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ChristopherMerriner

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A member registered May 30, 2020 · View creator page →

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This is great: surreal and funny, and engaging enough to invite replay (which I did, to find all the endings). I really enjoyed it.

Well, at least I can now rest easy knowing that whatever I do, I'll never be allowed into the party!

Considering you hacked this together overnight, this is pretty good and certainly not the least polished game I've ever played.

I'm stuck, though, with a miserable one point and consistently failing to get into a great party (a depressingly familiar scenario). There may be a bug when I give Chad the med pass: it disappears from my inventory but he's still asking for it and I can't get any further. It's quite possible I'm just being thick so I'll carry on and try some different things.

A good night's work overall!

Well, that was a little odd and more than a little thought-provoking. I enjoyed it a great deal. There's some excellent writing in there, particularly the rather visceral opening sequence which, I think, is the strongest part of the game. The ending felt a bit abrupt - I'm not sure if there might have been more that I could have done before I got there. Perhaps I'll replay and find out. At any rate, this feels like something that it would be worthwhile expanding.

I ran into the same problems with the bottle that kenped reported below: trying to fill it underwater also produces the same response. Also, a spacing error here (I don't think I was actually trying to clean the suit but anyway, this was the response):

“attempt to cleanthe protective suit is in vain”

Hmm, ok. Well I have no explanation for that and I can't replicate it - so it will have to stand as a strange and inexplicable one-off occurrence. 

Feel free to have another go!

In the western hallway inside the house? I can't imagine any reason why you'd get stuck there. What happened?

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Well, it's not for everyone and that's for sure! But thanks for giving it a look in any case.

Curiously enough, the pale yellow with black was chosen (with a bit of research) as the most readable text theme (as opposed to black on white or Adventuron's default white on black theme). I did have a plan to provide a choice of themes - a bit of a faff to do in Adventuron, but possible - but ran out of time with that one. I may put it in at some point if I get the time and impetus to do it.

Many thanks for the typo spotting. The book disambiguation thing is something I'm aware of but isn't very satisfactorily resolvable within the limitations of the engine so imperfect though it may be, it is what it is for the moment.

The window? Well, the window is up high and out of sight and the recess is there and described, and there is a hint that tells you what to do...  I thought that was one of the fairest puzzles! But I appreciate you didn't find it so. Could the game be completed without the hints (or the explicit STUCK instructions)? Probably not, except for very determined players. Does that matter terribly? Not really, to me.

Anyway, thanks again for the feedback. I will attend to what needs attending to, particularly missing scenery and suchlike.

I'll probably publish the source code at some point, for people to poke around in and have a laugh at how a novice coder goes about coding something like this (string and sticky-tape mainly).

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Hi - yes, it was a quite conscious decision. There are a number of reasons for it, that I should probably explore in a proper post-mortem at some point, but to summarise: firstly, I'm familiar with Adventuron, having made a previous game in it. I'm a writer really, not at all a programmer, and I have very little experience of coding. I'd have had to learn Inform from scratch and I wanted to get the game out of my head and into finished form before I went off the idea, so I stuck with Adventuron. Secondly, I like the engine and the community around it. There's a strong nostalgic appeal to Adventuron, especially for me since before this, the last time I had any interest in computers was at least 30 years ago. I like the way Adventuron runs in the browser and the way it lets you control elements of style to a degree that's not possible with languages that run through an interpreter,  like Inform. Also there's a strong community around Adventuron and a lot of involvement from the engine's creator, and that makes me feel vested in it to a degree. Thirdly, there has been a definite impression that Adventuron is only really capable of making simple, retro-style text adventures, often with two-word input. It does that very well, but I'm more interested in creating longer, more narrative works (I write stories, basically) and so part of the reason for doing this in Adventuron is to try and push its envelope a bit and show that it is capable, however imperfectly, of doing something like this. It's certainly a lot more work and it's certainly a less smooth experience that if I'd done it in Inform  (despite considerable effort to knock the rough edges off the system) but at the very least I hope I've shown that the capability is there, if one is prepared to work for it.

I've completed this. What a delightful and pleasingly simple game. It's a shame that you didn't finish it in time for the Text Adventure Literacy jam that is was intended for originally as it definitely ticks all the boxes there. In this setting, it's a refreshingly straightforward and uncomplicated playing experience compared with some of the other entries (including my own)  and a pleasant way to spend half an hour or so.

