Day Out, by Zeno Pillan
I sometimes wondered as a kid if my life would be radically different if I, say, chose one flavor of ice cream over another one day.
Well, that sort of happens here.
You are driving to work, and you stop at a gas station to refuel. You have a choice of four snacks to buy. Each one opens a different mini-story, and each mini-story gives you part of a message you need to decipher. I managed to figure it out after just two (ice cream and Pringle’s.) I don’t know if it’s the author’s intent, but it’s a neat idea. And the snack images are neat low-res things that give me nostalgia for Apple and TRS-80, in a good way.
There are some puzzles, too, mostly of the logic type. There’s “three people, one may be lying” and numerical patterns and so forth. I got talking animals in a forest and then an elevator where the desired floor was the answer to a puzzle. I missed on the animals in the forest several times, but it was forgiving and looped back until I examined stuff and figured things out.
This means Day Out isn’t big on story, but technically, it works. However, it seems as though it would work a lot better in twine, and the author may have confused “tutorial for others” with “tutorial for myself.” The verbs are sensible but they are force-fed to you.
This is probably because English isn’t the author’s first language. (Unless there are 2 people named Zeno Pillan.) Their artistic side is rather interesting, at least on Instagram, and I think they should be pleased with this first effort. The interlinking stories and secret messages are creative, if a bit random. But perhaps this would have been better done in Twine. For instance, with the elevator buttons, PUSH RED/GREEN/BLUE could just have three buttons. So it doesn’t really play to the strengths of the parser, especially when I typed BLUE. Thankfully the HINT command bailed me out. So the author made serious effort to make things robust.
There was enough of that that the “I couldn’t write something in another language” caveats aren’t just fluff. There are spelling and grammar errors, but it’s not the sort a native speaker would make, and when you see those it’s easy/easier to be forgiving. I was definitely left thinking, okay, this person did what they could, and with more time to proofread and translate, this gets ironed out, no problem. I mean, you get a password just before the puzzles start, which is thoughtful of the author, and the passwords are rather amusing on their own. The author has a legit sense of humor.
Though between checking off to say, yes, this is what the author meant, and fighting the parser a bit to get to the “good” ending, I was glad to cut things short initially. Guessing the “real” path through is hinted at several times in the story and leads you to a fun small sub-game of its own, which has maybe been done before, but it’s satisfying.
It was more than enough to leave me interested in eating the other two snacks well before judging ends. So yeah, I think I’ll poke through them before deciding on a final score, not because I expect it to change, but I want to see what the author thought up.
It does feel like puzzles with story slapped on a bit (I’ve definitely been in that boat, too, as a writer,) but I did like the blocky way-retro graphics, and I don’t think that sort of aesthetic appeal happens by accident. But the game also has limitations, because the parser inhibits the experience instead of adding to it. However, if it weren’t written in Adventuron, we might not have the cool graphics Adventuron seems to inspire.