[center][url=http://www.springthing.net/2017/play.html#TheWeightOfASoul][size=120]T H E · W E I G H T · O F · A · S O U L[/size]
In a world of arcane mysteries, a young doctor’s apprentice unravels a conspiracy most grim.[/url][/center]
Hi everyone. I’m the author of The Weight of a Soul, a game-in-progress which was recently submitted to the Back Garden of Spring Thing '07. It’s a mystery/suspense parser game inspired by the likes of Anchorhead and Fallen London; although it’s not quite finished, a good enough chunk of it is fully implemented that I worked up the courage to toss it out there and see what feedback I get. I’m indebted to Aaron and the IF community for making this possible.
If you’ve played the game, whether in a playtesting capacity or just as a regular player, I would very much like your feedback. The Weight of a Soul is still in development, and I’m open to improving all aspects of the game: the plot, the prose, the puzzles, and even the core mechanics. My goal is for this game to be the best that it can be within the constraints of the medium.
All in all, I hope you enjoy The Weight of a Soul and have a spooky time. Comments and criticism are all appreciated.
- After examining a dead body with the endoscope, you can’t exit the endoscopy by typing >out or >up as intended (because I’m a goofball and accidentally made an intervening Before rule). You can work around this by attempting any action “out of endoscopy,” such as jumping or taking inventory, which will automatically pull you out of it.
- There are some minor glitches with truth states in Doctor Justinian’s conversation, so it’s possible for him to repeat things he’s already said. Luckily, this doesn’t affect gameplay.