As you'd expect, there are lots of things I'd have liked to finish that I didn't get round to, so the rooms and object actions are a little sparse. I like to think it adds to the atmosphere.
Warning: may contain mild peril, suicide, murder, and zombies.
Interesting, but suffers from a lot of trial and error due to not that many actions being supported and there not really being a guide for which to take.
I scored 11/11 points on my first run without actually seeing any zombies so I don't know if this was planned. Good for Sophie that she turned up on her own or I would have been forced to leave her behind.
Fairly short and simple, but after having made an Inform game for the previous LD, I know how much work it takes. Props for implementing an NPC. The writing isn't flashy, but some of it is very good (especially the description of... *that* zombie). I'm not a big fan of zombie stories, but you've got a nice mood here. I also like the fact that there were several endings of varying happiness.
I got stuck for a while trying to get in the car. (I don't know about you, but if I were getting in a car in the middle of a zombie apocalypse with my only child, I'd close and lock the car doors first thing I did.)
Typoes: "a keys"; "gutteral" should be "guttural".
Other nitpicks: some rooms listed exists that you couldn't actually use (for example, going from the kitchen to the hall, or from the downstairs bathroom to the playroom), and the downstairs bathroom wasn't listed among the exits at all. (Not that it matters, since there was nothing important in there, but still.)
Other than that, and the difficulty with the car, nice work. Nothing groundbreaking, but an entertaining short horror game.
Possibly unintentional comedy point:
SPOILER
The fact that you can talk to Sophie after she's zombiefied, and the generally carefree nature of that conversation.
The conversation is a call back to a possible conversation you can have with her early on, with a slight difference from that one. So yes, it was deliberate :P It was also (sort of) on purpose that getting in the car was awkward because I felt that making the panic rise in the player at that point would be amusing, but it's probably not the best way to achieve it (particularly when there are other not-so-intentional frustrations...). Thanks very much for your comments.
Comments14
tinsel
baubles
a Christmas tree
a box (open but empty)
a shotgun
a baseball bat
a robarbie
a keys
a television
a cushion
I'm not leaving my Christmas tree behind, but Sophie can go suck it.
I got stuck for a while trying to get in the car. (I don't know about you, but if I were getting in a car in the middle of a zombie apocalypse with my only child, I'd close and lock the car doors first thing I did.)
Typoes: "a keys"; "gutteral" should be "guttural".
Other nitpicks: some rooms listed exists that you couldn't actually use (for example, going from the kitchen to the hall, or from the downstairs bathroom to the playroom), and the downstairs bathroom wasn't listed among the exits at all. (Not that it matters, since there was nothing important in there, but still.)
Other than that, and the difficulty with the car, nice work. Nothing groundbreaking, but an entertaining short horror game.
Possibly unintentional comedy point:
SPOILER
The fact that you can talk to Sophie after she's zombiefied, and the generally carefree nature of that conversation.