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In this puzzle game, you play as Damien Alexander, professor of mathematics. Before waking up in this gaudy and sweet-smelling cubical room, you remember crashing your car while driving with your wife Melanie. My God, is she dead? Where is she? And where are you?
18th Place - 12th Annual Interactive Fiction Competition (2006)
| Average Rating: based on 11 ratings Number of Reviews Written by IFDB Members: 1 |
This is a mid-length IFComp game from 2006. It's a surreal afterlife/coma type game where you've been in a car crash and must travel through your mind to escape back to reality, hopefully with your wife.
It has a maze of rooms, inaccessible at first due to the fact that doors and archways are placed on ceilings and high walls, willy-nilly. You eventually learn to control the maze.
Much of the game revolves around smells. There is a Nim game and also a difficult cryptographic puzzle. I found it under-clued and somewhat unfair.
Basically a bunch of logical puzzles (where "logical" means "related to formal logic") held together by a (hair-thin) plot thread. The problems one has to solve vary in difficulty from "tough" to "Aw! Impossible!", and made personally me think the enclosed walkthrough was a blessing. Can only be recommended to real fans of that kind of puzzle.
--Valentine Kopteltsev
SPAG
In the end, a game like Labyrinth stands or falls on its puzzles. Labyrinth's "maze" is creative and with a bit more clarity would make an excellent setting for a collection of unique and interesting puzzles. Unfortunately, most of Labyrinth's puzzles don't fit that description. There are a couple of exceptions, but they aren't enough to make the game worthwhile.
-- DJ Hastings
There are those who would say that the game is too puzzle-heavy, it lacks story (it doesn't actually, but the story _is_ more of a cliched veneer than anything else), the descriptions are too mechanical. They miss the point. Labyrinth stands out like a lightning-rod for gaming, it deliberately and directly opposes the modern style of story led interactive fiction. What it lacks in quality and finesse it more than makes up for in reviving freshness. In addition I suspect that the game has a little bit more heart in it than most of its detractors realise. In how many games can you voluntarily FART ? No, I don't really want an answer to that question.
-- David Jones
See the full review
My new walkthroughs for February 2019 by David Welbourn
On Wednesday, February 27, 2019, I published new walkthroughs for the games listed below! Some of these were paid for by my wonderful patrons at Patreon. Please consider supporting me to make even more new walkthroughs for works of...