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Imperial Throne

by Alex Crossley

2025
TADS 3

(based on 5 ratings)
Estimated play time: 51 minutes (based on 2 votes)
Members voted for the following times for this game:
3 reviews6 members have played this game. It's on 1 wishlist.

About the Story

It is an inauspicious time to have become emperor. There have been many reverses of late, severely testing the morale of your subjects. The army in the northeastern province of Kohlus has been routed by a minor kingdom, probably due to the poor leadership of its commander, General Maretus. Many of the legions are in desperate need of troops and there is precious little revenue to pay for them. What's more, recent harvests have not been good, leaving the poor to go hungry. Throughout the realm, ancient traditions are being abandoned and people are beginning to fear the empire has lost the favor of the gods.

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Ratings and Reviews

5 star:
(0)
4 star:
(0)
3 star:
(2)
2 star:
(3)
1 star:
(0)
Average Rating: based on 5 ratings
Number of Reviews Written by IFDB Members: 3
2 of 2 people found the following review helpful:
A story of loss (in more ways than one), September 16, 2025
by Tabitha (USA)
Related reviews: IFComp 2025

I had fun playing this one, but ultimately came away with a rather poor impression of it after looking at the walkthrough. Initially, I really enjoyed exploring the possibility space, both as far as testing out commands and, on replaying, being more strategic and seeing if any of my strategizing would pay off. After five playthroughs (some of which, admittedly, were not actual attempts to do well), I thought I had a pretty good handle on what was and wasn't possible. But when I cracked open the walkthrough out of curiosity, I saw multiple possible actions that I'd never thought of.

The walkthrough starts out with a list of useful commands, which I think should have been included in the game itself; players could have a choice of whether to view them or not, but I think the player should definitely be made aware of their existence. Especially because I learned from the walkthrough that some of my attempted actions that had been rejected by the game were actually possible, I just hadn’t been using the right phrasing. Implementing more synonyms and/or including helpful failure messages that point the player toward the correct wording would help with that issue, too.

But what's a bigger deal to me is that, pre-walkthrough, I’d concluded that ending the game (Spoiler - click to show)with some level of failure was inevitable—whether the empire being completely overtaken, or its borders shrinking. And I liked that; the game seemed to be saying (Spoiler - click to show)“No matter what you do, empires are doomed to fall.” But the walkthrough presents (Spoiler - click to show)a series of commands that leads to an ending where you've not only held onto your current territory, you've expanded and conquered others'.

Given that this is the only path presented in the walkthrough, clearly the author considers it the ideal ending. With Drew Cook's essay on "The Game Formerly Known as Hidden Nazi Mode" fresh in my mind, I couldn't help feeling that my whole experience of the game had been deflated by this authorial intervention. My own interpretation went out the window, replaced by "Oh, it's just a game where (Spoiler - click to show)you win by growing your empire." The game's fantasy world is very generic/traditional, with barbaric tribes harassing your borders and women appearing only as courtesans or brides. Before, when left to interpret the game myself, I could see these as purposeful choices; now, though, they just seem lazy.

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1 of 1 people found the following review helpful:
Wasted potential, October 16, 2025

As it is now, the game is near impossible to play without the walkthrough. With the walkthrough, it's almost fun to play. Without it, you need to have psychic abilities because the in-game text is sparse. Playing blind, you're just typing guesses into the void. If the implementation was better, if there had been more details about the setting, if there had been some way to gauge resources and keep up with the events of every turn, then this could have been a good game. Maybe even great.

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1 of 1 people found the following review helpful:
Royalty simulator: tax, recruit, attack, condemn, September 13, 2025
Related reviews: about 1 hour

This parser takes a bold and innovative direction, and while I think it struggles with the execution, it's nice to see people experimenting and having fun.

In this parser game, you rule a country, but instead of moving from room to room or working with menus, you just give orders. The game itself doesn't give you any real instructions besides 'type what an emperor might do'.

I tried talking to my advisor, who suggested reviewing military deployments. I typed 'REVIEW MILITARY DEPLOYMENTS' and got a list of troops and number of places. I decided to recruit more by typing RECRUIT TROOPS IN , but I ran out of money. So I tried RAISE TAXES, and that worked. Some barbarians attacked, so I tried ATTACK and that worked.

I kind of ran out of steam then. There are some random events that you can respond to, but by that point I couldn't think of anything else to do. I peeked at the walkthrough and saw a list of actions I could try like 'condemn' (although it didn't let me condemn most things I tried).

I then restarted and tried the actual walkthrough. It had a lot of actions I hadn't considered (especially since some were in response to random events I hadn't seen yet), and due to randomization the walkthrough didn't 'work' and I'm not sure there's any ending to the game. Although, as I type this, I decided to try and type z.z.z.z.z.z and copy it over and over again, and was able to get a bad ending as my capital was sacked.

I think the concept (you can type anything!) is exciting, and a lot is implemented, but without stated restrictions or guidance it felt like I was stumbling blindfolded around a large, mostly empty room, trying to find scattered objects placed here and there (here the large room is the state space of all possible parser commands and the objects are the implemented actions).

Every writer writes for different audiences, so I may or may not be the target, but I think I would have had more fun if I had an idea of my long-term goal and about the relative amounts and specificity of things (does raising taxes give lots of money or little? Do I tax everyone, only some people, or only some things?).

Outside of that, the game is smooth, well-polished, and the writing clearly communicated what had occurred.

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Imperial Throne on IFDB

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