Talk to npcs to see what they say, but then delve into their minds to see what they really think. Reveal the past to unearth the secrets of time.
COMPO GAME HELP* STUCK? You can get past the guard/Thomas. Have you tried all the commands? Interacted with NPCs? END OF GAME: Reaching the spaceship room (you cannot get the fuel).
Extra command help: Use talk and delve without any target: talk not talk susan. Thomas doesn't have any talk text.
No give command (sorry girl) *
POST COMPO: additions: tutorial,kill,bribe,give,train,skills,7+ NPCs,winning condition, word wrap, short cut to many commands, tags on items for easy pickup, spell check, etc...
Thanks for reporting Jan Peter! Should be fixed. It's because I never got to add chest/pants to him and my code assumes that exists for all npcs. Uploaded a new build with a check for null pointer/empty slots.
Is there a way to give the teddy to the girl? Also is it possible for it to become unplayable/winnable? Good effort btw, really nice to see a text adventure game!
I'm normally wary of parser IF that's not written in an established authoring system, but this actually works quite well, especially with the useful addition of a minimap. It's well-written too and sets out an immersive mood from the get-go.
Writing a parses IF game from scratch is always tricky because lots of stuff that are usuallt taken for granted will be missing (like command shortcuts), but it's not a bad the job. The minimap was delicious, and the delve/reveal was a refreshing innovation.
I got the pass from the secretary and the teddy (I don't know what to do with this one) and then explored the mine, moved to the spaceship and had to commit suicide.
On day 2, the girl kept crying for the Teddy, but it was no longer in the past (reveal past 1,2,3...). I think I'm missing something.
I couldn't find much to do in the game as-is, but the delve/reveal past options are neat, and it seem like an interesting setting to explore. I'd like to see more in a finished version of the game.
Reveal command is key here. It was the only thing standing in the way of me completing this without help. Lots of different directions time travel could take in a text adventure. Maybe the player travels to the stone age to find the now tapped out cuerlium.
> "No give command (sorry girl)" Aww. I was wondering about that.
Also, why doesn't the spaceship have any exits? I did't have any cuerlium fuel, but I don't see why I can't leave it anymore.
> END OF GAME: Reaching the spaceship room (you cannot get the fuel). Oh. Okay. Gotcha. That's why.
It's a pity that this is unfinished! It looks promising to me. I liked the little map showing the exits, and the delve/reveal past commands seem to be interesting, albeit at the moment a little limited.
A tip for future texture adventures: Shortcuts make everything more bearable. "r 1" would've been much nicer to type repeatedly instead of "reveal past 1"...
Comments29
Teddy to girl - not yet. She's supposed to give you a gear that you give to the mechanic which lets you in the mine,etc.
There will be more lose conditions - in theory from forcing you to sleep/suicide to regain delve/reveal points and progressing the days.
Fun as hell, and retro-wise it's awesome.
I got the pass from the secretary and the teddy (I don't know what to do with this one) and then explored the mine, moved to the spaceship and had to commit suicide.
On day 2, the girl kept crying for the Teddy, but it was no longer in the past (reveal past 1,2,3...). I think I'm missing something.
Aww. I was wondering about that.
Also, why doesn't the spaceship have any exits? I did't have any cuerlium fuel, but I don't see why I can't leave it anymore.
> END OF GAME: Reaching the spaceship room (you cannot get the fuel).
Oh. Okay. Gotcha. That's why.
It's a pity that this is unfinished! It looks promising to me. I liked the little map showing the exits, and the delve/reveal past commands seem to be interesting, albeit at the moment a little limited.
A tip for future texture adventures: Shortcuts make everything more bearable. "r 1" would've been much nicer to type repeatedly instead of "reveal past 1"...