Awesome port. (Side note: I’ve never played the original.)
One thing I ran into, which might be a dialog issue, is a disambiguation issue when trying to look electrical tower
at the “Base of the Tower”. This looks like so:
> l electrical tower
Did you want to examine the electrical tower or the huge electrical tower?
> electrical tower
Did you want to examine the electrical tower or the huge electrical tower?
> huge
It seems to be harmless.
> l electrical tower
Did you want to examine the electrical tower or the huge electrical tower?
> electrical tower
Did you want to examine the electrical tower or the huge electrical tower?
> huge
It seems to be harmless.
It seems like the disambiguation does not automatically pick any exact matches?
Edit: Additionally, the door in the Staging Area is not actually “in” it, just in Crumbing Concrete. This means you can sort of interact with the door outside but not inside the building. (My first thought once I had gotten inside was to attempt to open the door from the inside, so I wouldn’t have to go through the window again later.)
Edit 2: And now a few more issues now that I’ve finished the game once.
I didn’t realize this until after reading through some of the source, but doing tune radio to 102.3
actually tunes it to 102.0 khz
. I didn’t realize this for a bit as I figured no-one was talking—there was also no indication of a mic. I guess my issue with this is the misinterpretation of 102.3 and no clear indication that I did something wrong in tuning it.
Attempting to trade for multiple things at once causes the following error. This works with the wolf or the sand-dancer, I did not try it for the rabbit.
> trade road trips and grad for honor
(Technical trouble: Heap space exhausted. Attempting to recover with UNDO.)
Undoing the last turn (trade road trips and grad for honor).
Because the endgame condition is just [leave $ $]
and a lizard talent, it appears to be a bug that trying to go in
(or anywhere but south
) after the lizard leaves will end up finishing the game. Hopefully that makes sense.
Regarding the photo: I kinda wish that Knock would examine the photo before the endgame movement, in case the player forgot to check if they could open it yet. (Which I had forgotten to try again, partly forgot because look photo
always says to spend more time brooding. I never tried opening it.)
Additionally, it’s possible to use the photo to keep a memory when trading for freedom by never opening it until the last room, and then using it to gain the #heard-the-news
. I wouldn’t be surprised if this is possible with other memories that are attached to objects, but to be honest this isn’t really a huge issue, if you would even consider it one at all.
I’m sure not all of these issues are unique to your port, but because I’ve never played the original I have no reference, so these are just my thoughts of the game as a whole. Awesome job, and I love seeing a fellow Clojure programmer out in the wild!
Edit: Just remembered before going to bed—I also saw this line when in the wolf scene. It confused me, I assume it’s a bug. I don’t have my transcript anymore so I’m copying this from one of your test results, emphasis mine. Commit of interest is dfe60000
, a surprising commit hash :).
> say yes
It's freezing out and your nerves are jangled. "Sure, I could use a smoke" you
say.
You pull out your pack and he grins, like he knew you'd say yes, and leans
forward for you to light up off him. His sunglasses reflect back nothing but
your own face weirdly lit by the glow from the cig, and for a moment it's like
the blackness behind them is deep, deeper than the sky, deeper than the
universe...
**The rabbit twitches a little and looks a you expectantly.**
"Gotta keep an eye on the horizon," he says in a scratchy, slow voice. "Always
someone hunting. Border Patrol, National Guard, INS, ICE, Minutemen. You want to
help people get where they're going out here, you need more than strength. You
need to learn how to hide."