This game is intended to run in a DOS emulator such as DOSBOX. It has a nice aesthetic; there was a guy a few years ago who would constantly crank out BASIC games that ran in DOS and their best feature was the cool ascii art and overall look and style, and this game has that.
The parser may be a heavily modified Inform, but is more likely some kind of custom parser, since it doesn't understand standard Inform verbs like VERBOSE or PULL ME.
Gameplay is procedurally generated. You are in a maze of a house with NESW directions and one item or less per room. One of the items is a 'goal' (in my 11 playthroughs, I saw a wet elf, hungry goblin, pedestal with inscription, chest, etc.) and one of the other items is meant to be picked up and put in the goal.
I had always wanted to write a game like this as a meta-commentary on generic adventures, a game that would have random aesthetics and map but always be about gathering 'something' to put in a trophy-case analogue. But I never got around to it, and this game is a better implementation of my vision, so I'm glad to play this and see a better version of my own dreams.
In the end, of course, the game is very slight. It itches my 'play an adventure' desire, just like Nick Montfort's Amazing Quest last year, but that's it.
Mild spoiler if you haven't looked through other comp games: (Spoiler - click to show)This game seems to be part of a pair, since BJ Best has a game called "And Then You Come to a House Not Unlike the Previous One" that appears to have you play a pair of kids who are playing this very game, with the same text and same credits.
(Spoiler - click to show)There may be something hidden in the game, perhaps a secret that must be communicated between BJ Bests games, of which there are three (I saw on adventuron discord that he entered an adventuron game as well). I'll change my rating if I see anything new from those games.
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