Out of the Loop by iapc
Since last time, our team has shrunk quite a bit. Only two (of four) remained this time. Despite this, we decided to go for a story-rich game. And thus the decision to do a text-adventure seemed logical to us.
This game tells the story of a man who wakes up one day, without that much of his memory left. It's up to you to find the pieces and put it back together.
One oddity: words that don't belong are ignored, instead of giving an error.
This means: if you say: Walk Toothbrush East, then it's interpreted as Walk East.
Remember, don't rush text-adventures, you will miss vital information and / or items.
Innovation compared to other games in the genre is mostly in the realtime elements of the game. Some elements of the game are realtime, instead of just reactions to your typing.
You may want to use the help command. That should point you on the right way.
Last-minute update: some shortcuts added and some lines added to the help file.
IMPORTANT: use + object does NOT work. You have to write it the other way around. Also, if you need an item to progress, having the item is enough, after that, you can just use a simple walk / go command. The same thing applies to the Elevator.
If you're stuck on the first level, the key to the elevator is stuck on rubbish.
We added a post-Ludum Dare version, with great improvements to language detection. The story is kept the same. So if you want to experience the story, without getting annoyed by some oddities of a poor text detection system, use that one.
This game tells the story of a man who wakes up one day, without that much of his memory left. It's up to you to find the pieces and put it back together.
One oddity: words that don't belong are ignored, instead of giving an error.
This means: if you say: Walk Toothbrush East, then it's interpreted as Walk East.
Remember, don't rush text-adventures, you will miss vital information and / or items.
Innovation compared to other games in the genre is mostly in the realtime elements of the game. Some elements of the game are realtime, instead of just reactions to your typing.
You may want to use the help command. That should point you on the right way.
Last-minute update: some shortcuts added and some lines added to the help file.
IMPORTANT: use + object does NOT work. You have to write it the other way around. Also, if you need an item to progress, having the item is enough, after that, you can just use a simple walk / go command. The same thing applies to the Elevator.
If you're stuck on the first level, the key to the elevator is stuck on rubbish.
We added a post-Ludum Dare version, with great improvements to language detection. The story is kept the same. So if you want to experience the story, without getting annoyed by some oddities of a poor text detection system, use that one.
| Web | http://nander.net/33 |
| Web (post-LD) | http://nander.net/33/post |
| Original URL | https://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=53115 |
Ratings
| Coolness | 64% | 3 |
| Overall(Jam) | 2.97 | 748 |
| Fun(Jam) | 2.41 | 974 |
| Innovation(Jam) | 2.72 | 753 |
| Mood(Jam) | 3.00 | 599 |
| Theme(Jam) | 2.88 | 892 |
Shortcuts for directions would be super nice, too! (n,s,e,w)
The only suggestion that I would have would be a few things to save on typing. For example, if you could type "e" instead of "east". Also it would be nice if there was a keyboard shortcut to clear out all of the text without having to backspace.
I plan to come back to this one once I get a chance to rate some more games.
I wonder what's in the kitchen :O