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The Triskelion Affair

by Al Cline (as Clyde Falsoon)

(based on 6 ratings)
2 reviews5 members have played this game.

About the Story

A medieval detective explores a desolate chapel in search of a powerful magical item. You guide this naive adventurer through the story, but who, unless you explore diligently, gets deeper and deeper into trouble until--well, some things are worse than death! Inspired by the classic dungeon-crawl adventures of yore.

JUDGES: The game will ask for your name. You can enter whatever you want, but if you enter "Inform Judge", randomizations will be turned off, such as zombie battles.

PLAYERS: This game has two parts. Part 1 is for a bit of training: more linear plot and easier puzzles. Part 2 is less linear and the puzzles are harder. Both parts should be able to be completed within two hours.

Content warning: None

Awards

Ratings and Reviews

5 star:
(0)
4 star:
(1)
3 star:
(5)
2 star:
(0)
1 star:
(0)
Average Rating: based on 6 ratings
Number of Reviews Written by IFDB Members: 2
2 of 2 people found the following review helpful:
Brave a graveyard in search of an ancient weapon, October 16, 2024
Related reviews: about 2 hours

This is a longish parser game set in a time with horses, wagons, and captains but not electricity. In it, you play as a soldier who is ordered on a special mission involving the Triskelion, a powerful weapon.

The game is divided into two parts. First, there is a long linear opening sequence which the author has designated as 'training', and that's a good description, as it gets you used to basic verbs and actions. Then there is a longer exploration part in a graveyard.

The puzzles can be tricky at times but not too bad. I used the walkthrough a couple of times, but only one puzzle would, I think have been really hard without it (finding a certain key).

There are a lot of red herrings. I found numerous items that presaged more puzzles and adventures but which were ultimately useless. It did add to the worldbuilding, so that's a tradeoff.

Some of those items could be implemented a bit more. I had this exchange in one late part of the game:

What do you do? x cannister
The green cannister is three feet tall, six inches in diameter, and made of heavy metal. On the side of the cannister is a red warning label. The cannister has a turn-valve on its top but the handle is missing. The valve cannot be opened without the handle.

>
> What do you do? read label
> That is not something to read. Try examining it instead.
>
>
> What do you do? x it
> A bright red square with a picture of a yellow flame on it. Beneath that is the wording "Hazard: Extremely Flammable"
>
>
> What do you do? take it
> That's hardly portable.

Somethings can only be EXAMINEd while some can only be READ.

The '>' prompt has been changed to 'What do you do?', presumably to help new players, and I thought that was neat. Many error responses have been changed, most of which I liked. The one I didn't so much was the error for when you type something that's not there; the game says things like Seriously?? and You must be joking! which is mildly funny the first time, but wears thin over time.

The game did a good job with pacing the puzzles, as I didn't usually feel overwhelmed or not having anything to do. The exits bar at the top is key; many puzzles can be solved by exploring all exits.

I thought the ending was a little anticlimactic, but maybe there will be more Triskelion in the future; I'd like to see it.

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An in-depth Zorkian endeavour that deserves further elaboration, October 22, 2024
by LoquySSS46 (Longueuil, Québec, Canada)
Related reviews: IF Comp 2024

I thoroughly enjoyed; It was right up my alley with the likes of Zork. In contrast with its predecessor, however, narrative elements, aside from the obviously "plot-heavy" prologue, are even sprinkled here and there throughout your exploration of the site, itself pleasantly interlaced with decent atmospheric descriptions that sucks you in. The game also offers a great sense of purpose and has quite the enjoyable personality.
One thing I will lament is that, given the short nature of this game, I felt that the very abrupt ending leaves the player out to dry, with no satisfactory resolution and leaving several elements and objects unexplained. The latter rings particularly true in regard to the glowing sphere and the relic-glasses, which were not explained and hardly used, if at all. At once, there was an intriguing battle mechanic only used for a single short-lived occasion. Still fun, though, and deserves to be elaborated upon!

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