Contains GMYLM_2010.taf
Have you played this game?You can rate this game, record that you've played it, or put it on your wish list after you log in. |
PLOT
You're an 8 year-old inventor, carrying nothing, and the end-of-classes bell has just rung at your school. You're eager to finish the model fortress you've been constructing at the nearby park. All it needs is a string of some kind to finish the drawbridge, and you're sure you have something like that in your hidden stash to the west of the park.
NOTES
A port of the early version of the game for Inform7 exists, written by David Welbourn. Likely buggy as the first ADRIFT version, but still winnable. For testing on Interpreters. Currently, there is no known link for it.
Also note, though you can force the ADRIFT 5 WebRunner to play this game, it cannot be completed with it as it is not very compatible. Instead use either the original ADRIFT 4 Runner or the Scare Interpretter included in e.g. Parchment which is also used in the above play online button.
| Average Rating: Number of Reviews Written by IFDB Members: 3 |
This game is about a child "inventor" who plans revenge against a trio of bullies that ruin a favorite project. Physically outmatched by the antagonists, the PC instead devises a series of traps to use on them during a planned after school showdown.
It's a terrific premise, but one difficult to deliver in interactive fiction: The ideal freeform combination of objects to novel purposes will always be more limited to the imagination of the author than that of the player. Author DCBSupafly handles this by simply having the game suggest the type of combination that will work when the key ingredient for a trap is discovered. This gives the gameplay a scavenger hunt feel that primarily consists of exploring the available environment (i.e. the protagonist's house) in order to locate the necessary materials.
The writing is of the "adequate" class; simplistic and skimpy on details, it suits the voice of the grade-school age player character well enough but offers little other than description to the reader. Even as description it falls short, as it is frequently the case that items apparently in plain sight (Spoiler - click to show)(e.g. a rotten watermelon sitting on the kitchen counter) go unmentioned in room descriptions, and must be discovered via dedicated >EXAMINE commands. It does do a reasonable job of capturing the burbling, excited outlook of the PC, and this gives the game an air of sincerity that is its greatest asset.
As with every ADRIFT game I've tried, I frequently found the parser to be irritatingly inconsistent. Be prepared for this when starting the game, I guess. Fortunately, by the time you get sick of wrangling with the parser's occasionally erratic responses, you'll probably have made it far enough to end the game.
As Lance Cirone notes, the endgame can be reached at any point after three traps have been deployed, but there appear to be many more possible -- I'm guessing at least eight. Neither the walkthrough nor the >SCORE response gives any clue about the upper limit; I managed five (Spoiler - click to show)(a squirt gun trap, a mud trap, a watermelon trap, a pit trap and a sticky note trap) and had materials that seemed suitable for at least three more (Spoiler - click to show)(two kinds of pepper, a spider egg sac, and rotten milk). I couldn't find a decompiler for ADRIFT that worked on it, so those secrets remain for other players to discover (and hopefully share).
This game could easily have been a high two, since it practically cries out for more polish and refinement. The gleeful climax, which plays out like an 80s kids' movie, is fun enough to push it over the edge into three stars, which means I recommend it as a play experience for those in the right mood. Would-be authors are encouraged to contemplate the premise and how it might be better executed... great artists steal, right?
This is a fun adventure, clearly crafted with original thought and care. The potential for combinatorial explosion is pretty evident in the design-- here the author has simply not gone for completeness as a solution-- but for me this felt forgivable. Besides, if the story of a picked-on kid standing up to three bullies with nothing but his imagination and love of invention doesn't capture your attention, you might only be half a human being. Plus, it's got its own soundtrack.
Full disclosure: I did some beta-testing for the ADRIFT release of this game.
In this game, you're an 8 year-old inventor who gets bullied on the playground, and has to set up traps to use on the bullies the next day. You find all the materials you need by exploring your house, featuring a few small puzzles. Assembling the traps is fun and the game gives you a good amount of clues, there aren't any super complicated or interconnected puzzles.
Also, you don't need to solve everything: you only need three traps, and I ended up making four. My favorite was the dart gun that launches a superglued sticky note on the bully's back, and you get to write whatever you want on the note. Seeing all the traps in action is satisfying and you can easily picture how they play out.
I like that you get a sense of what the protagonist's family is like just based on the narration and what they have around the house, and the ending climax plays out well. I think the writing in this game could be pushed a bit more -- it's good but not great. There's also a few issues with synonyms not being recognized. Still, this is a simple, lighthearted story that I enjoyed.
ADRIFT Authors' Iconic Works by DB
I have attempted to assemble a list of some major (and some minor) authors for the ADRIFT platform along with a game iconic of their style. The games are listed by seniority of the authors, where seniority is determined by the year of an...