The two word parser is a slightly difficult thing: prohibiting prepositions results in some awkward and unnaturally phrased commands such as TV ON and STAND CHAIR that feel more like raising than lowering the barrier for new players, but the efforts made elsewhere to help people along (like the tutorial) make up for that to a large degree. It's pretty solidly implemented as well, although I did spot a couple of missing descriptions (for example, you can't examine the steering wheel in the car or the tree that Molly is occupying). A few such tweaks here and there would help to flesh out the game world a little.

A very nice game overall. Oh, and I liked the tunes as well!

I've just finished this and I have to say I think it's great - very atmospheric, skilfully written in authentic  Lovecraftian style, a good solid plot (I like a strong narrative in a game) and very solidly implemented throughout. I'd heard of TAB but never played anything written in it. Judging by this, it's a very capable retro-style text adventure tool; the game feels very PAW-like to me.

I spotted one or two little errors and typos - I'll DM you with those. 

Well done!

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Hello, thanks for your comment. I'm glad you've enjoyed what you've seen so far.

This is a long, narrative-driven game with a lot of detail involved and investment of time required, and that might well not be your kind of thing.  However, if you're minded to persevere then the HINTS and STUCK should get you through.

STUCK stops short of being a command-by-command walkthrough, but the detail is there. From the STUCK menu, 2. tells you what your objective is in this part of the game,  3. tells you how to procure an item to access inaccessible locations in the house, 4. tells you where to find the vital thing (to accomplish 2) and 5. tells you where to find the subject (of 2).  The other thing to do would be to ask for a HINT in  the study.

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I played this with my 8 year old. He's a fan of Loud House so he loved it! You've done a good job with the setting and characters which are immediately recognisable from the show. The puzzles are fun and we managed to get through to the end (but we stumbled into the ending locations before completing the main task, which confused us a bit). We really like the title screen as well. Great work overall!

I've enabled some more explicit in-game help that can be accessed by typing STUCK at any time (but beware the spoilers!)

I'll be done with the several-hours-Adventuron-epic in time, just. Still to do: hints (nearly finished those), a hunt through transcripts for final bugs (I had a dozen excellent testers), and some graphics (currently inchoate - there's no telling what they'll end up looking like).

Here we have another extremely festive puzzler made in Adventuron (a system surely designed for the creation of Christmas games), except this one has extra sparkle as it is set in the 1980s! The decade when the finest Christmases were wrought. If, like my family, your idea of the perfect Christmas tableau is the BBC Christmas ident from around 1981 (YouTube might help you here) then you'll appreciate the flavour of Day of the Sleigh. The cute pixel graphics and beepy sound effects serve this setting well and there is a proper story here of potential human tragedy (ok, maybe that is going a little too far) fronting what is a fairly straightforward and compact puzzle game. The gameplay is very linear (you solve one puzzle to progress onto the next one), which is appropriate for this style of game and makes progress tangible and quite satisfying - you feel as though you are getting somewhere, despite one improbable problem after another suddenly cropping up to impede your progress. The characters are charming and there is a gentle wry humour running throughout. The spectacle of Santa being trapped in the storeroom of a bland department store while the unheeding and apathetic sugar-craving functionary stands guard over the keys next door was a bathos I enjoyed, and there are plenty of other little touches that bring the story to life. The post-endgame present choosing sequence is a delightful bonus, and who would have thought that Santa could be so prescient as to get me my very favourite story from season 16 of Doctor Who? Definite proof that I have been nice all year (the naughty kids got The Power of Kroll - serves them right).

I said above that the game is compact, and that is really the main criticism - the small number of locations and the proximity of the puzzles to each other do make it seem slightly constrained. Timing issues may well have prevented it, but it would have been fun, I think, to have a chance to explore a bit more of the store and the play area (the little bit of world-building that you do in the intro makes me keen to see more) and to diffuse the puzzles over a larger area. For example, the locations of the vegetables and the vase seem a bit contrived (and close to each other) - it might have been better if they were a bit more spread out. But even within its more limited scope, it does all hang together and works well.

[EDIT - on a second playthrough, I see that some puzzles do change, so there seems to be more going on in this small area than I at first realised. I'll have to replay properly.]

