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Please try it anyway. I'd be interested in your feedback. I'm not sure if there's a setting where I can test if sound is enabled. If there is, maybe I could play sound if enabled or print a message otherwise.

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The verb 'sew' does not seem to be recognized. Yet we have needles, cloth, cotton. But especially when you look at the cotton, it answers: For sewing. (I've been trying to sew up a bag, to pick up peas!)
This is quite disturbing:
> x mat: Got hole
> insert needles: No hole
(Of course, I tried to sew up the hole in the mat.)
A detail: you can enter the shop and the haberdashery by typing 'Enter shop/haberdashery', but you can't exit with 'Exit'. (Same thing for the stable, the chapel, and so on.)

Time passes...
Now I've got the bag, two treasured items and 10 score points.
Which I tried and was turned down:
> sleep hay
> empty bag
> sow peas

You are very inventive. Thank you. I'll add a few extra verbs to account for those situations.

P.S. Make sure you examine the hole.

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You have a bug with the needles. If you take the eyes without taking the needles, it works. But if you take the eyes while the needles are in your inventory, you hear the jingle but you don't see them.

If one shows the apple in the stable, the answer is: "Nobody interested"; yet the mare finds it to her taste.

I don't know if it's up to you, but there should be an automatic Look() after restoring the game by Load().

I'd reported the eyes issue to Garry earlier, I think he's making an update for that condition.

I think there is a semi bug in Adventuron 27b that can mean that not all objects are listed after a reload (or rollback). I have fixed that in 27c (which is now available).

I finished the game! Play it; it's not as hard as Garry seemed to say.
The game ends a little too abruptly, once you've put down all the items ...

That's a relief. When you write a game with a somewhat different concept, you're never sure whether players will get it or not. I have fixed the needles bug and the sound on/off issue and am doing a number of other changes based on the feedback I received from you and Adventuron. Thank you both! It's getting late here, so I probably won't get it finished and tested tonight, but certainly tomorrow night.

Unfortunately, I had no choice with the abrupt ending, as it's part of the rules. As soon as you drop the last treasure, the game ends. No further actions or puzzles are allowed. I hope the end-game message made sense, though. (A little bit of a twist!)

I was a little hasty on the end message. I'll redo the game and read it again. But I would have liked so much to ring the bells to proclaim, to the city and to the world, that I had defeated the game!

There's a problem with the wetsuit. It's not possible to wear it. And if we haven't done with, what we were supposed to do, it looks like we're stuck.

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I thought I'd tested that, but I'll check it and fix it. Thanks. I think all your other issues and suggestions have been fixed. I'll test it and upload it tonight.

I see that you can now add an end-game option. I might consider doing that so you can ring the bell. I've already got most of the infrastructure in place, I just need to change to bespoke mode (or whatever it's called) and prevent Igor wandering around in the castle.

Can I give you credit as a play tester? If so, can I use your real name or would you prefer 'auraes'?

I think there's a bug in Adventuron. The wetsuit is defined as follows:

wetsuit : object "wetsuit" wearable = "true";

so it should be wearable. It is brought into play as follows:

 : swap o1 = "suit" o2 = "wetsuit";

It looks like the swap removes the wearable attribute.

I'll chase this up with Adventuron and see if it is a bug and see if I can find a workaround using create and destroy in the meantime.