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19th Place - 8th Annual Interactive Fiction Competition (2002)
I enjoyed the writing and detailed setting of this game. Given the two-hour Competition judging time limit, I had to consult the walk-through, so I didn't get the full effect of solving all of the puzzles. My sense, though, is that many of the puzzles are quite difficult by virtue of being rather arbitrary; however, they're probably no more so than in a lot of other adventures, so people who enjoy solving hard adventure game puzzles might find this a good challenge.
-- Mike Roberts
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>VERBOSE -- Paul O'Brian's Interactive Fiction Page
It's so close to greatness. Just add a few more custom responses for sensible actions (prying something with a screwdriver, using a scarf as a rope.) Just remove the hunger puzzle (it's entirely non-essential anyway). Just, at the very least, tone down the maze to eliminate the constant randomizing elements. Just release it outside the bounds of a structure that dictates a limit on playing time. If these things happened, Evacuate could be a cracking good piece of IF. Right now, for all its wonderful qualities, it falls tantalizingly, achingly short of the mark.
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This game has you wandering around a space ship with slowly evolving goals. You begin as a tourist and end up as much more.
The game was competently programmed, but dry. I found it difficult to be invested in the game.
One of the biggest sticking points is a maze with randomized directions (so every turn the game spins you around). There is an item that helps, but it's a bit tedious, especially since there are 4 locations leading off of it that you need to get to.
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