Here is the usual bug report / comments  (no typos evident, which I would expect, knowing your day job):

- there are no take or drop messages;

- UNBOLT (the gate) is not recognised;

- there is something funny going on with ‘press any key’s and redescribing, particularly in the first location. Entering 'L' a few times in quick succession (I'm a habitual LOOKer, for some reason) occasionally results in a redescribe followed by a 'you can't do that' type response.  It's hard to pinpoint exactly what the issue is, but it is noticeable;

- PUT CUE THROUGH BARS = "The metal bars is not a  container" [Adventuron's standard 'not a container' response has acquired notoriety for me, due to this recurring issue];

- you have to OPEN the door to the south once you've unlocked it, but you don't need to OPEN the gate to the west once you've unbolted it. I'm not a fan of needlessly mucking about explicitly opening doors, but at least this should be consistent one way or the other;

- I'm not sure how I feel about LOOK UNDER and LOOK IN as a way to find things, above and beyond the standard EXAMINE command. It's quite a retro Zenobi-style thing, and can be a bit frustrating, I think, if people aren't expecting to have to do it (it's equivalent to EXAMINE then SEARCH really). But you do signpost it clearly in the instructions, so players should be aware of it (unless they just dive in without reading instructions...)

- the dynamic graphics are good, but could we have something for when Santa eventually escapes from his prison?

- my child found the command 'POKE BALLS' completely hilarious, for reasons I just can't understand.

And that's the lot.

In summary then, another strong game in an impressive field of entries for the jam. Well done!

 

Just art reflecting life (unfair, that is).

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Finished! Thanks for putting me out of my misery with the damned light source. I think I probably just mistyped 'x mantelpiece' originally (I'm a terrible typist - my transcripts mainly consist of me entering typos several times before getting the command right) and then assumed there was nothing interesting to see there.

With the pantry: the extra hints are handy, and I guess that you are still planning to implement a proper 'HINT' command (I'm amused at your holding message: elves don't need hints, but some humans certainly do!). REACH was something else that I attempted (REACH SHELF, REACH GINGERBREAD, REACH UP) that could be another queue for a hint ('You can't reach the top shelf  - you'll need to find another way of getting up there'). 

I'm pleased to have got to the end of it at last - it's top notch Christmas fun.

Nothing burns - not even any of the elves!

That's an illuminating postmortem - thanks for sharing.

With regard to the hardness of puzzles - I just think the expectations of text adventure players these days are for games to be a lot more merciful. As I said elsewhere, I had a very similar experience when making a game where the required path to victory seemed blindingly obvious and well-clued (to me) but my players really struggled with it (originally, I included no puzzle-specific help or hints). Similarly, before writing it I had no substantial recent experience of playing text games (I more or less left them behind when I was, say, 14 and I'm now 44) so my intuitive idea of what difficulty level was acceptable to today's players was someway off the mark. Nowadays, if a game doesn't include a  metaphorical big red emergency escape button to get past a difficult puzzle then that in itself makes it seem quite old-school.

With the hints that you've now put in the game: they are helpful, but I'd still urge you to include (at the end, or alongside) an explicit solution if someone (like me) just really isn't getting it. For an example of such a situation: in the locked bedroom (which I got out of eventually), without any hints at all I had found the hanger, unscrewed the hook, inserted it into the door to pry the latch, found the cane and removed the cap. I then spend some time trying to LEVER HOOK, ATTACH CANE, ATTACH CANE TO HOOK, LEVER HOOK WITH CANE, ATTACH HOOK TO CANE all to no avail. The explicit thing that I had to do (which is not stated in the hints) simply escaped me. I managed to do the right thing in the end, because I felt enough investment in the game to persevere, but many other similarly puzzle-inept players would simply have given up and walked away to play something else - and never seen all the hard work that you put into the rest of the game.  I'd say that it is worth offering the last resort nuclear option ('just tell me exactly what to do so I can get to the next bit please!') to prevent that outcome.

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Ok - I've now done the gingerbread.  That's a puzzle that definitely needs better clueing - it's not at all obvious what needs to be done. It would make a big difference, I think, if the gingerbread was visible up there on the top shelf rather than the player having to have faith in what Mrs Claus is telling you (or maybe I should just learn to be more trusting). It might even help if it was visible in the picture. I found myself confronted with the image of empty shelves thinking 'is there really any gingerbread up there?' and then trying various ways to clamber up the shelves, to no avail. Part of the issue is also that this is the only puzzle where something that you've already made is involved - I had a bit of a blind spot that I had to take something back off the sleigh and use it; for me, once the toy was made and loaded on the sleigh, that was the end of the process and I wasn't expecting to revisit it.

