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Interesting talking creatures premise but too generic a delivery., July 18, 2016
(I originally published this review on 21 October 2012 as part of my blog of IFComp 2012. This was the 22nd of 26 games I reviewed.)
The Sealed Room contains two mythical creatures which have the power of speech. Finding yourself stuck in there with them, your goal is to get out, mostly by ASKing the room's inhabitants about its contents and each other. Described by its author as "short-short", the game is indeed short-short, and while I did not find it to be very remarkable, in the context of the competition it was at least a game that I could easily play and complete, and which thus constituted a kind of break. The game is also kind enough to display its title page artwork on startup, making it one of the handful of entries whose cover image I could see easily this year.
The two creatures in the room are a dragon and unicorn who have wounded each other and can speak on the topics of their own natures, their opponent's nature and occasionally the situation of being stuck in the room. Controlling the game is easy; you just keep ASKing whomever ABOUT such and such a topic, and can also get either creature to offer up a list of TOPICS.
Given the game's simplicity, what it lacks are specific details to make its story interesting and to give strong personalities to the creatures. The reason you're in the room is just that an old guy on a park bench zapped you there. The creatures don't know why they're in the room. Nothing is made of the attractive design on the ceiling, and even the potentially interesting symmetry of the two creatures and their pools of blood, a strong image, doesn't figure in the events of the game. The effect, then, is basically in the contrasting responses you get from the creatures when quizzing them on the same topic, since the unicorn is kind and wise and the dragon is arrogant and a bit nasty. A couple of response pairs did raise a chuckle from me, and they do work best when you question each creature in turn about the same thing. Unfortunately it is likely that most players will lawnmower the responses from one creature before doing the same to the other, which will blunt the contrasting effect. Also, the creatures mostly act as symbols of their type rather than giving the impression of being individuals, so you stop expecting them to say anything that might surprise you after awhile.
Something interesting could have happened in The Sealed Room, but its trappings were too generic.