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About the StoryThe King, your father, is dead.You have refused to take the crown and the land of Nowhere has instead evolved into a republic. A simple invitation to the capital city of Lost sparks an epic quest as forces from Somewhere threaten war. Venture through twisted landscapes with only your faithful dog, and a dry sense of humour, for company. A puzzle parser in the classic style. Game Details
Language: English (en)
First Publication Date: October 1, 2019 Current Version: 3 Development System: Inform 7 Forgiveness Rating: Merciful IFID: A2666B00-C25B-44DD-BC72-BE4E360E1B3E TUID: k00m9tgvgdapesln Sequel to The Bony King of Nowhere, by Luke A. Jones |
Awards
55th Place - 25th Annual Interactive Fiction Competition (2019)
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Member Reviews
| Average Rating: ![]() Number of Reviews: 2 Write a review |
3 of
3 people found the following review helpful:

Luke Jones has released many games, and has a definite style. His games are whimsical, kind of roguish (with a foul-mouthed pigeon), sprawling, with a big cast of NPCs.
They are also a bit spare. When he started with Quest games, they were above average for Quest games in terms of implementation. Inform games (which this one is) generally have room for smoother programming, and this game could use a litte bit of polish, both in synonyms and in typos (especially the problems with stray punctuation that inform has).
This is a sequel to The Bony King of Nowhere, featuring the same map, just a few years older. I played with the walkthrough, as some puzzles I had great difficulty in guessing.
My favorite part about the game is the frank and friendly NPCs, like Donella or the Wizard of Ounces (Oz). I also liked the tie-in with other games by this author.
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2 of
2 people found the following review helpful:

by Stian
Citizen of Nowhere was not particularly engaging. The story is a hodgepodge of disparate elements and tropes not properly coming together to form a consistent and convincing world. While the map is large, descriptions are extremely sparse and the few details mentioned in the descriptions are rarely implemented as (scenery) objects. NPC’s are equally limited; asking them about things they should know about provided usually either their default response or “You can’t see any such thing.” Puzzles are a big part of the game, and while I had fun with a few of them, most were either very straightforward or bordering on unguessable. Synonyms are usually lacking. A crucial tip if you want to play the current IFComp version: you need to use the verb "attach".
In other words, there is room for significant improvement to Citizen of Nowhere. With sufficient polish, it could certainly become quite decent, but, considering the size of the map, a lot of work seems to remain.
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