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Fixing Time: A Hack & Makerspace Adventure

by Richard Pettigrew profile

2025
Adventuron

(based on 3 ratings)
Estimated play time: 1 hour and 35 minutes (based on 2 votes)
Members voted for the following times for this game:
2 reviews5 members have played this game. It's on 2 wishlists.

About the Story

Fixing Time: A Hack & Makerspace Adventure

This classic-style text adventure was created for the Text Adventure Literacy Jam 2025.

Introduction

Step into the shoes of a curious Hackspace member as you uncover a mysterious machine, tinker with intriguing technology and travel through time itself.

Inspired by the golden age of interactive fiction and created as a tribute, this adventure deliberately avoids using location graphics, encouraging you to visualise the world through richly detailed textual descriptions. Whether you're solving puzzles across time, meeting brilliant minds, or uncovering lost knowledge, your imagination becomes the canvas upon which this story unfolds.

The game is light-hearted, filled with quirky characters, puzzling conundrums, several retro game 'Easter egg' references and occasional tongue-in-cheek dialogue.

Designed specifically for beginners while remaining nostalgic for veteran text adventurers, it includes an optional interactive tutorial to gently introduce new players to the format. The game features a traditional two-word parser, e.g. GET TORCH, USE BENCH and TALK GIZMO

Players are encouraged to explore locations, examine objects, collect useful items and solve puzzles. The game will automatically run when clicked. You'll see a welcome screen and then have the option to play through a short tutorial, guided by a friendly character named Gizmo. Try talking to him - he'll set you on the path to becoming a seasoned adventurer! At any point, you can enter the command HELP for an overview of useful commands. You can also use SAVE and LOAD to preserve your progress or return later.

If you want to see your progress in the game, try using the command STATS.

Suitable for all ages, especially those curious about retro gaming and interactive storytelling.


Layout and Colour Scheme

Different text types in this game are colour-coded for convenience:

Location and object descriptions are in WHITE

Newly discovered commands are GREEN

Character conversations and interactive objects are YELLOW


Movement

To move around, simply type the direction you wish to travel. Directions can be abbreviated:


NORTH or use N

SOUTH or use S

EAST or use E

WEST or use W

To refresh the current location description, type LOOK or L.

Object Interaction

Every item can be examined by typing EXAMINE (or abbreviated to X) providing detailed descriptions and often helpful clues. To view the items you're holding, use INVENTORY (or just I).

Other Useful Commands

There are a lot of other commands that can be used, these include:

ASSEMBLE, BUY, CLOSE, COOL, DRINK, DISASSEMBLE, DROP, EAT, EXAMINE, FILL, FIX, FLUSH, GET, GIVE, HEAT, INSERT, INVENTORY, LEVER, LOCK, MAKE, MEASURE, OPEN, PRESS, PULL, PURCHASE, PUSH, READ, REMOVE, REPAIR, RIDE, SCAN, SIT, SLEEP, STATS, TAKE, TALK, TEAR, THROW, TURN, UNLOCK, USE and WEAR.

This isn't an exhaustive list - some commands you'll need to discover on your own. Always remember to examine objects closely; you'll often find hints about other possible interactions.

Final Words

Thank you for playing Fixing Time: A Hack & Makerspace Adventure!

Remember, this entire adventure is a puzzle. You'll need to explore carefully, draw maps, record locations and examine each object you find. There are plenty of clues along the way - don’t forget to experiment with combining items to create new ones.

Credits

This game was inspired by the global Hackspace movement and incorporates ideas contributed by members of Doncaster Hack and Makerspace. Special thanks to everyone for their support, inspiration and endless creativity.

Once the Text Adventure Literacy Jam 2025 permits public releases, this game will also be available on the Doncaster Hackspace website:

https://www.doncasterhackspace.org.uk

Awards

Ratings and Reviews

5 star:
(1)
4 star:
(0)
3 star:
(2)
2 star:
(0)
1 star:
(0)
Average Rating: based on 3 ratings
Number of Reviews Written by IFDB Members: 2
4 of 4 people found the following review helpful:
Explore a makerspace and repair a time machine, May 16, 2025
Related reviews: about 2 hours

This game was entered in 2025 the Text Adventure Literacy Jam.

In it, you wander around a makerspace with tools for sewing, cutting, soldering, etc. Along the way, you discover a broken time machine.

Repairing the machine takes you all over the makerspace and through time, helping you learn what everything does and interacting with the people there.

I got lost pretty early on as there are a ton of red herring items. As time went on there were less and less things I hadn't used yet and so it was simple to deduce what was next.

I really enjoyed learning about the makerspace!

