myself episode by episode as in “Groundhog day”.
Well, in this fourth episode I have to try opening a safety and deal with lack of sinonimous of the deaf parser.
So if you have some problems, you can consult the corresponding thread at intfiction.
- Jade
Well, this is a good way of spending my time. I am expectate about how the game will go on growing.
At this moment it is a 3 minutes game. Let's see what comes next.
We have now five locations, 2 locked keys and the crate.
This game seems to be part of a growing up series where every new episode impulses the development of the story a bit forward. I like this approach to the game idevelopment,
This episode adds an NPC. The iteraction is simple but the conversation lets talking through "ask for" and "ask about", wich is not the standart way. The total lenght and difficulty is low.
As Mathbrush said:
"This game is essentially one of the coding examples from the Inform manual. It consists of two rooms, one with a locked door and a key. There are no real surprises; decompiling shows no hidden content.
The game is polished, but is not descriptive, has little interactivity, low emotional impact, and I wouldn't really play again. According to my rating system, it's 1 star."
Additionally I have to say that there is no command to go through that door, there aren't also any cardinal directions available.
Try to create a bit more inmersive games although these will be short ones.
I am playing the top rated adventures.
When I started to play this game I thought this was a poor one, but afterwards I enjoyed it a lot.
This game is full of details so it is a simulacionist one. You can try any action you think about.
The map is a cave that you can explore it by yourself. You should EXAMINE exhaustively all names in description so there are objets hidden, more or less.
The puzzles are nicely, coloured and logical. There are several ways to reach some actions.
In the heart of the game there are two NPCs, a pig and a gnome:
Taking the pig is the first task but also is untakeable as a fish. You find the pig rather soon, but you aren't able to catch up it untill later. The pig has its own life and seems that it want to do things in its own exploring all things while standing around you. Also the pig has responses to your actions.
The gnome has a personality, patience, acid humor, resignation, that fits perfectly with Grunk's simpler point of view about life. There are many, many things you can ask the gnome, most of which enrich and has no effect on the game, but several ones are major clues. You have to read carefully. There is fun talking about these lot of topics and you can spend currently a lot of time trying to exhaust the topics.
This is a re-playable game because you earn more point as you do the things in a better way. The game is middle-low difficult and some hours of gameplay.
- Jade
I wrote some weeks ago that I thought this game was... unfinished. I have finished it now and I have really changed my mind.
This is a good game, intriguing, inmersive, easy, medium lenght and worths a try.
I felt heat in my body and a big refreshing when I found...
... this is your task.
- Jade
This is a great dialog experiment.
First time I played the game I found several (6) endings, as I played the adventure as a normal one.
Afterwards by digging in the conversation I found 4 more endings.
Finally I find that the game has 18 endings! so I tried to get trough more endings and reach 4 more.
Overall, the game is a must play for any adventurer, is about conversations and replayable much times.
The graphics are quite disturbing and perhaps give some clues about your position in the adventure.
- Jade