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About the Story
As an A.I., you are trapped in the facility you are housed in. When everyone leaves, you are all alone. Fashion yourself an actual body!
20th Place - Casual Gameplay Design Competition #7
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Number of Reviews: 2
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I love this concept- you are an AI, your power failing, who has to make a body to inhabit. There are 2 paths- an organic body and a robot body.
Then there's the problems.
First, guess the verb (and noun) is huge here. There is a drone, and it's clear you need to use the drone to move around, however, "access drone" (or "access [anything]") gives no feedback, just another prompt. (Apparantly you need to "activate" it).
Then so many things are not named as they should be. The room describes "vats" that can only be referred to by their proper names (which you learn by accessing people's computers". The names of objects change as you examine them.
Building the android is tricky, too. "PUT x ON CHASSIS" does not work. You must "FIX x TO CHASSIS". Also, "android" isn't recognized. Some parts of the androids are "hidden", not described at all- the walkthrough implies you can find them, but even with it I was unable to find some objects.
The story is nice, and you can learn a lot about the characters by reading their journal entries, and it really had me feeling for the AI- but when the AI is named "Abe" and the game doesn't understand "ABE" or "AI", you have problems.
I feel I would really like this game, except for the poor implementation. In fact, the game isn't really hard at all, except for trying to figure out how to get the game to understand your commands.
Terminal is short, way too easy, and has very little artistic merit. The premise of the game shows potential, but the storyline is never fully developed. Basically, you play a computer-based entity who must build himself a body to escape his present situation.
The descriptions are short and contain grammatical errors. Descriptions of certain items could have been embellished a little more to give the game a better flow. Much of the scenery cannot be interacted with, nor examined. That leaves the player with the ability to examine only the objects necessary to completing the game.
There are two ways the player can win the game and both are very well-clued; too well clued, in my opinion. The puzzle becomes way too easy with all the hints that the player receives throughout the game.
However, despite all its drawbacks, there is some potential in Terminal. Perhaps the author's second game will fare better.
No map necessary by Divide
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Split-up PC functionality by baf
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