Escape From the Tomb of the Celestial Knights (Megona)
What it is about: You are sitting in some kind of box. Can you escape from this mysterious dungeon crypt? And defeat whomever imprisoned you in the first place?
The good: It’s an escape room game! It’s trying to be a classic dungeon crawler. Looks like the meme of “you are in a maze of twisty little passageways all alike” hasn’t died off after all. There are not that many commands, mostly the standard ones- but even some standard ones like wear X, put X on Y aren’t there. At least TAKE ALL works and can be used when all else fails.
The bad: If anything, the author admitted to this being their first attempt at a parser game, and everything that first time parser authors have is here. Yes, most of their mistakes. If anything, Quest and Adrift tend to be easier to play around with, so the shortcomings are somewhat less exposed than someone doing it in Inform or TADS! Implementation is in real need of improvement. For example, OPEN GAP feels unusual, since it’s not a DOOR you have to OPEN. If at anytime you have items that are named “coffins_1, statue_1” and the like, it’s a red flag on the author for not having a comprehensive method to name items. Some minor spelling and grammar mistakes. We have no idea how tall the statue is. In one room, X STATUE and X STATUES give different responses, probably a lack of giving enough synonyms on the part of the author. Some things like skulls are also not implemented. There are also no room name headings like “Southern Chamber”. Room descriptions can be inconsistent since you need to L again, and like TaciturnFriend’s first parser game, this one also uses the USE command, which, as mentioned in the Trials of Rosalinda review, can lead to ambiguity, since it’s a catch-all term. The last thing you want players to have in a parser game is AMBIGUITY. Also, exits list please, otherwise players will get a “You can’t go that way” very often. This error also showed up at one point (I played the offline version): Error running script: Error compiling expression ‘inmaze’: Unknown object or variable ‘inmaze’"- this wasn’t in the online version (Quest is known to be buggy sometimes, but I think the author has an object that wasn’t implemented). Also, needs more details- if you are at a junction with exits going in all four directions but you can only go in one direction, show it! There is no way to reach the room on the other side of the wall, since IN and OUT are not implemented (yet). It’s generic, but too generic. Guess the verb and guess the item rears its head again, unfortunately.
The Huh: HELP gives a list of verbs, why can’t we have a VERBS command that does the same thing and a HINT to give actual hints? IF Comp 2008 had a game called The Lighthouse, and this probably falls in the same category. As last year’s IF Comp showed, escape rooms can be done well- like To Sea in a Sieve and Lunium. This is an escape room that leaves a lot to be desired. Can Quest do transcripts? This thing is far from being entirely complete. Alas, maybe the author forgot to playtest it and ask others to playtest it thoroughly enough? One of the reviewers for Lighthouse said “Please do not submit learning exercises to IF Comp”. The same could be probably said here, but Deep Dark Wood is also a learning exercise by those students (see above). And English could be the author’s non-first language. Yes, this has some of the components of what could be a larger game, with combat, dark rooms and the like, but at this stage, it’s only a WIP. And as such, it leaves a lot to be desired. Moreover, I can’t find a way to finish this, as I very nearly went around in circles until I barely managed to scrape past the endgame- which is a good thing- but it’s underwhelming (bar one action). No combat? Nonverbal Communication and Bradisson Rayburn’s Revenge are perhaps better examples. For those who want it, I have provided a transcript here.
Escape_transcript.txt (64.3 KB)
Grade: 60.8%