This is a point and click adventure. I couldn't get past an ogre, and from reading reviews, I don't know anyone (except maybe one person) who actually beat it; there's an ogre that's hard to get past.
You wander around a girl's boarding school at night before discovering an unsavory conspiracy involving scientific experiments on dreams.
This game manages to be offensive on almost every level without being actually obscene. If you want to play a game based on massive diarrhea, being rude to your mother, offensive racial stereotypes (including Injun Jim and Italian and Mexican characters who add 'o' after every word), sexism, entering giant bodily orifices, senseless murder, and random drug use, this is the game for you.
The parser itself does an okay job of recognizing commands, but it has some actually brilliant innovations, like little popup windows that tell you what's going on elsewhere, and a great implementation of hangman. But why its put in as an implementation of an childish and offensive BIG game whose favorite puzzle form is the obscure riddle is beyond me.
There is a dragon in town, and it's your job to rescue the mayor's daughter from them.
This game has more of an open-world feel, with many challenges that can be completed in any order, and a slowly unveiling realization of what's going on.
The problem, though, is that only a small slice of that open world has been implemented, making it very easy to do the wrong thing due to lack of guidance. It also has a really, really big maze that can be hard.
Interesting concept, and fun to play with a walkthrough.
This game take the purposeful obfuscation of the last 2 games and ramps it up even higher. There are numerous independent NPCs, every turn has an ongoing story, the stool and parts from the first two games shows up, etc.
Decompiling again got me the ending, which was a fitting ending for this trilogy of games.
The writing may be interesting to even those who haven't played the first two games.
This game is the sequel to Hard Puzzle, and like the first, it has some purposely underimplemented parts, and lies about its difficulty and even about your goals (or does it?)
I haven't finished it yet, but I've read all the text from decompiling, and I know the last command(s), just not the middle.
In any case, the game has a large number of critters with independent AI and some emergent behavior. It's fun to play around with.
Hard Puzzle is obnoxious on purpose. You need to assemble a stool, but everything goes wrong, and you start to find more and more parts.
The author intentionally makes the game underimplemented, with guess-the-verb, standard response, etc. going on. It claims to be a speed-IF that isn't too hard, but it is hard.
I decompiled it to figure it out. I'm giving it 4 stars because it's good at what it sets out to do.
Scott Adams created many games in a short time, but the Count is one of the most famous.
I played this game only recently, after experiencing more modern games, but I love its charm and open exploration. I feel like in the 70's, when it came out, and people only had a few games, it's unfairness and picky parser would actually be a bonus, adding many hours to gameplay as you try to figure out something to type.
But even for more modern players looking for a quick fix, it's enjoyable. The ultra-minimalism works really well, here, as you are captured and wake up the next day with little explanation beyond your own dark imagination.
A real keeper. Beating it on your own could take quite a while, though.
In this game, like other Scott Adams games, you have a minimal 2-word parser, with spare rooms with a few objects.
Also like the other games, every inch of the game is used for something good. This game is also really, really funny. An opening joke made me laugh out loud.
This has been one of my favorite scott adam adventures so far.
This is Scott Adam's second game, and fits into just a few kB of data; it's really miraculous how well it works, and I liked it better than Adventureland.
This game forces you to conjure up your own explanations of things; a hidden passage, a bloody book, black mamba snakes, etc. are described only once. There is no desire for mimesis, just for game.
Having played these games has given me much more respect for Scott Adams' work.
This game has the same design philosophy as the authors' last games, but with a very different set of mechanics.
The opening sequence is thrilling, with a strong buildup to... something extremely odd.
This game discourses at great length about advanced mathematics and philosophy while you are engaging in something utterly trivial, but it manages to blend the two together.
It was a trippy and surreal experience. I played until the game said I had no more to learn, but I didn't get a high score. If you get lost, shoot the magnet.