This game was written to illustrate the option in 'PunyInform' to change between the main characters. It is a fun little game, though its background shows. It is not especially well thought out and it can easily be made unwinnable. However, the player can quickly restart this short game or return to a previous save, so it isn't a big deal. However, as this game was made with PunyInform, there is no undo functionality, so save often. Besides that, the parser feels pretty much as most Inform games.
In this game we follow the two "boggits" Fuddo and Slam (many of John Wilson's games take place in a parody world based on Tolkien's universe). These characters had their first game in 1998, which simply was called "Fuddo & Slam". I haven't played that one, so I can't really comment on any similarities between the games.
In the present game, you can switch between these two characters at any time by typing "Become Fuddo" and "Become Slam". The primary difference is, that Slam is stronger and heavier.
Roughly speaking, this game is a treasure hunt. I don't want to reveal much, as part of the game is figuring out what the objective is from some subtle clues in various locations. You can get 230 points maximum, but not all points are required. Also, expect a few maze-like locations.
There really isn't a story, but there were a few fun puzzles and the parser is strong, as it is written with PunyInform. So if you are looking for a quick uncomplicated game, you might like this.
If you found this game difficult it is understandable. Much of the technical information and questions don't make sense. The author (one of them?) clearly has misunderstood one or more basic concepts, especially watts, which the author seems to think is a unit of energy, which it isn't. It is a unit of power, which is energy per time unit. Joule is a unit of energy and 1 watt means 1 joule per second.
The best example in the game to illustrate this is probably:
"Excess Discharge Error: The amount of energy required by the load, 33600 watts, was more than the batteries and inverter could supply, at 4302.7 watts and 90% inverter efficiency."
Here, it becomes clear that the author (one of them?) thinks that watts are energy ("The amount of energy required by the load, 33600 watts, was..."). That wasn't a big deal if watts did not play a big role in the game, but it does. It is at the core of the game, that you shouldn't run out of energy. Most tech questions concerning energy are completely wrong. This is a problem, since many may walk away thinking they learned something. But they learned something wrong, which will confuse them if they later need to learn about watts, joules, power and energy.
One more example:(Spoiler - click to show)"How many watts are required to run the loads of a kettle that uses 26880W per hour for 3 minutes?
-134.4W 1344W -13440W 8064W"
Again, the author thinks that watt is a unit of energy. If the kettle had used 26880 joules per hour, it would make sense to say it used 26880 joules / 20 = 1344 joules after 3 minutes of operation. Best case, this was a trick question (but it isn't), because, if a kettle uses 26880W, it uses 26880W whether you run it for 3 minutes or 10 hours, simply because watts means joules per second. But according to the game, the "right" answer was 1344W.
Most questions seem to hold this misconception. However, I get the impression that more authors might have been working on this game, as parts of the game seem correct, e.g. when looking into the solar panel: "The batteries currently have 1734.9WH of energy" (though it would normally be written Wh, not WH). Here, the author applies an energy unit for energy as she should.
I hope the author will be able to learn from the mistakes and update the game. I think it has the potential to be a good game for people interested in technical stuff, if all the incorrect technical stuff is corrected and the difficulty level is appropriate. Until then I recommend NOT to play it.
I'm not sure if "origin stories" is correct to apply on this game, since not all of the included stories result in how things really are, but that is part of the fun.
The content warning "Contains bad poetry" tells me that this game doesn't take itself too seriously - it is here to entertain. The title seemed at first a bit silly, but perhaps it was intended. But looking back, the title would actually be fitting for a bedtime story for a child, as it could have revealed what the story was about unlike most titles. So somehow the title makes sense anyway.
I haven't read the book "Just So Stories for Little Children" by Rudyard Kipling, which inspired this game, so I don't know how much the game has in common with that book. Anyway, I am glad Peter Eastman made this game.
I was positively surprised. The writing is really good and humorous. You do have choices but not puzzles. It is more like branching stories. I know that the number of branches can explode if a story keeps branching so it was understandable that the number of choices was a bit limited.
There didn't appear to be bad endings, just different paths to different endings. Thus I did not see any reason to try again, as I was perfectly happy with the path I took. But for as long as it took, I was entertained. A short but fun game.
I don't mind short games if they have something original and if they are interesting or ingenious or hilarious etc. But I didn't think this game has much of that, though you might find a few funny responses if you specifically try NOT to solve the puzzles.
This game is an implementation of the classical "Fox, chicken and sack of grain" puzzle where you must cross a river, except that the animals and sack of grain have been replaced with something similar. Besides that, there is an extremely simple puzzle.
Nevertheless, I briefly felt slightly entertained as I couldn't quite remember the solution from my childhood, only parts of it. Luckily, the implementation is fine. After finishing the game, there is a short list of "amusing" things you can try, which was again fine but nothing special.
I think this might be a good game for someone new to parser games, as the player will get a feel of inventory limits, examining stuff, enterable containers etc.
For anyone else, they might be briefly entertained if they have never heard of the "Fox, chicken and sack of grain" puzzle.
I liked the beginning of this game a lot. The story is on rails with a puzzle here and there, which increases immersion. After 1-2 hours (depends on how fast you are), the game turns into a puzzlefest very similar to the Bullhockey games. I have played both Bullhockey games for a while, but they couldn't hold my interest, in the long run, so I never finished those.
