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4 of 4 people found the following review helpful:The Maze Walker-Througher, February 26, 2022
Phew! Someone heard you! When adrift in interplanetary space, chances are slim that anybody would hear your distress signal in time. You received the coordinates, you probably have just enough juice left in the fuel cell. So yeah, very fortunate to be underway to that big... distant... abandoned... space station that is now being pelted with debris... and fired upon by a giant laser from the planet's surface...
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- Stian, March 5, 2019
- Porkbelly, August 31, 2013
- Egas, August 6, 2013
- Interference (Oxford, England), February 14, 2008
- Michael R. Bacon (New Mexico), October 21, 2007
You are a deep space explorer in distress who docks on an abandoned space station seeking rescue. Structurally, DSD is split into two parts - the first one taking place in the station itself, and the second - on the planet the station is orbiting around. The first part has a nice (albeit non-exceptional by modern standards) setting with not-too-hard puzzles (I'd got the feeling they were intended as appetizers for the next part). The second section of the game effectively is a sketchily implemented bunch of puzzles; the puzzles themselves, however, are of top quality - very elaborate, logical, fun to solve, and immensely satisfying.
The development process for DSD has been described by Mike Roberts in his TADS manual, and I agree with him in that the entire game reflects its history. I'd especially recommend it to beginning IF-authors, since it shows pretty clearly that even a great authoring talent, and excellent programming skills won't help you if you don't plan your work thoroughly.
-- Valentine Kopteltsev
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