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"You've done it again. This is what you get for being easy-going and good natured.
Kitty called you up last night at some inhuman time, and implored you to come over to her house at the edge of town. You've known Kitty for many years, but still can't quite make her out. The only sure thing is that she never fails to get you into some sort of trouble. But you've finally agreed to stay at her strange house for a few nights, while she's away on some 'extremely important business.'
When you arrive, already in the middle of the night, you find Kitty in a state of turmoil. Still, she lets you in, and before you know it, she is gone. Strangely, you don't hear her open or close the door - in fact, the door leading outside has been left locked, and you haven't got the key. So it seems you are trapped here until Kitty returns." [--blurb from Competition Aught-Zero]
38th Place - 6th Annual Interactive Fiction Competition (2000)
This game has you house-sitting for your friend, but problems begin to show up.
It's bold and innovative: there's a responsive cat NPC, there is a system where you read and study books to memorize them, a slick TV hint delivery system, and so on, but it seems like it never got that last month or weeks of polishing that would have pulled it all together. Like Happy Ever After from this comp, this game seems influenced to a degree by Mulldoon Legacy, with a mysterious friend who has left, leaving their house open with a portal in it to a more rustic world.
Your arrival at your friend Kitty's house is just the beginning of an action-packed story (admitted, I found it artificially complicated rather than fancy, but that's probably just me). However, to get to this story, you need to overcome many obstacles, including room descriptions omitting details crucial for success, puzzles of the "guess the author's mind" type, and a maze you have to master with a light source that lasts only a short time. A cat demanding food every 90 turns, and a few randomly scattered bugs top it off. I know I made it sound like complete trash, but it isn't; in spite of everything, it represents a quite ambitious (although somewhat amateurish) effort, and the fact I didn't like it doesn't mean you aren't going to, either. Still, I suggest you'll keep a walkthrough handy while playing it - otherwise, it'll take you much more time than it's worth.
-- Valentine Kopteltsev
>INVENTORY - Paul O'Brian writes about interactive fiction
There's a long tradition in IF of Average-Joe protagonists who are thrown into a world where the normal rules no longer apply. Clock partakes of this tradition. Unfortunately, it also partakes of another, less pleasant IF tradition: the game where nothing really makes any sense.
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SynTax
[...] I noticed some spelling and grammatical errors but nothing too serious. It isn't "literary" in the way that many of the other games in the IF competition are, but if it's puzzles you're looking for then you'll enjoy this one.
-- Dorothy Millard
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