I didn't enjoy the text, which seemed mostly AI generated. I found this odd, as I have enjoyed Richard Pettigrew's terse but witty style in his earlier games. Now, it may not be AI generated, but if it was hand-written, the author was remarkably repetitive and unhelpful. Almost everything is 'a testament to the hours/years/minutes of love/labor/etc. of its users'. Every item 'radiates usefulness' or 'hints at a special meaning' etc. Every room has several nouns mentioned in its description which aren't there at all, which defeats the purpose of a text adventure where the text is the game (it would be like a 3d game that randomly placed guns, powerup icons, medkits and quest icons but all of them were fake and did nothing). I eventually realized I could completely ignore all text except item names, as the AI text never provided any use or interest for me. I feel like I would have had more fun just reading the prompts that were used and imagining it myself.

Also, for some reason my character would randomly burp and fart for some reason throughout the game.

I liked the story progression and the ending. My favorite part, though, was the satisfying crafting process.

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1 of 1 people found the following review helpful:
Visit inventors, be an inventor, June 3, 2025
by Andrew Schultz (Chicago)
Related reviews: talp2025

This review is for the comp version of the game. The thorny bits I saw feel like something that was just missed while implementing an ambitious project, and with the feedback of a comp/jam, the author can probably make some quick fixes that render my complaints obsolete.

Fixing Time works hard to gain your trust and approval, and overall, it gained mine. Though it's tough sledding at some points, and if you miss one detail you're in danger of getting stuck and unsure what to do next, not due to a technical glitch, but due to some inconsistency in the verbs accepted. This is borne out by the introductory tutorial, which is overall well-done: you have four rooms, called Navigation, Objects and Interactions. You learn how to move around, how to take items, and how to use them. The main puzzle is getting to the end room, and in the process, you learn a few basic verbs that will serve you well. Once there, you're a bit stuck, unless you RESTART. which is only cued once--and it hits the Adventuron default "Would you like to forfeit the game?" Given the gadget-based fun in the game proper, it'd be interesting to have, say, a trapdoor leading to the main makespace.

And what happens there? Well, there's no direct drama, but you find evidence a friend has gotten lost. As you explore the hackers' makespace, evidence accumulates that he likely used a time machine and got lost in time. But the time machine itself is broken!

So your object is to repair it, finding items around the makespace and using them properly on the various machines stationed around. Sometimes it's hard to figure what to do next, unless you apply reductionist logic: namely, what items haven't I used yet, and what items aren't useful because they're not really technological? This is a bit hard to do, because the game has a lot of florid passages about how everything is well-loved, and that gets in the way of learning what to put together, and there are a lot of non-technical items that give a small smile but ultimately are distracting, as red herrings. Perhaps an option to flag game quest-critical items could help here, as could one to give brief descriptions. I found it tough to focus, even the second time through before writing this review. But I did play through it, and it did go smoother the second time, once I was aware of what I Was doing and how things were organized. It just isn't brought to light clearly enough. And there is a struggle with the parser. It could be something as simple as making corkboard/board or newspaper/paper synonyms. Or it could force you to TAKE something to READ it, which is slightly annoying with inventory limits.

That said, FT does a whole lot right, and so my major caveat is with playing the original version, if the author chooses to update post-comp. And I hope they do. The issues above feel very fixable without too much effort, but they also feel nontrivial to uncover even with dedicated testers.

FT has, at its best moments, the feel of reading an interesting instruction manual and actually Getting It and wondering "why can't they all be like this?" There is a puzzle to get the time machine's circuit board working. Finding the spare parts requires you to examine a lot. Once you do, the REPAIR verb is highlighted in color, and you need to find the relevant machine in the hackspace. With fourteen rooms, this isn't bad at all.

You visit three time periods before finding your friend Andy, meeting three very different inventors who are famous throughout history. It's a neat contrast to the other time-journey games in the comp: Tempus Fugit had general globetrotting, and Time Crystals of Cythii brought you to just before big disasters. Each inventor needs the help of a much better machine than they have access to in their time period, maybe just to repair what they have or build something better. This really brought to life some machines that to me were just technology other people would use: a soldering iron, a 3-d printer, a laser cutter, an oscilloscope and even a classic sewing area with scissors. And the special verbs, like REPAIR, are highlighted, giving you a relatively clear set of things to do, along with things you need. In some cases you even get an ordered list.

There's some mixing of the time zones: a puzzle for area two builds on an item you find in area one, which seems valuable. (This is a bit odd, as it involves searching in someone's house -- but again the "search everywhere" principle may get you started.) And everything has one use, pretty much, except for (Spoiler - click to show)the slot on the time machine, which adds a new era to go to with each important item you find. The writing on the time machine suggests there will be ten eras in a future release, but you need only visit three before you are led to your friend Andy.

FT is very satisfying for all its rough edges and over-description that overcompensates for the game's technical nature (everything is lovingly made, etc., "as if/suggesting an air of...") and fights with the parser. I'd be interested in the future release with better cluing. Though right now, I'm glad I had a bit of walkthrough help so I could find the right verb to do what the game indicated. I felt very competent and technologically sophisticated indeed when I figured what to put together, and if there was some retro "fun" of fighting with the parser, I overall enjoyed the experience, which (though time travel is fictional) felt derived from what was likely the author's own time well spent creating odd gadgets with friends and dreaming of making even cooler ones.

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