I enjoyed the game, very much old school like the games that I write myself. However, there was no indication at the end that the Alchemist had walked past and that it was safe to finish.
Yes, that's sort of true. When you stop getting the message that you can hear him, you know that he's passed. You can follow him, if you like, but that will end in tears. This is only a simple puzzle, but it was incredibly difficult to write and get right.
I definitely enjoyed the game; there's a lot to be said for an old-school loot-and-run with a lot of casual property damage along the way.
All the same, I had a few issues here and there. Things were mostly very linear: you're not going anywhere until you cut down the tree; then you're not going anywhere until you get the squirrel; then you have to get to the house; then there's nothing to do but enter the house.... And there were some apparent red herrings (what with the fireplace, the map/sack for potential kindling, the large log, it really felt like I was supposed to burn something; maybe I should have tried the crate).
Also, to quote Bender from Futurama: "Speaking of which, my story kinda petered out without me learning a lesson. [Moments later, as the cops are beating him for his crime:] Alright! Closure!". I know it's possible to get caught and punished, but for all that a good looting is a fine premise, I did expect some sort of...life lesson. The gold turned back into lead after a few hours, teaching me an Important Lesson about Respecting Other People's Property, or...something, I don't know. "Hooray you successfully robbed an alchemist!" just didn't feel like an ending.
Charming. I love these adventures so well written and so coherent. Nothing squeaks. Everything flows. I love that ASCII Map!! Old school still works so well! Thanks for keeping the classic adventure alive!
Comments
I enjoyed the game, very much old school like the games that I write myself. However, there was no indication at the end that the Alchemist had walked past and that it was safe to finish.
Yes, that's sort of true. When you stop getting the message that you can hear him, you know that he's passed. You can follow him, if you like, but that will end in tears. This is only a simple puzzle, but it was incredibly difficult to write and get right.
I definitely enjoyed the game; there's a lot to be said for an old-school loot-and-run with a lot of casual property damage along the way.
All the same, I had a few issues here and there. Things were mostly very linear: you're not going anywhere until you cut down the tree; then you're not going anywhere until you get the squirrel; then you have to get to the house; then there's nothing to do but enter the house.... And there were some apparent red herrings (what with the fireplace, the map/sack for potential kindling, the large log, it really felt like I was supposed to burn something; maybe I should have tried the crate).
Also, to quote Bender from Futurama: "Speaking of which, my story kinda petered out without me learning a lesson. [Moments later, as the cops are beating him for his crime:] Alright! Closure!". I know it's possible to get caught and punished, but for all that a good looting is a fine premise, I did expect some sort of...life lesson. The gold turned back into lead after a few hours, teaching me an Important Lesson about Respecting Other People's Property, or...something, I don't know. "Hooray you successfully robbed an alchemist!" just didn't feel like an ending.
So long as you had fun, that's all that matters.
Charming. I love these adventures so well written and so coherent. Nothing squeaks. Everything flows. I love that ASCII Map!! Old school still works so well! Thanks for keeping the classic adventure alive!
Thank you. I'm glad you enjoyed it, but I must give a shout out to all my wonderful testers. The game is much better thanks to them.