I recently realized I hadn’t replayed most of my games in years, and I’ve gone through them during IFComp and written reviews/retrospectives of all 25 of them. Once IFComp ends, I’ll post 1-2 a day until around Halloween, where I’ll finish with Never Gives Up Her Dead.
For that event, I’ve brushed up the game and fixed a lot of bugs:
fixed a problem with handcuffs disappearing
fixed a problem with iron bar
fixed the iron bar again (fingers crossed)
fixed a problem with your boss disappearing when history repeats itself
Made a mesh grill into scenery
Made ‘antonio’ a synonym for antonio
Fixed midnight bug
Made it possible to ‘connect’ the portal that’s in the darkness
added scoop as synonym of ‘take with’
fixed bug with soda machine
made dogs that like toys interested if you show them one
minor punctation changes
made it easier to type on calculator while holding journal pages
fixed bug with rift diagnosis
fixed bug with instant unmentioned death if moving while falling
fixed a bug with a train stopping when you’re in the wrong room
fixed a bug where you could try to wash in water that doesn’t exist
Expanded the text in the good endings
This makes the game at version 3, whose source code I’ve already published on IFDB, and which I plan on releasing publicly on around Halloween. I could really use one tester to go through the game (maybe using David Welbourn’s new walkthrough?) just to make sure no obvious new errors have been caused by those changes.
I also am going to try my hand at doing a commercial version on Itch. I’d rather try Steam but many people have told me to try itch; I expect it to more or less bomb there, and I don’t really want to involve forum members in it; anyone I know can have a copy of the commercial version free. I just want to see what the worst-case scenario is.
Long story short, I’ve made a graphical version of the game that is an executable (and another that is a gblorb). While I can’t get the mac version to compile on windows, I have made the following windows and linux versions:
The win32-x64 works great on my system. I don’t know about the others.
I hesitated to post this during IFComp, but I figure that if everyone’s too busy now, maybe someone will note this down in their calendar and be able to help out after IFComp is over.
Thanks to everyone who has helped out! And once it’s ready, I’d be happy to give the commercial version to anyone on the forum who DMs me. It just has 11 illustrations, and has a version that doesn’t require downloading an interpreter.
So, long story short:
- I could use one tester to play through the game. There is now a walkthrough available, but this takes a long time (my playthrough just now was 4 days, about 8-12 hours total, and I wrote the game). It can be someone who’s played before or not. I only need one.
- I could use testers from the 5 systems listed above to just open the commercial version (which I’ll give for free) and see if it works. This should take 10 minutes. Similarly, I plan on offering a commercial gblorb download for use in Frotz and Fabularium, and would like testers to see if that download works on mobile.