Have you played this game?You can rate this game, record that you've played it, or put it on your wish list after you log in.
Playlists and Wishlists
RSS FeedsNew member reviews
Updates to downloadable files
All updates to this page
About the Story
Since the spores came life has been happier. How could it not be? For now stress is fatal and all who remain alive must remain calm...
20th Place - 17th Annual Interactive Fiction Competition (2011)
|Average Rating: |
Number of Reviews: 2
Write a review
First off: The premise of Calm is brilliant. Earth has been decimated by a fungus that causes stress to kill you. Like any proper post-apocalyptic game (a woefully underrepresented genre in IF), you have to act carefully to survive, but the survival process is based on avoiding stressful situations and finding ways to destress.
The descriptions are atmospheric and evocative; coupled with the smooth implementation, it's a rewarding world to just wander through.
There are, however, some issues that keep this good game from being a great game.
First, the player's mood is a two-axis scale described by a single adjective. While I must applaud the author's vocabulary, it left me constantly guessing. I would have preferred two quantitative values to one qualitative one, although I suspect other players may disagree.
Second, while multiple solutions and implicit actions are both good mechanics, I don't think they work that well in conjunction. The game allows various items to be used for various acts and automatically picks one of them if you don't specify. Since items are everywhere and there's no carrying capacity, most actions succeed without you really having to think about them. Again, some people may like this; I found it too Nemean-Lion-ish. Occasionally the games choices didn't make sense, either (smashing a lock with a bottle).
Third, the starting quests feel pointless to me. For instance, one requires you to gather food, but you never need the food, and you aren't penalized nor does the quest revert to incomplete if you eat all the food or drop it.
Still, it's a well-realized game and I found myself returning to it. My concerns may not bother other players at all. Calm is worth checking out.
In this game, you can customize your name, background, goals, etc. You then are let loose in a world where a mutant fungus makes you die if you stress out.
The customization is fun, and a sliding scale of emotions is provided in the corner.
However, this ambitious game falls short in execution with a wide variety of bugs, mainly synonym bugs. This causes frustration.
Overall, recommended for the beginning.
Intro to Jabberwocky, by Gregory Weir
Average member rating: (6 ratings)
In this game, based on the Lewis Carroll poem "Jabberwocky", you play as a farmer's child, sent out before brillig to deal with the family's animals. You also find a tablet with a pattern of lines and letters; as you complete your...
Best Laid Plans, by David Whyld
Average member rating: (4 ratings)
Your lab partner has been shot dead and you've been locked in a room, likely to face a similar fate. Your chances of escape are pretty slim as you have no weapons or means of opening the door. But, of course, you have SADI...
|Lore Distance Relationship, by Naomi "Bez" Norbez|
Average member rating: (9 ratings)
Follow user StaircaseHaven14 on a Neopets-esque site called Ruffians as she faces life's challenges, RPs with her long-distance BFF (or more than BFF?) Bee, and encounters familial hardship, from age 8 to 18.
Combinatorial Explosion by verityvirtue
Combinatorial explosion is a name fitting for a band, or a game about chemistry, but, according to mama Wikipedia, it refers to "the effect of functions that grow very rapidly as a result of combinatorial considerations". There you have...
Games with unique hint systems by delano
I'm looking for games that offer hints in any way, except for printing them in sequence on the screen. For example: characters that offer hints; objects that, when examined or used in a certain way, suggest actions to the player; etc.
Apocalypse How by katz
Post-apocalyptic games: equal parts cliche and fun. Authors are free to dispense with pesky NPCs, complicated modern technology, and implementing working everyday items. Players can have no inhibitions about acting like murderous...