As for the flipping light source - still can't fathom it. Presuming that what is involved is the fire in Santa's living room (as I can't find a way to get into the bedroom): I've examined everything and attempted to set fire to everything (including all products of the wood store) but no joy. In the end (and as an indication of my desperation) I was reduced to attempting to undress Santa as he slept in his chair (partly for kicks, but mostly because I thought there might be something in his suit), which produces a couple more bug responses: GET BELT = 'you can't see that anywhere' and UNDO BELT = 'rewind is expected as a single word' (interpreting that as the standard UNDO command). So I'm still stuck on 90/100.

Glad to see that more location graphics have appeared though - I expect that when I get back to it again (having figured out the light puzzle) even the  metal store will have a picture!

You need to UNSCREW BOLT (as far as I remember) when you're in possession of the right tool (if you haven't got it then go away and look for it elsewhere).

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This jolly, festive task-based game is providing a good excuse to escape from the kitchen for a couple of hours on Christmas afternoon. With the usual Francis polish and somewhat didactic style (I now feel better educated about the origins of Reindeer names), it is a characteristically smooth and pleasant playing experience. It's interesting that this was originally written in Inform 6 and then ported to Adventuron - perhaps it was an unfinished project from some time before or perhaps done de novo for this Jam with the porting between languages done purely as an exercise (in programming and, no doubt, in frustration). Whatever the case, there are some recognisably Inform-y bits in it (for instance the GIVE '(to [subject])' response, and the build information at the beginning), that give it an interesting flavour for those familiar with Inform games.

The writing is effectively straightforward and I'm glad that you've managed to reference current events in your premise while managing to keep it light hearted, when it would have been easier to ignore them altogether. The cute cartoonish characters are endearing, and the graphics (which I know you say aren't your forte) are, as usual, very good and entirely fitting, with the eye-popping wallpaper colour combination in the upstairs hallway  worthy of a special mention (it wouldn't look out of place in my own house, in fact). The structure of separate tasks (each a little fetch quest with a final assembly step) along with the scoring, make progress feel very satisfying (although I haven't finished them all - see hint request below). Being a pretty competent handy-man in real life, I was at first expecting to have to carry out each individual construction step once the components were gathered together and was anticipating some verb-wrestling to plane the wooden block into a gun stock, etc. The simple 'make' command is much easier and there is something magical about the assembly occurring and the item appearing before your very eyes. If only woodwork was as easy in real life.

Difficulty-wise, the puzzles are quite merciful although, inevitably (being only a third-class sort of puzzle-solver) I am stuck (at 70/100) and there are no hints available (HINT produces 'TBD',  so I guess you were intending to add them but ran out of time). So here is where I ask for hints:

- where do I find a light source to get into the coal mine?

- I'm guessing that I need to deflate the balloon to make a skin for a drum, but how? DEFLATE doesn't work, neither does BURST, POP, or PRICK (with needle)? Or am I on the wrong track?

- How do I reach / look at / access the top shelf in the panty to get the gingerbread? Nothing I've tried seems to work, including an attempt to CLIMB SHELVES.

Any help here would be appreciated as I would like to finish the game.

 

There are a few bugs I spotted. Below is the usual report:

Unimplemented GET response for items mentioned in description in workshop (nails, screws, screwdriver etc) = 'You look around but you can't see any [X] anywhere', same for mail / letters in the mailroom;

In dining room: ‘on the dining tables is a wine bottle’ (table should be singular, unless it is straddling more than one table);

Mrs Claus asks you if you'll get the gingerbread for her, but she doesn't respond if you immediately ‘say yes’  ;

GIVE [object] to someone who doesn't want it == ‘nobody wants it'. Could that be specific to the character, eg 'Mrs Claus doesn't want it'?;

Bathroom: I can use the toilet but I can’t wash my hands…;

Puppet description = “you can put your hand in the sock…” but PUT HAND IN SOCK produces “you look around but you can’t see any hand anywhere”;

You can read the book even if you’re not carrying it (switch ‘is_present’ to 'is_carried');

DIG in inside location (when you are holding the shovel)  = “you would need a shovel”;

GIVE (unknown or not carried) to a character = no response;

FILL BOTTLE = you can endlessly repeat the action;

 

And some other comments:

It would be better if the created object message (eg 'you can see a piggybank') appeared after rather than before the description of its creation;

I'm amused imagining what some of my colleagues would say to only the female elves helping out in the kitchen...

