The Missing City Council
This is a small, short game with a slightly-creepy premise: “Why is this building so empty and where did (almost) everyone go?”
It’s parser-based and puzzle-y: there are a few small puzzles (in the EXAMINE, MOVE, etc) kind of way, and one main puzzle, which is a multi-step puzzle about changing the state of an item. I like multi-step puzzles, but I wish this one had some in-game clues that might have pushed me toward it: If there had been a way to know the tea was cold, that the guards might have been thirsty, etc.
It’s pretty light in its implementation: except for things that are important to the puzzles, almost everything else is unimplemented. That does make it easy to figure out what is required to solve puzzles
, but it does rob the game of the sense of realism: you enter an office with a desk, and the game doesn’t know what a “desk” is.
It’s a game with an interesting take on directions—it eschews the normal NSEW navigation and instead, you ENTER and EXIT nearby locations. This worked well, except at one place, it describes “two hallways, one left and one right” and I spent too much time trying to travel down them, ultimately concluding that these were unexplorable scenery-only things. Except the game didn’t provide any sort of “you don’t need to go down them” messages to make that clear.
You’ll probably need a walkthrough handy to solve it.
I do like the setting (plus, I learned some Finnish words!), and now I really want the San Francisco City Hall to have a sauna in it!
@Solarius : if you’d like some help in polishing this, let me know if I can help. I’m happy to playtest any future versions, and I just wrote a large-ish game in Inform6/PunyInform, so I may be able to help out with an implementation issues.
Transcript:
tmcc.txt (28.5 KB)