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Deephome: A Telleen Adventure

by Joshua Wise

Cave crawl/Horror
1999

(based on 4 ratings)
4 reviews

Game Details

Language: English (en)
Current Version: 1
License: Freeware
Development System: Inform 6
Baf's Guide ID: 508
IFID: ZCODE-1-991210-98A6
TUID: x85otcikhwp8bwup

Editorial Reviews

Baf's Guide


You're a Dwarven Reclaimer, who is charged with going into ancient Dwarven cities and cleaning them up for future habitation. In the case of this particular city, this includes getting the power and water working again, surveying the city itself, and exorcising three ghosts. Your basic fantasy puzzle-fest, including a bit of random combat, mechanical puzzles, a maze you don't need to map and some spellcasting. Some minor bugs involving the rail-car. An afternoon's entertainment.

-- R. Serena Wakefield

IF-Review
Part 1 of 1
"Overall, I found Deephome to be an enjoyable game, in much the same tradition of other classic dungeon adventures. The author's writing style, which is descriptive without being overly elaborate, allows the player to imagine his or her surroundings while playing, and instills enough atmosphere to convey a bit of a cultural feel to the game." (Geoff Gander)
See the full review

SPAG
"Joshua Wise's Deephome is a rather uneven effort: it's a well-built world with plenty of attention to detail, and the setting is nicely done. As a game, however, it doesn't work so well--there are far too many mimesis-breaking moments and unfair puzzles--and the result, sadly, is rather unsatisfying." (Duncan Stevens)
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Number of Reviews: 1
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1 of 1 people found the following review helpful:
Shallow-but-fun-home, October 18, 2007
by Tom Hudson (Durham, North Carolina)

This game seems to promise lots of worldbuilding, and playing it I get the impression that the world was built but only some of the background was implemented. The depth of detailing is really uneven; that which is there is so good that I resent not having the rest that I'm led to expect. I didn't find any bugs, and the puzzles were mostly straightforward, but one requires using found objects the way they're "meant to be used" not having any clue what the result will be, and a second, critical puzzle required some out-of-the-box thinking that is strongly miscued. (If you try a certain action in the first context you can, it has one result. Trying that same action in other contexts has no result, and no hints of partial success, but there's a variant on that action that is necessary to proceed.)

Moderately fun, but not satisfying.


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