There are some locations with conspicuously brief descriptions (the fabric supplies, the metalwork supplies) and some with no graphic - I expect that is just a result of running out of time;

There are a few locations depicted with doors  - but you can't open or close them (doesn't bother me but we've had some debate about implicitly / explicitly opening doors in the past);

…and that is all.

Overall, this is  a thoroughly enjoyable and absorbing game that I'm certainly looking forward to completing. Another strong jam entry from yourself!

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What an  excellently fun game! I played this with my (nearly) 8 year old who is now a bit of an expert at these sorts of games and we spent a couple of hours over it. Apart from the opening and closing scenes, the Christmas theme sits nicely in the background which is quite a refreshing change from the more overt reindeer and elf -ridden settings of other games (not that I have anything against reindeer and  elves, you understand), and the falsely accused Bigfoot storyline is a fun and motivating premise (I was burning with righteous indignation throughout). The puzzles are just the right level of hardness to keep grown ups and kids interested without becoming too frustrating and I'm a sucker for teleporting in adventure games - it's a great device for breaking up the uniformity of the experience by zapping between disparate locations,  and scattering  the puzzle elements between them helps to maintain an overall coherence. There is certainly a satisfying sense of achievement on completion.

There are a few bugs to highlight and specific comments to make (compiled from my child's notes, so there may be one or two other things that are not listed here - but these are the main things we spotted):

- Santa's desk= "Santa's desk is filled OF [with] letters and lists..."

- GET TRASH CAN (in Santa's office) = "What trash?" / GET CAN = "You can't find it";

- The teleport graphic is great but it is crying out for an accompanying sound effect!;

- You can't cancel the teleport once you've ENTERed COORDINATES (provide an option to cancel and stay in Santa's location);

- There is no TAKE message for the ratchet;

- PUT BATTERY IN x produces the standard "not a container" Adventuron message (the same issue I've seen in several of these games). I'd suggest you anticipate and override that system message as I find it really does break immersion (for me, probably because I'm looking out for it in Adventuron games by now);

- Typos when finding the band spray paint evidence: "must have been A [delete] their REBELIOUS [rebellious]..."

- Typo in end scene: "you deserve a special COMMODATION [commendation]..."

- we struggled slightly with guessing the verb to deal with the play apparatus: UNBOLT doesn't work, RATCHET (as a verb) doesn't work, BREAK doesn't work... but we figured it out in the end.


All the above are easily fixed and don't detract too much from the overall experience of what is a very jolly game. Well done!

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I haven't progressed very far in this - it has a sort of 'pick it up and put it down again over a couple of weeks' feel to it (retro in itself), rather that racing through it in an hour or two like many of the other entries in the jam, so I'll come back to it but give you my thoughts now.

This is certainly the wordiest thing I've seen done in Adventuron since, well, my game - and the style is not a million miles away from my own. So naturally, I'm predisposed to love it - particularly as it is written in third person, which I prefer.

You descriptions are wonderfully verbose and characterful and the Wodehousianisms sound pretty authentic to me. I'm not actually a fan of Wodehouse - I find the style a bit wearing in print - but it works very well in a game like this. I'm impressed that you doubled up the effort to provide a non-Wodehousian version (that must have taken a bit of extra work), which reads like a SparkNote translation of the original; I'm sure many players will appreciate it.

The whole thing has a very 80s-era feel to it: partly because of the style and the retro font that you've used and partly because of the puzzles: they are old-school hard and I'm not the most adept puzzle-solver (my aspirations to be so usually fall foul of my patience when confronted with something not fairly easily solvable). Some specific in-game hints and/or a walkthrough would help greatly here I think. I made a game without either and then quickly went back and added both when it became apparent that it was proving to be too hard and impatient players were getting stuck immediately,  which is more or less my experience here. I'll persevere, but in-game help would be a relief.

