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I finished it.

Have you ever heard of Andrew Plotkin's cruelty scale for adventures? This is a measure of how cruel an adventure is from the point-of-view of things like sudden-death and getting into an unwinnable state. The classic scale has five ratings: Merciful, Polite, Tough, Nasty and Cruel, with Cruel being the worst. I would rate your game as Cruel, as there are several ways to die without warning and it is possible to get into an unwinnable state without even knowing that you're in an unwinnable state. In Gareth's era, this was probably the norm, so he would think this is okay. In the modern era, this is unacceptable and your reviewers would give you a real bagging. In fact, I think most players would just give up very early and move onto something else, as there's about 10,000 adventures to choose from. This is a pity, as the game has some nice puzzles. It just needs a little more fine tuning. It appears that the rock, crystal and pickaxe are essentially red herrings.

It's getting late now, so I'll try to send you some more helpful comments tomorrow, as promised, although Adventuron has already mentioned some of the major issues that I was going to mention.

For a further details on Andrew Plotkin's cruelty scale, see: http://www.ifwiki.org/index.php/Cruelty_scale.

Hey, it's *your* era, too! :)

A game with multiple paths through, depending on the choices you make, is interesting. As long as there are clues throughout the game, to hint at the choices, I don't see a problem with it.

My point is that his game isn't unwinnable... or shouldn't be with just a few tweaks... but it is a game where you can get to a stage where you can't get the best ending. I think that's fine, as long as each ending is equally as fleshed out and satisfying for the player... Pixelman may want to check that this is the case and expand the ending text if necessary.

The rock, crystal and pick-axe aren't red herrings. The crystal allows access to the maze (at least that was the intention, the fact it didn't when I played it was a bug). The rock allows you to get the pick-axe, and the pick-axe is the tool that triggers one of the bad endings. 

I'd say there just needs to be a little more sign-posting of the potential consequences of the player's actions, and a few tweaks to the puzzles to make sure there is always an ending available. It's definitely and interesting and ambitious game, given the Jam time-limit and framework. 

Oh, I wasn't aware of the purpose of the crystal. I could access the maze, so I didn't need it. Perhaps if the large rock was found before the crystal room and getting the crystal revealed an opening to the east to get to the maze, it would make more sense. If this has been fixed, then I must have played the earlier version.

"Hey, it's *your* era, too! :)"

Ha, ha! You're right, of course. But I was spoiled by the better games for the Atari 8-bit computers. These had a strong legacy from the Apple II and TRS-80 days, i.e. commercial American games. The home brew scene was nowhere near as strong over there as it was with the later Quilled and PAWed adventures for the Spectrum. I absolutely HATE that computer, but I love its adventures.

Well, your quite right. I was thinking about this problem and i have some solutions:

1- warning the player before using handle and blade (which if the player is lazy won't work well as the player won't try to play the game again)

2- adding more items which appear when player used handle and blade

3- changing the answer of the riddle so both "fishing rod-blade" and "crystal-rock" will work and changing the way to get the apple

However i was unwell today and didn't managed to work on the game

1. You could also add a warning AFTER destroying the handle and the blade to say "The blade's gone now. I hope I don't need it again."

3. I think the riddle's okay, but the wording of the riddle could be clearer, perhaps somehow referring back to the hint originally given to you by the old man.