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This is my debut text-adventure titled "Yesternight". The game is written in AdvSys adventure-writing system by David Betz. The system is available for example for PC and Amiga. The game is created for ParserComp 2021 competition. Travel with north, south, east and west commands. Pick up items with take. Examine items and objects with examine command, for example examine nest. I wish you much fun with the game!
18th place - ParserComp 2021
| Average Rating: based on 7 ratings Number of Reviews Written by IFDB Members: 3 |
When I was in college, I had a running conversation with a friend where we tried to determine the smallest discernable unit of various things – like, what is the band such that next-worse band is actually bad, therefore allowing you to express the goodness of all other bands as a multiplier of the goodness of that one band? We decided that there was, and it was Jimmy Eats World, for reasons I can’t currently recall or defend.
This was a weird pastime – we were taking quantum mechanics at the time, so that’s why were interested in trying to come up with discrete measurements for things that are typically experienced as continuous or analogue – but I bring it up because Yesternight is a plausible contender for a sort of text-adventure eigenunit, complete in itself but so stripped down that if you took almost a single thing away from it, you’d have something that felt more like a tech demo than a full game.
The player character has no history and no future, their only goal to work through the obviously-signposted puzzle chain that doesn’t constitute a narrative beyond the inevitability of union between one object, one action, and one barrier that it resolves. Eventually you go north, having traded all the money you had in the world (in fairness, a single coin) for forward progress on a road, with no indication of where it leads (maybe existentialism would have been a better one of my early-adult obsessions to organize this review around, since the protagonist and their world is entirely defined by absurd but compelled actions? …probably not).
Matching the thin puzzles and thinner narrative, the game is pretty underimplemented, too. It’s written in AdvSys, a fairly obscure mid-80s language that I was unfamiliar with before a quick google, and look, I’m not going to make you sit here and listen to me pretend to have an opinion about LISP-based parsers, but even with allowances for the limited technical affordances of the time, there’s no excuse for the guess-the-verb silliness that only accepts POUR FLOWER to indicate that you want to pour some water on a desiccated flower (the instructions do indicate this is a two-word parser, but even still, POUR WATER, WATER FLOWER, EMPTY BOTTLE, and various permutations thereof would have been far more intuitive!)
So like I said: plausible candidate for the eigen-venture. And yet! When I said there almost wasn’t a single you could take away from Yesternight and still have a game, I was being precise. There is exactly one superfluous item in the world, a medical book of some description (I say “of some description” because its description is “you see nothing special”, and you can’t actually read it), that serves no purpose whatsoever. It must be there because the author wanted it there; there was no puzzle-logic or worldbuilding rationale that required it to exist, after all. There’s something intriguing about its completely unnecessary presence in this otherwise minimal game, and I’m almost tempted to argue that the seed of all art is putting something like that into a work that clearly doesn’t need it – and the seed of all criticism is trying to figure out what it means that it’s there. Right now it’s not very interesting art, and it can’t lead to interesting criticism, since the medical text is an empty signifier, an invitation into the author’s mind that only leads to an empty house with no lights on. But hey, a seed is a seed.
The author has said elsewhere that this is just a small game that will be more polished later on.
It uses the AdvSys language, which is capable of making very powerful games but requires a lot of work to get going. Unfortunately, this game doesn't have all that work.
It is very small, with only one real puzzle, all of whose steps are clear, but it's hard to type them in. Here are my attempts at one of the most important steps:
(Spoiler - click to show)
>pour water
I don't understand.
>water flower
I don't understand.
>empty bottle
I don't know the word 'empty'.
>put water on flower
I don't know the word 'put'.
>pour bottle
Nothing happens.
>give water
I don't understand.
>give bottle
Nothing happens.
>open bottle
I don't know the word 'open'.
>put water
I don't know the word 'put'.
The real answer was (Spoiler - click to show)'pour flower'.
My score of a 1 reflects the games lack of polish and verbs and general unfinished state. I 100% believe that with more time the author could make something marvelous.
It's interesting to make a game in AdvSys in 2021. (Note that you can play it in Gargoyle for Windows, macOS, or Linux, or Spatterlight for macOS.)
The game is extremely minimal. Five rooms. You can win the game in a dozen turns, without any meaningful optimization.
There's an item you can take, the book, that as far as I can tell is completely unimplemented; "x book" just says "nothing special" and the game doesn't have a "read" verb.
IMO, the flower puzzle is kinda busted. (Spoiler - click to show)You have to "POUR FLOWER" when you have the full bottle; "POUR BOTTLE" won't work. This took me ages to figure out, because "POUR FLOWER" isn't grammatically correct! You're not pouring the flower, you're pouring water (or the water bottle) on the flower.
New walkthroughs for December 2021 by David Welbourn
On Saturday, December 25, 2021, 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...