Escape From the Tomb of the Celestial Knights

by Megona

2024
Quest

Go to the game's main page

Review

Tomb Trainer, May 13, 2024
Related reviews: Spring Thing 24

Adapted from a SpringThing24 Review

Played: 4/16/24
Playtime: 30min

A small first time limited parser effort, on a web platform that was new to me. So new, I can’t really say where gameplay glitches were platform- or author- driven. You wake up in a coffin and need to escape an underground tomb. As one does.

The geography is reasonably well communicated, aided by restricting itself to 4 instead of 8 cardinal directions. In addition to constraining its directional space, it also limits itself to a handful of verbs. I think this is a dynamite choice for first-time authors, but definitely challenges players accustomed to a fuller parser implementation. Its noun space is uneven, with many instances of ‘location contains an X’ ‘>X X’ ‘You see no X.’ Often, manipulating objects directly is rebuffed, and instead you must ‘>USE OTHER OBJECT’ to accomplish your task. It is possible to acclimatize to these implementations choices over time.

The puzzles themselves are reasonably straightforward with good textual cluing, including a maze section that I found to be far less than the usual annoying for these things. My playthrough was much more fighting the parser than the game’s architecture. So maybe platform based? For sure a platform problem was that it crashed midgame, and I had to wait fifteen minutes for a server reset or something to replay. (Playtime above includes first run, but not wait).

There was some implementation confusion, beyond missing noun responses. In one area, its initial description inadequately describes the objects within and then omits some exits. Other rooms had no exits listed and required directional trial-and-error. In one spot it seems like a programming parameter (MEASUREMENT) is referenced, clouding the description. Nothing dire or fatal, just more work needed. There are also typos: ‘carves’ instead of ‘carved’; ‘they figures’ instead of ‘the figures’; I stopped grabbing them after the crash.

All in all, I found it a respectable maiden effort. There was little narrative other than ‘escape!’, which, I'm in a tomb so, sure! Learning a platform requires mechanical engagement, the art can come once mastered. Look forward to seeing where the author goes from here! Maybe a little less anticipation for another encounter with this platform.

Mystery, Inc: Velma
Vibe: Escape (Multi-)Room
Polish: Distressed
Gimme the Wheel! : I think the focus on mechanical implementation is exactly right for this work. If it were mine, I would flesh out the noun space, attack typos, and fix room descriptions. Wring all the polish you can from this first effort. Engage playtesters (unless this WAS that effort! Sneaky author), and internalize all their feedback. From my own first effort I can say learning how to drive that last 5% of implementation is just as vital to IF mastery as the syntax-based first 95%.

Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.

Was this review helpful to you?   Yes   No   Remove vote  
More Options

 | Add a comment