Carma

by Marnie Parker

Humor
2001

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>INVENTORY - Paul O'Brian writes about interactive fiction

This game depicts the clashes between a wanna-be writer and the punctuation that said writer has heinously abused throughout his/her career. In fact, the primary complainant is an outraged comma, and that comma's chief grievance is, you guessed it, splices. What can I say? It's my kind of game. Even better, it's done quite well, on the whole.

Carma uses the graphics and sound capabilities of Glulx to delightful effect, especially in its charming illustrations of punctuation marks dressed up to suit various occasions. One of my favorite scenes occurs when you ask the comma about splices. Suddenly, the scene dissolves, to reform as the archetypal spaghetti western town. Ennio Morricone's theme from The Good, The Bad, and The Ugly wafts over the speakers. We see graphics of a variety of punctuation marks, dressed up as stereotypical Western characters, and the comma (in cowboy hat and serape, naturally) marches towards you, ready for a duel to the death. It's hilarious.

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0 of 1 people found the following review helpful:
An animated comic about commas, July 16, 2017

This is a pretty fun comic to watch, but has very little interactivity. It worked for me in-browser.

It's essentially an animated comic about a comma who really doesn't like you. In each scene, you can mostly wait until the next scene, but you can also try a few basically well-cued actions. There is a scene or two, though, with really badly cued actions.


- Thrax, March 12, 2015

- EJ, September 1, 2014

- E.K., May 11, 2013

- DJ (Olalla, Washington), May 9, 2013

- Mr. Patient (Saint Paul, Minn.), September 20, 2011

- Fredrik (Nässjö, Sweden), February 3, 2011

- Karl Ove Hufthammer (Bergen, Norway), November 14, 2010

- samuraix (India), August 24, 2010

Baf's Guide


The main idea of this game is, before starting writing anything (be it a novel or an adventure game), the author should learn how to properly use the main tool of the trade - namely, the language. Since this postulate is brought home to the player not always by means of humane methods, it's recommended for the player to possess a sense of humour, a tolerance to critique, and the ability not to take her/himself too seriously. Some of the people also might be scared away by the rather unusual puzzles (one of them, for instance, represents none other than a grammar test), and some railroading. Those who decide to play Carma despite the aforementioned issues, will be rewarded with great graphic effects of highest quality (the word "effects" is an understatement; I'd call this work "a semi-graphic adventure", rather than a "text adventure", or even "illustrated text adventure"). Also, a couple of episodes were real masterpieces, which I'm never going to forget.

-- Valentine Kopteltsev

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