Today I’ve released my game Never Gives Up Her Dead! It can be played or downloaded here. An (optional) trailer game can be found in this thread: Trailer for Never Gives Up Her Dead (Now released!)
Here’s the blurb:
Time is running out after a meteor strikes your interstellar starship. While the crew is under full alert, only you seem to notice the strange red portals opening up throughout the ship.
Explore ten different worlds, learn the truth of your destiny, and confront the mysterious figure who has been haunting you from the start in this epic sci-fi adventure.
New art:
Old art:
This is a very large game, intended to take at least 10 hours to play and shooting for around 20 total gameplay hours.
This isn’t part of any competitions or jams. My impetus in making this was playing a lot of older giant games like Mulldoon Legacy or Curses, enjoying poking around in a really large world that you might never even finish, and wanting to make a game like that.
It is a huge game, with hundreds of hours going into its coding, 360K words of game code, and 34 beta testers, many of which contributed dozens of hours of help (if any of them want to say anything as co-collaborators, feel free!).
I made the design of the last 30% of this game into a long forum thread with many contributors: Disorganized Dev Diary for Never Gives Up Her Dead (Now released!)
and the final open beta had its own thread:
There is no walkthrough for this game, but hints can be found or asked here:
This game was not designed for the general audience, or for newcomers to parser games. My main target audience is very small, maybe 20 people or less, consisting of people who love parser games, enjoy getting lost in large worlds, and have the time to play one of these games. If anyone else gets enjoyment out of this game, I am very happy to have that happen, too!
If you like giant games like this, you may also enjoy John Ziegler’s recent game:
How Prince Quisborne the Feckless Shook His Title
or Jim Aikin’s game from last year:
The Only Possible Prom Dress
and you may want to support Wade Clarke’s upcoming game:
Andromeda Acolytes
Finally, I have been posting a lot recently about the Bisquixe interpreter’s special effects with sound and multimedia. This game uses none of those features; it’s purely text, designed to use few fancy features in a hope that it endures for a long time.