In terms of implementation, it's been very thoroughly proofed and there are no typos that I've spotted. No real bugs either, although there are a few non-implemented objects that I've noticed produce contradictory  'it wasn't there' responses on an attempt to GET them (the jars and tins at the grocer's, the clothes in the wardrobe). I also had a sticky moment in the bookshop where I could find the book but not buy it  - the ability to do either one or both of those is supposed to be triggered by the encounter with the charity collector, I think, but I don't think I'd met him yet when this happened. Another thing to note is that your location graphic in the first scenes is a bit confusing as, for example, the police post is depicted to the east (right) but that is where the bookshop is in the first location where the graphic is displayed. I get that the pictures are more decorative than illustrative but I wonder if there is a way of making it a bit clearer that the picture doesn't depict your  immediate view (I'm not certain how - perhaps a legend 'Whitherley Village Square c.1926' or something). Something to consider in any case.

All in all then, I do like this a lot but it feels like it will take a while to crack (just like in the old days). Accessibility in text games is a big consideration these days, so I understand, so I'm not sure how it will fare on that score (of course, I'm deliberately overlooking the possibility that I'm just being thick), but otherwise it is an original and excellently written game so I'd say it's well worth the effort to persevere with it.

Got it, thanks. Have now recalibrated my hardness expectations to 1980s standards, and will proceed.

I'll do a proper write-up of this game when (if) I've finished it, but at this precise moment I am quite stuck and need a hint to progress.

How do I break into a crown to get change for the charity collector? I can't buy anything at the grocer's, Gieves is nowhere to be seen and the policeman is no help. I can't do anything with the fountain either (I thought I might find a coin in there). Help!

Super-retro and super-fun Christmas adventure that feels like something straight out of the 80s.  Dad + son team really enjoyed completing this. It's  just the right level of not-too difficult, with a couple of  bits that require more thought - overall took us just under an hour to finish.  Top marks for the the nostalgic minimalistic retro graphics although ideally I would have liked some sound effects to complement them (a beeping Jingle Bells would have been perfect). Festive and charming overall - good job!

There are quite a few bugs and little bits that could do with attention - nothing game-breaking and all easy enough to fix. Here's what I noted:

- there are some examinable items pictured but not listed as objects (the waste bin in Santa's office, the picture in the hall) and conversely some objects listed but not pictured (the table in the hallway, which feels as though it should be pictured as it is important; likewise the baby reindeer, although that would be more of a challenge to draw).  Following one practice or or the other would be better than inconsistency;

- there are no take or drop messages (noticeable by their absence if you're used to seeing them);

- error in storeroom description: "Everything you need to care for the reindeer's get stored in here.." [Everything you need to care for the reindeer gets stored in here.];

- milk bottle: you're reminded that it is not a container if you try and put anything  in it, which sounds odd. You could anticipate that attempted action and add a more sensible response. Also make it explicit that is is closed at first and needs to be opened. Also, when it contains milk the noun 'bottle' is no longer recognised and you have to take and drop 'milk' instead.

- making the milk is a proper guess-the-verb quest (you can't add powder to water or put powder in pan etc). We got there in the end but the required form of words could be made clearer;

-  things that produce 'you can't see that' responses when they are clearly there: snow (outside - it's everywhere!), workbench in workshop, bedside table in bedroom;

- search cupboard / oven = "the x is already open!"

- typos in help / hints = "remember to examine everythig", "in some cases it will also offer you with a clue"

 There may be one or two others in addition to the above but those are the obvious ones that I spotted.

A couple of other comments: I see that you're using SEARCH as well as EXAMINE as a way to find undiscovered objects. That's fine by me, but some others are against it.

I see that the red herring has already been commented on elsewhere. I think it's fair enough to have it, but it might have been better if one of the objects involved had another use elsewhere rather than making the entire thing a pointless (if entertaining) diversion.

Great effort though. I played 'Dinosaur Island', so was expecting this to be good and wasn't disappointed.

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You definitely succeeded - my nearly 8-year old loved it.

With the altar: containers are difficult, but you could anticipate someone not noticing the 2-word restriction and deal with it in on_command with something like:

 : match "put _"  {
   : if (is_carried (s1())) {
      : if (noun2_is "altar"&&is_at "stone_circle") {
         : print {("You put the "+s1()+" on the altar.")} ;
        : drop quiet = "true" ;
      }
      : else {
         : print "The altar is not here." ;
      }
}
: else {
   : print "You are not carrying it.";
}
}

(or do the same as above but print "You only need two words in this game - just drop it" or something as the response, if you want to be strict about that).

With the typos - sorry, should have noted them as I went along. Another quick run through reveals:

(at stone circle): "in the centre of the circle, ['stands' or 'you can see'] what seems to be an altar"

and there is definitely an errant capital that I spotted somewhere but can't find it now... If I see it again, I'll let you know.

