This can’t be sanitary |
How many of you would have even noticed the curtains here? |
Just the sound of putting this on would attract attention |
So much decoration that the pillow won’t stand out |
“Aide : cuis : formule = parole : seize”Or in English:
“Help : cook : formula = speaking/words : sixteen”This suggested that I should try to enlist the help of the hairy cook to my cause. With no luck on that front I continued my investigation. I still had that key that opened up a door to a library. Trying to take a book, the game asked what number I wanted. I chose sixteen. I wondered for a while what to do with the book, until I tried to shake it. Out came a formula.
After giving the formula to the cook, he thanked me and told that it would help to save his daughter, who was under the influence of the cult. He also asked me to get him a powder and gave me a secret code. I knew at once where I could use it.
In this cellar |
Puzzles and Solvability
When I first started playing this game and found myself completely unable to solve any puzzles, I was convinced I’d give this one 1 or possibly 2 in this category. In retrospect, that would have been way too harsh, since the language gap probably made the beginning more difficult than it should have been. After completing the game, I’d say that the game mostly has decent enough, if a bit unimaginative puzzles and a couple of not so well thought out ones (sieving the water and hiding in armour being prime examples). In addition, many of the puzzles were too difficult, because the game doesn’t indicate properly what is important and what is just decoration in the graphics (a common failing in early text adventures with static pictures).
Score: 3.
Score: 2.
Story and Setting
It’s a short game, so you’d expect there would be not much of a plot beyond the framing narrative. Still, we are at least introduced to a one piece of side plot (the cook and his daughter). Setting of the second part of the game (the cultist base) is good enough, but the setting of the first part is not thought through (why would the cult hide a key to their secret wardrobe at the bottom of a well?).
Score: 3.
Sounds and graphics
Considering that this is a game for 8-bit computers, the pictures are quite nice and detailed. Some bonus points are in order for the changing colour scheme at different times of the day. The little musical vignettes are a nice addition, even if there are not that many of them.
Score: 4.
Environment and Atmosphere
As I implied already at the section on Story and Setting, the first part feels weaker on this front: the framing narrative had a sense of urgency, but the protagonist just rambles around the countryside with no idea where or why to go. The second part at least ups the tension by locking the protagonist in the same rooms with potentially murderous cultists.
Score: 3.
Dialogue and Acting
A text adventure with barely any text leaves a lot to be desired.
Score: 1.
(3 + 2 + 3 + 4 + 3 + 1)/0.6 = 27.
"How many of you would have even noticed the curtains here?"
ReplyDeleteAre those lines that look like pan pipes supposed to be curtains or are the curtains supposed to be the trim against the wall? Kind of tells you how well they did in this case.
Well done, and happy new year!
ReplyDeleteCongrats!
ReplyDeleteHappy New Year!
Nothing better than starting a new year with a new TAG post
ReplyDelete