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A cute, shortish game aimed at new players. I was pleased to find no holes in the implementation: there are few objects and very little scenery, but everything described is present and has sensible responses.

I really liked the bull puzzle. It was much more complex than I expected but still very accessible.

On my first playthrough, I disabled the tutorial, so I didn’t realise that talk and say were separate verbs. (say is a standard ADRIFT verb, talk isn’t.) This prevented me from solving Molly’s puzzle — instead I went looking for sugar all over the map. Consider adding a clue to that effect early on.

Interface

The font is extremely small (FrankenDrift on OSX) and I had to use the system-wide zoom to play. I’m not sure if this is a problem with the game or with FrankenDrift.

I missed being able to retype a command by pressing up, or having an “again” command.

A minor bug when using a pronoun:

Ø x poster
It is a picture of a compass rose, as Grandpa taught you last time you were here. It shows that on a map, north is always up, south is the other way (down), east is right and west is left.

Ø take it
(the poster)
(No more than two words are required) [but the command only has two]
It would be torn apart.

(1 edit) (+1)

Hi hawkbyte, thank you for the detailed feedback. I am glad it was playable on Mac OS with Frankendrift, as I am only able to test on Windows. Frankendrift is still very early in development, so a lot of features are missing, such as the correct font size and the possibility to change it, but it is good to hear that there is a solution (system-wide zoom).

Unlike the recent Frankendrift Alpha 4, the brand new alpha 5 has "again" (or simply "g") implemented, so you can repeat commands.

You have a good point about SAY/TALK. In some cases the response is the same, if you "say" something or if you just "talk". This can give the player the impression that they are equivalent, which they are not. And as I encourage people to play without the tutorial, I must find another way to tell the player that SAY and TALK are not the same. I regard that as a quite important issue I will address in the postcomp release.

About the bug you found: If the player types "take it", the word "it" will be replaced with e.g. "the poster" before the game author is able to "access" the input, so there is unfortunately no way the author can know that the player typed "take it", as the interpreter has changed it into "take the poster". So unfortunately, I cannot fix that one. EDIT: I found a way to avoid the problem by not counting the word "the".

Thanks again for all the feedback  :)