This is really good! I had a lot of fun completing it (120 out of 125 points), both on VICE and TheC64.
The combination of automap + fast keybindings (for a limited set of actions) makes a complex game incredibly smooth, user-friendly, fast and immediate. Bravo. The only gripe I have is that the gameplay system is so effective that I stopped reading the room descriptions: I just moved through the maze using the automap and solving puzzles. I began to live the game as a limited graphic adventure / puzzle game. :-P So a bit of the IF charm was lost there, but it's a wonderful experience to introduce players to the magic of this milestone.
I wonder if playing this could be propaedeutic to face the 3D remake: as far as I know, Roberta Williams kept the remake as difficult as the original game. Completing your Advent 101 could serve as a general compass to face the nightmare! I took some notes and I'll try to apply some of this puzzle knowledge to the full experience. Who knows? Maybe you've just created a training dojo for oldschool adventure gaming!
:-D
Diduz
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This is strange indeed. I can confirm I encountered the bug two times in a row. I restarted the level, I did the same actions and Oops kept telling me "There's something I forgot". Stuck. I clicked on Morglot thousands of times, actually I clicked on everything 1.000 times!
:-DDDD
Maybe you're right and it's not related to the order of the actions, so I wonder if there's something I did that stalled the game. Who knows? I'm sorry I can't help you more with this. Maybe it's not that frequent, if I was the only one in this situation.
By the way, I've beaten the game and it's been a VERY funny experience. I'll post a complete feedback somewhere in the near future. Keep up the good (wonderful) work, Pierre! :-)
I don't understand French very well, but if you're thinking about remaking Gobliiins 4, I think you should reconsider. I really liked that game and I'd prefer your strong talent invested in a brand new game. I know 3D graphics weren't great, but back then 3D felt mandatory for every game, so G4 is representative of an era, after all. I still like that as it is. Gobliiins 5 is great, so I want to keep you creating new stuff. And BTW, I would LOVE to see Fingus & Winkle back. I loved those guys from Gobliins 2. :-)
Anyway, these are just my thoughts. You're the author, you decide what to do. It's your call. ;-)
WARNING! I found a dead end bug in Level 12.
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I had completed all the tasks in the classroom memory, but Oops kept telling me he couldn't wake up the bad guy from hypnosis, because there was "something he forgot". I really couldn't do anything more, so I watched a walkthrough on YouTube . I discovered the ending of the level is triggered only when you help little Morglot AFTER you help his classmates! In my playthrough I had completed all the task to help little Morglot BEFORE I helped all his classmates. The game seems to expect a precise order in the actions, but the problem is you can still solve the classroom puzzles in any order! I don't know how this elusive bug could be fixed. Pierre, I could suggest you to make sure the level ending is triggered whatever order the player follows to solve the classroom puzzles! :-P
Hello Pierre, the game looks great, funny and engaging, I've just completed the first 4-levels part! I'm gonna start Part 2 as soon as I can (I'm a backer of the project on Ulule). I'm more than happy to help king Angoulafre, I've been helping him since 1992, basically. :-D
BTW, I think I found a bug: the game doesn't feature a manual save system, but F5 still brings up a garbled save/load menu. I don't think you did this on purpose, didn't you? That must be AGS' standard behaviour.
Thanks for playing! I'm SO happy that you liked the game and that you played on the Amiga! :-) The game's getting a lot of C64 love, but I like how the Amiga version turned out to be a nice balance between the 8-bit ones and the Windows contemporary version. Did you try Pacuvia on a real Amiga? Which one?
Past tense was a bet I took, I know. I anticipated the choice could sound strange. Someone was baffled but managed to get used to it... and even found it funny! Anyway, I see what you mean with abbreviations. I remember I started to implement one for "examined/looked" but I dropped it... maybe I ran into some memory limitations on the 8-bit versions? I sincerely don't remember. I'll look into it.
Yeah, I didn't dispay the exits because there are only six locations in the whole game, and I liked that the players typed w-e-n-s to build step by step their idea of the world.
Thanks again! :-)
Grazie mille per i complimenti! :-)
Ho scritto che è "breve", ma immagino che pochi si aspettino solo sei location. Ho cercato di compensare con la rigiocabilità, perché fare il punteggio massimo (compreso un bonus segreto eheheh) non è così facile.
La verità è che il singolo gioco dal mio punto di vista è stato moltiplicato per le cinque versioni, e programmare da zero, non importa quanto possa essere relativamente "semplice" un'avventura testuale, non è stato affatto facile. Meno male che non era lungo! :-D
Per curiosità, quale versione hai giocato?
I didn't know this game and it's pretty funny! The lack of high score and lives is unusual, but it's not a real problem for me. The best thing is its immediacy. There's pretty much nothing to learn, there's no real progression to keep track of: you keep playing at your heart's content... and you can waste A LOT OF TIME doing that! :-DDDDD
It's slightly addictive and I like how the sound effects are simple but ... necessary.
P.S.: I played the game on Retrogames' THEC64 (Maxi). Works fine.
Interessante. Infatti ho provato a configurare il Vice con un C64 old e a un certo punto il cursore è scomparso. Con gli altri (tra cui quello di default) non succede. Quel settaggio ha una delle prime revisioni del Vic-II. A questo punto sarei curioso di sapere cosa succede con i chip del C. Se hai dieci minuti e non ti rompo troppo, potresti accanirti e digitare come un forsennato con l'altra macchina? :-P È chiaro che dipende dalla 2.3, però posso segnalare la cosa nel manuale, integrando la segnalazione per il TheC64.
- Capisco, è che per me veniva naturale come "codice comportamentale condiviso" di un certo tipo di gioco. Ci mediterò.
- Vabbe', ora sappiamo che l'emulatore configurato nel THEC64 è fin troppo fedele alla macchina originale! :-D Scherzi a parte, mannaggia. Mi sta anche venendo il dubbio che il bug si presenti con specifici tipi di C64, e devo controllare su quali modelli gli emulatori vanno di default. Tu che C64 hai, biscottone o C?
Ciao! Grazie per i complimenti, sono contento che ti abbia divertito e soprattutto sono contento che il manuale risulti interessante, non è stato buttato lì, ho pensato a come scriverlo e a come raccontare l'esperienza. ;-) Guarderò Superchase!
Riguardo alle due note:
- Sì, confermo, la descrizione non viene ripetuta perché è una prassi di quel tipo di gioco. Ma viene ripetuta se ricarichi una partita. È anche un po' un modo di capire subito se stai entrando in una nuova location, perché ti vien fuori la descrizione in automatico e subito capisci che sei in un posto nuovo. Pensavo che la mia (sudata) status bar bastasse a segnalare lo spostamento in location già visitate.
- Quel bug... posso chiederti dove l'hai incontrato? Perché io l'ho incontrato solo giocando sul THEC64 di Retrogames (la replica in scala 1:1 del C64), tanto che l'ho segnalato nel manuale. Mi succede solo su quella piattaforma e una sola volta a partita, nemmeno sempre. Quando l'ho giocato più e più volte su diversi emulatori non mi è mai successo. Tu come l'hai giocato? Bisognerebbe capire se c'è un legame tra l'emulatore nel THEC64 e quello che magari stai usando.