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Mystery Isles is a text adventure game written in PunyInform for the ParserComp 2024 itch.io jam.
You are stranded on a deserted island and must solve puzzles and figure out a way to escape.
You were looking forward to a quiet day fishing in your new fishing boat.
After a couple of hours catching nothing (and a few beers) you lay back for a rest and drift off to sleep ... You wake a few hours later and realise your anchor had disconnected from the chain and you have been drifting away, too.
10th Place, Classic Class - ParserComp 2024
| Average Rating: based on 3 ratings Number of Reviews Written by IFDB Members: 2 |
This was a pleasant adventure game someone hampered by programming issues from time to time.
I played the ‘modern’ version which doesn’t have the graphics that the retro does in the screenshots (which makes sense) but that image in the screenshots looks cool!
This game has Scott Adams vibe: just a fun adventure with minimal text and some atmospheric descriptions and most important items listed separately in each room description. You are on an island and need to find your way off, making use of local floral and fauna and the remnants of past visitors.
There were several issues that caused problems during gameplay. For instance, (Spoiler - click to show)if you get the wrench and drop it, you can never pick it up again. The same thing happens if you drop the reeds and aren’t carrying something sharp.
So, a fun concept and pretty good execution, but could use more polish.
Quick, close your eyes. Now imagine the most prototypical adventure game puzzle you can think of – not any specific iconic one from the classics of yesteryear, nor the dreary ones you’ve done a million times like the get-the-key-out-of-the-keyhole bit, just the Platonic ideal of a classic text adventure puzzle. Once you’ve got it, you can open those eyes (how have you been reading this?)
This exercise doesn’t admit of wrong answers, of course, but I’d submit that there’s a single most-right one: there’s a monkey, and you need to give him a banana so he’ll give you his wrench. I don’t think I’ve encountered this specific scenario presented quite so baldly before, but when I ran across it in Mystery Isles, I recognized its totemic power. And in fact the whole game is like this, in its stripped-down, old-school-yet-friendly glory: you could call it Text Adventure: the Text Adventure and wouldn’t be far off. You’re marooned on a desert island, you see, and to escape you’ll need to construct a makeshift torch, unearth pirate treasure, climb a tree, and offer up multiple food items as bribes (it’s not just the monkey); it’s all presented in breezy, unadorned prose and will either take you forever – because there are a couple of puzzles that are real head-scratchers – or ten minutes, and fortunately there’s a hint function included so you can choose your own adventure on that front.
Much as I enjoy ParserComp as a space for experimentation, it’s also clearly a place to play the hits. Even given its limited ambitions, though, Mystery Isles could have stood for several additional rounds of polish, because the implementation is fairly rough. Beyond the aforementioned underclued puzzles – there’s a bit where hitting a big rock with a little rock turns the little one into a makeshift axe, which is not how flint-knapping works, and the business of how exactly you’re meant to get the banana out of its tree doesn’t give much for the player to go on, not even confirming the existence of actual bananas in said tree – there are plenty of niggles and small bugs. Items don’t always disappear from the inventory once used, once you solve a puzzle to obtain an object you might need to resolve it to pick them up again should you drop them, there’s a spurious north exit mentioned in the jungle description, and the hint function is welcome but gets a bit confused towards the end (Spoiler - click to show)(it kept wanting me to relight the torch after I’d already obtained the map, which I believe at that point was both useless and impossible).
This is a short game, so even game-breaking bugs are quick to recover from, at least, but the lack of any credited testers really shows: there is no parser game so simple that it can be credibly released without independent beta testing, in my experience. There’s a lighthearted simplicity to Mystery Isles, and a certain ramshackleness can be part of the charm of such things – only as I’m writing this am I wondering about the plural in the title, since there’s just the one as far as I could see – but classic premises and design don’t need to be matched by creaky implementation.