pl0xz0rz 2012-12-17 16:28
This game isn't good. It suffers from can't get ye flask problem, and I can't get a clue of how to do something.
Foon → Ludum Dare Explorer → LD25 → Incredibly awesome bomb terror
By granor
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Theme | 476 | 2.94 | ||
| Humor | 598 | 1.88 | ||
| Fun | 705 | 1.94 | ||
| Mood | 730 | 1.60 | ||
| Innovation | 747 | 1.72 | ||
| Overall | 747 | 2.05 | ||
| Graphics | 763 | 1.27 | ||
| Coolness | 854 | 40 |
This game isn't good. It suffers from can't get ye flask problem, and I can't get a clue of how to do something.
I really liked the retro flair where you have to type in your commands. It also has a good amount of content for 48 hours. I also liked the ending :)
What you could improve is the user friendliness. For example having the text input be selected by default or providing a list of possible actions in the current room.
For this style, you should have set up better aliasing.
For instance if you want to move to a certain room, all verbs for that should be interchangeable, i.e. go door, open door, move door, etc.
I like the design of the game and the effort you put forward. Puzzles are always an interesting change of pace.
not bad, allthough I almost got epilepsy. Some recomendations:
1. the result of "look at room" could be present upon entering a new room, so I don't have to do this in each room
2. the list of possible actions was nice, but should be present all the time
3. make some actions (esp. "look at"), that do not help in the story, but are funny. "look at goat" has a lot of unused potential :P
4. no PINK
+1 for Fenmar's comments. A log of previous commands and ajaxifying the form would also be rad. Great entry. I always have respect for text adv. entries!
yes loosing the focus was boring, go <direction> is not enough as instruction I tried "front" and "top" before forward and them I was thinking "backward" was ok and I had to find "back".
Can't rate it, I'm on mac, sorry.
I got through the first room, but I could figure out any commands to use for the second one (since I figured the doors to my right and left would be useful, but couldn't examine them or anything).
Nice idea, but needs some polish. For example, most adventure games would use "west", "east", etc, instead of "left", "right" - because those depend on the way you're facing. Also, as others have mentioned, aliases are useful - such as "lockpick" or "picklock". Automatically focusing the text entry box would be useful, and automatically entering "look" on new areas, etc.
very frustrating having to tab down to the text input every command, plus the descriptions are very vague and command interpreter very finicky.
you already got few usefull hints from other so i dont want to repeat.
i like text games but this one needs polishing a lot
This game was quite entertaining. I enjoyed playing to the end. I agree with the usability problems mentioned by others, but frankly they lent a charmingly broken atmosphere to the game that might not have happened otherwise. The best part was when I said "examine key" or something, and the game told me "you alredy [sic] carry the guard". Similarly, I said "take goat" and found myself with the cyan key, without even knowing it was there. I thought the goat turned into a key. Also the way the game simply refuses to do things, even "examine window".
The content seems to be put together with a similar kind of dijointedness. Why would a blood spatter in one word be the code to another door...? Why would someone even try to blow up the LHC...? All these things remind me lovingly of something Stephen Thecatamites might make.
You made an IF engine in PHP in 48 hours, complete with effects and graphical inventory. This is remarkable and wonderful.