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This is a very minimalistic sequel to very minimalistic game.
| Average Rating: based on 5 ratings Number of Reviews Written by IFDB Members: 2 |
The minimalist game 1 was a simple yes/no question asking you if you want to win.
This has 2 rooms, each room with one implemented (barely) item, and 6 turns before you die.
I get it: it's minimalist, but even still, there are a few things that need fixing in it.
>ENTER CAR
You mount that car.
Not sure if this was on purpose, but you should probably get in a car rather than mounting it in order to drive.
>NORTH
You can't.
You are supposed to drive (ride) the car north, maybe a different default message.
Then the two items are That Car and That Door. (Probably should have not been capitalized).
The intro tells you that you can go to that door and win or wait until 9:05 and die. In this case, it might be nice if the status line gave us the time of day instead of the turn count. (It turns out you die after turn 6 FYI).
There's still that issue as to whether practice games should even be released or put on this site. I don't want to discourage you from writing more... but delay your desire to release things until you have a working game you can be proud of.
I rate this low, not to discourage, but because you just can't put this up to other games, even very short "minimalist" games, such as Aisle, Pick Up the phone booth and die, and similar games. If the author insists on short games like this, I suggest he play those those games for inspiration.
After reading the intro, I really have to wonder if the author has some sort of self-hate issues going on. Why release a game that shows no evidence of purpose or plot, and has no reason for existence? Is this the only way that he can garner attention, by creating worthless games and then plaguing us all with the source code?
The writing style is vague and distinctively careless. Here's an example (and no, this is not atypical): "You are here. You can see That Car there." Behold the masterful use of Scary Caps, as if the car was supremely important. But it, like everything -- literally -- in this game, has no detail, no response to EXAMINE, no reason for existence.
Nothing is ever explained. Why do you die in six turns? Why can you not drive a car, but only mount it? What does it mean to mount a car in the first place? I can only think that the author wrote this game in five minutes, probably while taking a dump. There's certainly zero evidence of beta-testing.
You can win the game; you can lose the game. However, none of the endings have any emotional impact as they are just the default responses. So in the end, you play a game that brings no sense of achievement, no pleasure in winning, no sorrow in losing, a pointless game that exists for no reason.
In a single word, why?