I think I played for four hours and got 155 points out of 400 while I tried not to peek too much on the walkthrough. So the game is definitely huge. I do like a good long puzzlefest, but for some reason, this part of the game is not for me.
Perhaps because too many similar standard objects (chairs, tables etc in most rooms) must be searched and examined, too many locked doors must be attempted to be unlocked with each key (confusing, as the game, in the beginning, can figure out which key to use) and there are too many keys to keep track of. All this becomes rather tedious with only a few clever puzzles (maybe there are some deeper into the game). Perhaps just a combination of all these things.
I think the game would be more fun if the tedious puzzles were removed and only the good ones were kept. A lot of locations could also be removed, as they seem to be there mainly for realism, which isn't necessary.
Still, the beginning is truly excellent and I wanted to see the end, so I copied the very long walkthrough into the command line (had to cut it into 25 pieces) to see the ending, as I didn't feel like playing through the whole game to see the ending.
If BF Lindsay ever makes a game with the same gameplay style throughout as the beginning of this game, I would love to play it. Also, if he is able to improve his puzzlefests, I would like to play those too. Still, if you liked the Bullhockey games, you will probably like the entire game.
This is a very well implemented game, old-school in the sense that you need to examine and search a lot. But modern when it comes to the number of endings and how much you actually can ask the NPCs about.
In this game you get to talk to a lot of people and you can ask them about lots of stuff. You might get some proposals on what to ask about if you TALK TO the NPCs, though these proposals are not exhaustive. When I first finished the game, it was without hints, and I got 35 out of 50 possible points. The ending tells you a lot about the fate of the many NPCs, so you might want ot play again to get all the 50 points. I tried to replay it once. This time I understood much more, but didn't get any more points. Then I decided to stop.
For what it is trying to be, I think this game succeeds. If you don't mind examining and searching a lot in addition to "standard puzzles" I think you will like this one.
This game is a pretty good puzzlefest, where you have to escape from the Duke's castle, otherwise, something terrible will happen to you. The author warns you that the Duke wants to rape you, in case you find that too disturbing to carry on. I did carry on. After all, this will only happen if you don't manage to escape.
So besides the above terrible act, which isn't supposed to happen, the writing is good and whimsical in a standard fantasy setting. The puzzles were quite good too and not too difficult. I needed to peek at the walkthrough twice:
1. First, because of an uncritical but confusing bug(Spoiler - click to show) - After following Ulia to the Chapel I couldn't leave but had to follow her back and forth from the chapel until she finally settled in the chapel (at least this seems like a bug to me...)
2. The second time I needed to peek at the walkthrough was because something I wanted to do in a logical place apparently didn't work, so I was thinking that might be one more implementation bug, but it wasn't: (Spoiler - click to show)I thought I could burn the spell ingredients in the fireplace but that wasn't possible. It had to be done in the brazier. At least an explanation of why it couldn't be done in the fireplace would have been good.
Perhaps these things might be fixed in a post-comp release. Anyway, they did not affect my rating. It was certainly a good, fun game, which took me a little more than two hours to complete. Recommended.
This game seems to be a test game for someone who is just starting to learn Inform. It doesn't appear very bugged, but there is almost no story, a few puzzles and then a huge maze. I mapped more than 60 rooms in the maze before I gave up. What there is before the maze isn't horrible, but nothing special either. Feels like someone just wanted to create a game real quick though.
The maze is not a classical IF maze (no need to drop objects to distinguish the locations) but it is more logical, i.e. if you go east you can get back by going west etc. Still, the location descriptions are identical so it may make it slightly easier if you drop objects at certain locations. However, the real problem with the maze is, that it does not mention which directions you can go, so you have to try by trial and error to figure out which directions you can go in each location. And I wasn't sure if it is only N/S/E/W in all locations or if I should also try NW/NE/SE/SW and up/down. It appears as if N/S/E/W is sufficient though.
If you like mapping big mazes, you might like this one.
This time travel puzzle game has some original mechanics and nice puzzles. You have to save the world from the Order of the Fiery Doom. There are several endings, though some of them are not accessible depending on what you did earlier in the game. Most puzzles were good, some easy, some a bit tricky. Except for a few uncritical bugs, the implementation was good. The writing was good too, though some of the comedic solutions did not fit so well with the writing which didn't feel like it was supposed to be funny. Still, a good atmospheric puzzle parser game.
When I first tried this game, I played it online. At that time the game kept freezing and I had to restart each time. I then found that I could download the game instead, and that worked flawlessly (you must first install Quest - Windows only). Later I have tried to play it online without problems. I am just mentioning this, as some might get a very bad impression of the game if they play the online version at the wrong time.
I think the game starts out by giving standard parser players a really bad impression. In the first room, I can see a torch and thus the following attempts are probably fairly standard:
>get torch
You pick it up.
>light torch
You don't have a torch.
So even though I just took the torch, I am told I don't have it. This gave me the initial impression that the game is not very well coded. So I got sceptical and looked at the beginning of the video-walkthrough the author had made. The author played very much using hyperlinks, which reveals many of the verbs the game understands. Thus the guess-the-verb problem I had with "light torch" was quickly solved.
After that, everything ran smoothly. The game has real-time elements, but you quickly get the hang of it and it actually fits the game quite well. Some of the best puzzles are not mandatory and only necessary to solve if you get yourself in trouble.
A few things here and there could have been implemented to give a better impression. Still, this is a clever and original game I recommend.