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Story:
You wake up to find yourself in the middle of a dense, mysterious forest. The air is thick with the scent of pine and wildflowers, and a gentle breeze rustles through the leaves above. As you stand up and look around, you realize that you have no memory of how you got here or even who you are. All you know is that you must find a way out of this enchanted forest and uncover the secrets it holds.
Objective:
Your goal is to navigate through the forest, solve puzzles, interact with characters, and ultimately discover the truth about your identity and how you ended up in this magical place.
Gameplay:
Exploration: You can move in four directions (north, south, east, west) through text commands like "go north" or simply "n" for short.
Inventory: You start with an empty inventory but can pick up items like keys, potions, and tools along the way. Use the "inventory" command to check what you're carrying.
Interactions: Engage with objects and characters using commands like "examine," "talk to," or "use" followed by the object's name.
Puzzles: Encounter various puzzles such as riddles, mazes, and hidden object challenges that block your progress. Use your wits and acquired items to solve them.
Choices: Your decisions impact the outcome of the story. Choose wisely when interacting with characters or making decisions at crossroads.
12th Place, Classic Class - ParserComp 2024
| Average Rating: based on 4 ratings Number of Reviews Written by IFDB Members: 2 |
“Your goal is to navigate through the forest, solve puzzles, interact with characters, and ultimately discover the truth about your identity,” claims the blurb for The Mysterious Cave, and none of that is technically untrue. You do navigate through a forest – though the map is only four locations connected by a linear road, so this is less compelling than you’d think (there is some nice art, though, par for course for an Adventuron game). As to the next bits, they plurals are a bit misleading, since it’s more the case that you solve one puzzle and interact with one character: the only objects that are implemented are a tree and the mushroom growing on it, and the only character is a nameless guardian barring your way into the eponymous cave who monologues that he’s hungry when you examine him, and the only way of interacting with him is to solve the one puzzle, which is giving him the as-it-turns-out-poisoned mushroom to knock him out (I suppose “don’t eat the obviously sketchy mushroom” might qualify as an additional half-puzzle). And once you go past him and enter the eponymous cave, the game does say you now remember who you are – but it ends before it deigns to let the player in on the secret.
So much for truth in advertising, but bar the admittedly-lovely pixel illustrations, it’s very hard to find anything here to catch a player’s interest; the gameplay, as discussed above, is about as minimal as a work of IF can attain, there’s almost no flavor text to speak of, and despite how stripped down it is there are still some noticeable bugs (the game starts with an Adventuron setup error message, there are typos in the first location’s description, and the guardian keeps saying he’s hungry even after he’s unconscious – maybe he’s talking in his sleep?) As an exercise to learn a new authoring system, I can see the value here, and the presentation really is nicely done, so I’d be happy to play a full game from the author, but the solution to the enigma of the cave is that it’s just a glorified tech demo.
This is a brief Adventuron game with some fun graphics that seem custom-made and a few rooms.
I was able to complete it very quickly. There were only a few rooms, and each room only had one way to go forward. There was one puzzle which I solved by using the pictures, as the text didn’t seem to provide many clues.
There were several errors. The game started by saying that some settings were not configured, and the first page has a big typo in capital letters. The puzzle solution also acted a bit weird, like it was reacting to keywords rather than commands. The very ending didn’t make sense to me the way it was written.
Overall, it feels more like a programming exercise than a full game, but this is exactly what a good game can look like early on in the process before it’s fully developed, so I would tell this author this isn’t really bad, just needs more work.