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About the Story""We really think you'll like this one, see you on the other side!" ...and suddenly the room is ripped away. Air slams into your chest as you struggle to breathe and inky blackness swirls in at the edge of your vision. Stars everywhere...and then nothing, the feeling of being underwater wraps itself around you." [--blurb from Competition Aught-One]
13th Place - 7th Annual Interactive Fiction Competition (2001)
>VERBOSE -- Paul O'Brian's Interactive Fiction Page
In point of fact, the majority of the game consists of wandering around the author's fantasy house. How do I know it's the author's fantasy house? Simple: he embroidered his name on the handtowels. All throughout the place are rich-dude features like marble, seashell-shaped sinks, mahogany furniture, deep pile carpet, massive gardens, statuary, and so on. The kitchen has a freaking stainless steel floor, for heaven's sake. This idea is a few degrees off of the well-known and deeply-dreaded "here's an implementation of my house" genre, but only a few. There are some puzzles, at least, but they're not really original enough puzzles to compensate for the poor writing, misleading claims, and the general vacuousness of the setting.
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I enjoyed it, but only because I used hints. The game has the sort of thing where you have 20 similar rooms and one of them has a scenery item that can be used.
The author is a little too smarmy; if you type nothing, you get "Let me explain something here; you're playing a text adventure...no text, no adventure, get it?". That kind of 'oh silly player' attitude is prevalent. It has a lot of poetry and some physical simulation (freezing and melting in an optional puzzle, flushing toilet, etc.)
This is version 6 of this page, edited by David Welbourn on 8 October 2016 at 9:03pm. - View Update History - Edit This Page - Add a News Item