Spring Thing! Thanks to mathbrush for organizing, and appreciation and congrats go to all the authors that submitted. As always, my hope is for people to just keep on making stuff and to continue honing their craft.
The Missing City Council
This is the first interactive fiction piece from the author, according to their comments for their entry. “You’ve got to start somewhere, right?” they write. That’s true! As a piece of parser IF, this has some issues: things are implemented incorrectly, players are unlikely to solve it without a walkthrough, and it doesn’t seem like it’s been tested much. Their comment indicates the author might be aware of some of this. Instead of just reviewing this as an entry, I’ll try to write about it as a first time project.
It’s a PunyInform parser game. I remember looking at the PunyInform docs before and seeing that they recommended authors be familiar with Inform 6 beforehand, which indicated to me that PunyInform maybe isn’t what you’d want to start your very first project on.
As a first time project, I like that it’s quite small in scope. It’s just stairs leading up and down a multi-level building and then a room or two on each floor. There’s just one major puzzle, a few items. The story coherence and plausibility of the world isn’t there, but for a starting project, you shouldn’t get slowed down worrying about that sort of stuff anyways in my opinion. Just make the first things that come to your mind, implement something simple, then think of something else to try implementing. This has locked doors, hidden things, things you have to put in other things, state changes, NPCs. It’s got an elevator which isn’t very useful for the player (there’s stairs) but it’s a good idea as a thing to try to implement as you’re learning. This is all good first project stuff. The problem is that this just wasn’t quite ready for submission yet. It needed to be worked on more, and tested, and iterated on, and polished.
The biggest issue is that code wise, everything’s been declared as just an object, including stuff that should be scenery or doors, so they’re all just listed as items in each location (I’m basing this off what I know from Inform 7). There doesn’t seem to be directional movement at all, either; you just enter and exit rooms within rooms. So some of the facets of the language seemed to have been not utilized. I could just pick up the city hall in the starting locale, and then enter it! Your actual goal is to get into the room that’s blocked by some guards, and the guards like a good cup of tea. The guards don’t tell you that, though. The descriptions of some of the main things you need to interact with could be written to better indicate how they fit into the puzzle (could tell the player the cup of tea is cold, for example). I like a puzzle that involves what’s in the register room; it’s creative, it’s just not communicated well to the player in terms of feedback or description. The solution to how to enter the register room is something that doesn’t seem like it’s clued at all though unless I missed it, and there’s other guess-the-verb issues as well. Some missing descriptions. There’s also one step which seems to be rely on some specific real-world knowledge to know why you’d want to do it, involving oil (I did read an article about Starbucks adding oil to their coffee in certain countries, and that’s where I learned its alternative use. Ah, from googling it now, castor oil in particular is apparently specifically known for that purpose)
The creativity and ideas behind the steps in the puzzle are pretty good though, with a classic inventory puzzle structure where you solve some smaller puzzles to gather everything needed for the big overarching puzzle. The layout of the map and where all the items and things are is also well spaced out. There also seems to be a some fun ideas about what the story could be, in spots. There’s a foundation here, it just needs some more implementation work and player cluing.
Transcript:
council.txt (46.8 KB)