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Your memory is foggy, but you have faint recollections of pain and confusion, then ending up here… wherever here is.
This is my first attempt at writing a text adventure game, mainly written as I was learning Inform 7, so it is a very short game, but so far, feedback has been positive.
| Average Rating: based on 2 ratings Number of Reviews Written by IFDB Members: 2 |
This is a fairly small but fun puzzler. You start out in a waiting room with a barred door and only direct access to one more room. The premise, which you will understand later, is an original take on a more common plot. The writing is terse but I think that is fine for this kind of game. So if you like puzzles and small games, this is a nice diversion for perhaps an hour or less if you are experienced in puzzle solving.
This brief Inform game has you waking up with temporary amnesia in a medical research facility with a door that has recently been welded shut.
It's a small game with about six rooms. There are two major tasks to take care of: getting some quiet and making things dark.
It is possible to lock yourself out of victory unwittingly, I believe. And one major puzzle requires some intuition that is not in the room description and which doesn't make sense based on earlier responses. In particular, (Spoiler - click to show)you have to turn off a radio, and TURN OFF RADIO says you can't turn it off and BREAK RADIO says you can't do anything to it, and it's too big to TAKE or PUSH. The solution is apparently to UNPLUG radio, despite the lack of a plug being mentioned.
Overall, it works as a small game to make to get used to Inform, but I prefer Sidewise by the same author.