2DArray's Blind Ambition
“YFYIAR” Demo
Here’s the current version of “You Find Yourself In A Room,” the drunken uncle of text-based games. It’s pretty close to being finished now.
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Here’s the current version of “You Find Yourself In A Room,” the drunken uncle of text-based games. It’s pretty close to being finished now.
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#1 by KsbjA on December 16th, 2009
Yay, I beat the game in the game (sic) (guessed the number) in 146 sceonds
#2 by Jackass_Jon on December 16th, 2009
amazing.
#3 by Tazaraki on December 20th, 2009
http://clip2net.com/page/m0/3070175
^—-I lol\’d so hard playing the game. Love to see what that might turn out to be xD
#4 by Yann on December 22nd, 2009
Great, i feel like i’m talking to maddox…
(maddox is the writer of http://maddox.xmission.com/)
#5 by kopibrian on December 24th, 2009
#6 by Ben on December 25th, 2009
Though clearly you want the game to be unfriendly to the user, something to make it “user-friendly:” the ability, as in unix shells and other text-based interfaces, to press the up arrow and reload your previous command for editing.
#7 by Jake on December 26th, 2009
Brilliant work Eli… just brilliant. But you made me cry, it was so mean
#8 by Anonymous 13 on December 29th, 2009
Hmmm…it took my 104 seconds to guess the number on my first go at the game, and 98 on my second try. I’ll have to keep practicing.
#9 by Polygeist on December 30th, 2009
I like this. The best part of this prototype, for me, is the GUI, if you will. The way the text shifts upwards for each entry is very refreshing compared to the typewriter animations of most text-based games. The variation of font size and color is also a nice touch.
One of the most important parts to a game such as this is the inclusion of coding to allow the player to explore. The more actions available to the player, the better, generally. Like the game “Scribblenauts”, the fun becomes testing to see if the coding exists for . If the player finds himself in a dark room, can he search the walls for a light switch? Can he swallow a mouthful of gasoline and spew it into his torch to illuminate a candelabra from range? This kind of exploration make text-based games fun to play.
It looks like you’ve got a great scaffold for a thoroughly enjoyable. I’m sure you’ll fill out its potential most satisfactorily in ways only you can if your previous works are any indicator.
#10 by High-Lord Vin on December 30th, 2009
wow that was mean
I have never been so insulted in my life!
I know were you live >(
#11 by NastoK on January 11th, 2010
Took me 42 seconds
http://www.speedshare.org/download.php?id=C46790E611
#12 by bard87 on January 19th, 2010
Only 40 seconds in second try, but the number was quite low – 105. Add more curse words and commands and it will be quite fun – you could even update it once a time and change something a little, so people would come back to check the difference
#13 by win on February 6th, 2010
lol when it asked for number i put 1^213 and it said it wasn’t a number >_>
#14 by Suburbanpsyco6 on February 7th, 2010
Very interesting dialgue and a refreshing style of programming on text games. As mentioned before, there need to be some types of prompts or indicators to lead the player to explore their environment and solve the dilema at hand. Coding seems to be spot on, but i would expect no less from you at this point. Excellent start, and cant wait to monitor it’s progress!
#15 by duckyrox358 on February 7th, 2010
I like the concept of a hating game. It would be cool if there was an environment to explore and different scenarios so the hate can be more defined. I can’t wait to see the end result!
#16 by Suburbanpsyco6 on February 7th, 2010
*EDIT* my previous comment was somewhat based in the demo version that started you in the last room. Looks like a good plotline so far.
#17 by frankiesmum on February 8th, 2010
I\’m in hell. But I\’m enjoying myself. Had forgotten all about this style of game play.
Typo in the text \"For a moment, the walls…. perception is ONLY the result of your….\"
#18 by crazieshado on February 8th, 2010
I hate that game, in a good way. It sends a clear, dark message. Its like it reaches out and pulls out all your imperfections and deep secrets. Its almost scary. But good game. 5/5.
#19 by NastoK on February 11th, 2010
Wicked game! Being longer might be better, though it might not be necessary.
#20 by Giggity on February 12th, 2010
Ive beaten hell…
Ive guessed the number, twice.
Ad now I am stuck without hands, and only blood. Now what?
#21 by High-Lord Vin on February 14th, 2010
I feel all proud
I seem the only one to solve it
and I really hurt the game\’s feelings lol
#22 by NastoK on February 16th, 2010
Actually, you aren’t the only one, I just didn’t feel the need to mention it in a comment when i passed it… Though, thought it was obvious when i wrote “Being longer might be better, though might not be necessary.”
#23 by High-Lord Vin on February 18th, 2010
there is a reason for that
“At this point it ends very suddenly because it’s not finished. My bad.”
anyway, I think the game is too straightforward; except for that part when you have to guess the number, there is only one way to beat each level; not enough diversity
check out this website:
http://homestarrunner.com/games.html
not all of them are text based but Peasant’s Quest (which took my friend about a year to beat and he still did not beat it with a perfect score) and Dungeon Man 3 are; there might be others, but I am too lazy to check them all
#24 by LazerBomb on February 23rd, 2010
The only thing I didn’t like was when the game repeated itself, which broke the immersion. Other than that I really enjoyed it, and felt like there was actually a robot/ai behind the screen hating me.
#25 by Masked Avenger on March 6th, 2010
Man, this game is excellent. It’s even better if you start to play along the role- I spent a big bunch of the thing screaming, cursing, and even typed out a rant about the nature of artificial intelligence. By the last YFYIAR I just answered “Yeah. AND SO DO YOU”. It was awesome.
#26 by HouseOfSnakes on March 7th, 2010
I was able to leave the room.
It’s a good idea, but the game could use more interfacing: I felt like I was being talked at. The game itself never responded to my words directed at it. It assumed I would try to solve the puzzles while surviving the insults. Perhaps it should try to respond to criticism?
the ending doesn’t have to be the ending. once the player has placed the seed of doubt within the narrator, it should be resisted, at least for a time. The game should be hesitant to accept that it has been bested.
ONE THING TO NOTE: Whenever I passed a challenge (hit the right number on the keypad, guessed the number, etc) I wasn’t given a confirmation of success (though I was in previous versions of the game) I don’t know what has caused this, but it is something to look into. I wasn’t even told I had found myself in the next room until I typed LOOK, so something clearly was lost in the update.
overall, looks awesome but could use some more content.
#27 by HouseOfSnakes on March 7th, 2010
Another thought:
at the final stage “can you think of more emotion…”
Maybe have responses to some common answers – I didn’t pick the right one immediately, and the game simply claimed to not understand (no response was coded) – perhaps the game could agree, e.g. “yes, humans really could do without fear, because its main purpose is [insert biological weakness reference here]”
It would make the narrator seem more real, once again. I picked empathy, pain, and hesitation, all of which could be responded to in the way I suggested above. I’m sure there are others.
#28 by chandler on March 7th, 2010
so cool but SOOOOOOOOOOOOOOOOOOOOOO
coooooooool