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New year’s IF under betatesting

Taleslinger organized the third New Year’s speed-if event, Newer New Year’s Speed IF, some weeks back (although due to many happenstances it’s still a sort of ongoing event). I had an idea for a game I had been thinking about for about a year and decided to finally make it.

Apparently making speed-IFs isn’t my forte because the end result was something more the size of an average IFcomp game than a speed-if. It’s large enough to consider a proper game, so I’m having it tested before it’s released to the general public. If you have some extra time in the next couple of weeks (the planned release is sometime in February), it would be great if you’d see the call and blurb here. I can be contacted by e-mail, juhana dot if at nitku dot net.

An action by any other name: Finding the names of actions in Inform 7

One thing that seems to trip authors every time in I7 is finding the name of the action to work with. Here are some hints for finding the name of the action when you encounter the “that did not make sense as a description of an action” error.

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Five easy improvements to your game

Here’s a list of five easy things to do to give that final polish to your IF game. These are all things that many players come to expect from a well-made game and experience has shown that a lack of these basic things suggests a lack of overall quality as well.

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IFComp 2009: Correlation between rating and the number of testers

Everybody’s always talking about how important it is to have your game tested (or at least I’m always talking about it). But does it really matter? Surely if you have a great idea and enough enthusiasm you can do without?
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IFComp 2009 review: Earl Grey by Rob Dubbin and Adam Parrish

Here’s a novel idea. The gist of Earl Grey is that you have a magic bag that can take letters from words or place them in other words, thus creating new words. The trick that makes this more than just a game of Scrabble is that when the words change, so does the world — if you take the r from a horse, it actually turns into the garden tool. (Wouldn’t it be great if, say, Wikipedia worked this way?)

Changing words and watching the world change with them is just as fun as you might imagine. (If you can’t imagine how much fun it would be, this might not be the game for you.) What’s also great is that the story has an actual structure: first you learn how to use your newfound skills, then you go about using them, and then there’s the big confrontation and the finale.

There are two main flaws that I can see First, the masses of text are just too big to pick up the words to change, especially when there’s practically no limitations to what the words you can manipulate are. You could change nouns, adjectives, verbs or anything else. You have to process each word you encounter. This is manageable at the beginning when you can only take away letters or add them, but when it gets to anagrams it became just too overwhelming for me.

The other main problem is that how the game reacts to player actions is fairly random. You can’t foresee the situation after your move. This means that you can’t devise a plan to solve the puzzles. All you do is scan the text for words that could be manipulated. There’s no room for strategy, just tactics.

The word changing mechanics is fun and I would certainly want to play more. The ending is quite open so that leaves room for hopes that the authors are planning a sequel.

IFComp 2009 review: The Duel in the Snow by Utkonos

No spoilers
  • Initial setting described

The Duel in the Snow is a story of a man whose life is not going that well. His wife has left him and he’s about to leave for a duel with an able marksman.

In addition to the rather straightforward story of the eponymous duel, there are some extra layers hidden in the game. To find out what is really going on you have to do some extra work, which gives the game some replayability.

The different endings branch in a rather unconventional way. If you miss the action that leads to the “good” ending (which ends the game right there) you get the “losing” ending that has one extra scene. Apparently this losing branch gives clues to finding out all the nuances of the main story.

The game has some of the most suiting default responses in the comp and overall it’s very well programmed. I didn’t run into a single bug and I don’t remember seeing any strange responses either.

I did have some slight confusion over my goals at the beginning. The game said I was thirsty and apparently there was no water in the entire house (when finding an everyday object is your goal in life but you can’t find one anywhere, you know you’re in an adventure game).

The best aspect of the game for me was the mood building that was supported by the solid implementation and responses suitable to the setting. Although the game is quite short it doesn’t really matter because the story would not need any more. In fact, the “death scene” could also be cut or moved someplace else without much impact to the story.