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Dive into the mystery of Claymorgue's Castle, a place suspended in time and permeated with unfathomable secrets. United by an insatiable thirst for discovery, our team of investigators ventures into this forgotten place. Guided by Jack's bravery, Lisa's technological genius, Tom's strength, and the sharp pen of our narrator. But beware, this is no ordinary place. It's a location where even silence seems to tell ancient stories. Are you prepared to delve into its mysteries? But don't forget, the adventure doesn't end here. An event will happen in the years to come, an event that you will be able to see in a few years. But it's up to you to discover it. Claymorgue Castle awaits you, ready to reveal its secrets hidden in time. The images were created in pixel art.
63rd Place - 30th Annual Interactive Fiction Competition (2024)
| Average Rating: based on 6 ratings Number of Reviews Written by IFDB Members: 2 |
I had a bit of trouble getting this game to work at first. It's a heavily modified Twine game that uses a kind of parser command format through selecting verbs and nouns via links.
I kept selecting a verb and an object, but nothing would happen. I eventually realized that you had to click the player, then the verb, then the object, then a yellow arrow that would then appear. Thus, most commands (outside of movement) take 4 clicks to execute, while some take 5 (those involving multiple objects).
You're part of a team of four, including a historian, a techie, a tough guy, and you, who is (I think) a reporter. Each of you starts in a different location, but you can command others to move around or follow you. Each has skills only they can use.
Once I figured out commands, I had difficulty finding things to do. I tried 'examining' objects, but most said 'No action available' or something similar. Most of my actions were rebuffed, so I decided to follow the walkthrough exactly.
I found out that several of the 'No action available' objects were important, and, in fact, one had to be examined twice! And your teammatest have to be moved around a lot. I'm glad I had the walkthrough, as I would have been completely stymied without it.
The writing is interesting. It generally uses very complex English, with only occasional typos. Room descriptions were rich, but could become repetitive. In many rooms there are shadows that dance, spectral things you can see, and secrets waiting to be found.
One room has almost exactly the same description repeated twice. Perhaps there were two versions in the draft that the author couldn't decide between, and both were accidentally left in? It's this one:
The air is heavy with the spectral echoes of the past, whispering tales of medieval times. The castle, once a symbol of power and grandeur, now stands as a spectral monument, a haunting reminder of the impermanence of man’s creations.
This place, steeped in history and shrouded in mystery, is a silent witness to the passage of time, its spectral presence a haunting echo of a bygone era. It is a place where the past lingers on, its spectral whispers carried on the wind, a chilling reminder of the castle’s former glory and the transience of human endeavour.
While the large vocabulary and repeated words could be seen poetically, I found myself sometimes longing for shorter, more varied descriptions that gave more specific details about this setting or clues about its inhabitants.
The large number of details became frustrating when they included seemingly helpful things that are not implemented. I wonder why the author took the time to include so many details about the van, when none of them can be interacted with:
The van is painted in a vibrant color scheme: the bottom is bright blue, while the top is lime green. An orange horizontal stripe separates the two sections. On the side of the van, there is a large psychedelic logo that says "Fantasticmobile" in stylized and colored letters. It has a retro design, with a rounded shape and a large panoramic windshield.
Interior: The cockpit has two seats wrapped in a colorful striped fabric. The steering wheel and dashboard have a vintage design, with analog gauges and a large chrome steering wheel. Behind the cockpit, there is a large space that can be used to transport people or equipment. This space is often filled with everything the team might need to solve mysteries, including a map, a flashlight, a camera, and even some tools. The floor of the van is covered with a thick and comfortable carpet.
Features: The roof of the van is openable, creating an ideal observation point for scanning the surrounding landscape. The side of the van has a retractable panel that reveals a laboratory complete with tools and accessories for solving mysteries. The rear bumper of the van is equipped with a tow hitch, which can be used to tow a trailer with additional equipment.
Curiosities: The Fantasticmobile was designed and built by a member of the team, who is an expert in mechanics and engineering. The van is powered by a silent and high-efficiency electric motor, making it ideal for following suspects without being detected. The Fantasticmobile is a true symbol of the team, representing their spirit of adventure and their commitment to solving mysteries.
The author wrote this game in tribute to an early Scott Adams game, and wrote to Adams to get express permission for this game. The letter sent and the letter received can both be seen in the game, one in the intro and one in-game.
There is background pixel art which at times helped me understand the game world, taken from Wikipedia. Occasionally it obscured the text, but only in a few rooms.
Overall, I was impressed with the technical skill of the sugarcube programming; it must have been very difficult to implement this!
In this game, the PC leads a team of specialists to explore a mysterious castle. It’s a choice-based game that tries to emulate a parser experience, having the player click to select a subject, verb, and object before submitting the action.
The concept of gameplay that revolves around figuring out not just what action should be taken, but who should be taking it, is unusual and intriguing. In practice, however, I found this game's implementation of it unwieldy. It just takes so many clicks to complete any action (except for moving around the map). Having the subject default to “me” unless otherwise specified would have helped, I think, though that still leaves a lot of clicking and I’m not really sure what else could be done to streamline this interface.
Between this and the white text that contrasts poorly with the busy pixel backdrops and lacks paragraph spacing, I have to say that I experienced so much friction in the process of trying to play the game that I wasn’t really able to appreciate the content. I’m sure there’s a lot to like here if you’re less frustrated by the interface, but I didn’t have a good time. That said, I do have to give it some respect for its success in bending Twine into a pretzel without breaking it—which is to say, it’s a highly technically ambitious game that clearly has had a lot of care and attention put into ensuring that it’s bug-free.