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A one-room game with one major puzzle. Tie two strings together. Simple?
[--blurb from The Z-Files Catalogue]
21st Place - 4th Annual Interactive Fiction Competition (1998)
| Average Rating: based on 6 ratings Number of Reviews Written by IFDB Members: 2 |
In this game, you are in a single room with a single puzzle. You have to tie two strings together.
This game has about 5 or 6 items. The one puzzle is clever, but it's it. For that one puzzle, the author has made a very polished game, with the responses you'd hope for implemented, and descriptive writing.
If you like brainteaser-type puzzles, this is a good game for you. But it is very, very short.
A one room game based on a single, physics based puzzle. Economically designed, everything is in the game world for a reason (even the distractions). I don't consider the game's short length reason enough to give it a low score, so definitely give this one a try.
A classical physical-thinking test involving two lengths of string hanging from the ceiling, presented in the form of a barren one-room text adventure. Just one puzzle, which I'm not sure I'd have been able to solve if I were not already familiar with it. Does a pretty good job of handling the things one might try with the objects given.
-- Carl Muckenhoupt
>INVENTORY - Paul O'Brian writes about interactive fiction
It's one lone puzzle, and thus a little difficult to rate. On the one hand, the writing and coding are both quite good; I found neither bugs nor English errors anywhere in the game. Then again, this level of excellence was sustained for a remarkably short time. Consequently, I can't rate the game very highly -- there's just not enough there.
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New walkthroughs for July 2022 by David Welbourn
On Monday, July 25, 2022, I published new walkthroughs for the games and stories listed below! Some of these were paid for by my wonderful patrons at Patreon. Please consider supporting me to make even more new walkthroughs for works of...
Pieces of Games by Ron Newcomb
Sometimes the best way to understand a type of puzzle or interaction is a pithy, stand-alone example of it.