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Well, that was a slightly surreal and very Christmassy experience!

Short and easy, but just off-kilter enough to make it more memorable than it otherwise might have been. The peculiar set of ingredients (pigeons,  croissants, and Korean tourists in a winter wonderland...) sort of works  and the  unexpected arcade element at the end is fun.  Definite highlights for me are the tunes  (nice to hear Adventuron's ability to integrate music being put to use) and the beautiful pixel art graphics, as well as the heart-warming final wrap-up.

I see that you made the game in just a few days, and it does show in places. There are one or two language issues that could be ironed out (slightly awkward phrasing in a few places) and a scattering of bugs that I'll list here:

- Repeat of staggered text in first scene, on 'LOOK' (we only need to see that once, I think);

-the first location description is odd: "didn't deserve a present, a pigeon and a book on the floor..." Do you mean "a present, a pigeon and a book."? Still sounds odd, but makes more sense;

- The book object name is 'book on the floor' so if you are carrying it, you are carrying 'a book on the floor'. Should just be 'a book';

- There is no TAKE message for the book (it's silently added to your inventory);

- There is no EXAMINE message for the' bread and other goodies' (all the other objects have one);

- Larry's 'We will need to go to the church tower' still shows after he has gone;

- ENTER is not listed as a direction outside the church.

Those are the ones I spotted but there may be others. All easy to fix though.


Aside from those little niggles, this was great festive fun and a worthy entry to the jam - well done!

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What a lovely, mysterious story - with a heart-warming ending. You've gone for a different angle on the Christmas theme and it works very well;  having the pagan festival as the focus allows you to avoid most of the standard Christmas tropes while still conjuring up an appropriately wintry and magical feel. Puzzle-wise the difficulty level is quite easy, which feels right for this jam, and the code-breaking element was a pleasant diversion (nostalgic of the kind of thing that used to be included in every Christmas annual). Having the archaeologist character on-hand to help with the puzzles is an effective way of integrating assistance into the game without reverting to a blunt 'help' command,  and provides a satisfying denouement at the end. The low-res graphics (reminiscent of 'Over Here' from the last jam) are perfect for this, I think.

There aren't many bugs in it: I spotted a miscapitalisation and a missing word or two in your prose, and 'put x on altar' produced the standard 'the altar is not a container' response that you might want to override. Also, I'd suggest some sort of acknowledgement when you cross the ice.  I confess that I found the means to cross it and did so without even realising that I had done it - it took me a while to realise that the location I was then in was on the island.

Overall this is a great effort and I really enjoyed playing it.

This is a lovely looking and very well written game with quite an unusual format for Adventuron - one of the most original things I've seen done with it, in fact. I like your characters (Gord is hilarious - I could talk to him all day) and the relationship with Pel is sweet, if veering a little too far into the saccharine for my taste.  But I suppose this is a Christmas fairy tale after all.

Your experience of escape rooms really shows here: the puzzles are clever and well implemented.  Unfortunately, I found them just a bit too hard and a major interruption to the gameplay while I struggled to progress, since the player is locked into each puzzle until it is completed.  I'm not very familiar with these sorts of puzzles and found them a bit frustrating.  Pel helps (a really well implemented progressive hint system, and I enjoyed that you even provided a response to getting her name wrong which, of course, I did) but I would have preferred a way to leave and come back to puzzles, or skip them altogether. But maybe that wouldn't work with the structure of the game.

In any case, and despite those negatives, it is a very smoothly implemented and enjoyable game. Well done!

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I downloaded it last week, so the bug is probably fixed now.

Great game with excellent art and a nice sound track. Quite difficult in a couple of place, but I completed it in the end.

I encountered a bit of a movement bug where I ended up still outside the upper dome when I should have been inside it (after an animation transition), but I managed to get back to where I needed to be.

Overall very impressive work for something put together in 3 weeks!

Excellent, fun little game with great writing, artwork and music. Remarkable that it was made in two weeks. Well done!

Hilarious and curiously believable 13th century romance. Perfect for playing while at work.

Genius. I laughed, a lot!

Nicely written and very smoothly implemented. The backgrounds and hieroglyph are a nice touch.  I enjoyed it!

Beautiful. I've never played anything quite like it before.

We love this game! I played it with my 7 year old son and we both found it hilarious and cute. We spent ages finding all the different endings.  Great work!