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Ok, so here's the thing. I can't think of an idea for a game. I've got such a huge case of writer's block, and I've got to have something to hand in in two weeks. If you could [[help]] me, maybe I can come up with something cool. Or, you know, just [[find another game to play]], that's ok too.You will help? Awesome!
I don't know if we'll get anywhere, but two heads have got to be better than one, right? Don't worry if this doesn't work: it'll probably be my fault, not yours. Besides, this "game" probably won't ever see the light of day.
Anyway, here's what I want you to [[do...]]I need you to look inside my mind.
I've got plenty of idea fragments in there, and I might be able to piece them together into a coherent idea if you can [[organize]] them for me.
I know it would be easier for you to simply propose your own ideas. And you probably have some great ones! But I don't know if you'll be able to comment on this game, and I don't think I can embed a comments section in the game itself...so you'll have to use what I've got here. Sorry!
Here, come on in. Sorry about the <<linkappend "clutter." t8n>>
I'll leave you to it! [[Good luck!]]
<</linkappend>>\//You find yourself in a room. It's not a particularly interesting room, but it's full of very interesting junk. On the wall is a note.//
<span style="font-family:American Typewriter, serif">Only take one item per room, please!</span>
//You're carrying a bag. It's not very big: you won't be able to fit many items in it.//
//You glance around at the clutter. What catches your eye?//
[[The goblin figurine]]
[[The dwarven axe]]
[[The elven cloak]]
[[The unremarkable sword]]
[[The ghost in the crystal]]
<img src= "https://images.unsplash.com/photo-1474666488182-66ec723476c6?ixlib=rb-1.2.1&ixid=eyJhcHBfaWQiOjEyMDd9&auto=format&fit=crop&w=1953&q=80" width="100%" />//It's very realistic, though it's so small. The painter didn't miss a detail, from the pointed ears to the crossbow in the goblin's hands.//
//You drop it in your bag and head on into the [[next room.]]//
<<set $goblin to true>>//It's a handaxe: small, but sharp. Intricate designs are etched into the metal. It's sturdy and well made.//
//You carefully place it in the bag, careful not to cut yourself. Then you head to the [[next room.]]//
<<set $dwarf to true>>//When you put it on, you can't see yourself.//
//You fold it up and place it in the bag. You could try wearing it to save space in the bag, but you instictively know that that is against the arbitrary rules of this game. Don't argue.//
//You head to the [[next room.]]//
<<set $elf to true>>//It's made of iron, and it's heavy. The hilt is unadorned. There's not much else to say about it. It's a sword.//
//The bag expands to fit it. This doesn't change the bag's total capacity in the least. It can only fit a few items in it. Don't get greedy.//
//You head to the [[next room.]]//
<<set $human to true>>//The crystal fits in the palm of your hand. A ghost is swirling inside of it. Occasionally, you see a face materialize and stare at you. You can't tell if it's male or female, but it looks curious.//
//You place it gently in your bag and head to the [[next room.]]//
<<set $ghost to true>>//This room is plain, unadorned, and empty. There's nothing for you to take here. Opposite from where you're standing are three hallways. Arrows are painted on the floor, all pointed toward the hallways.//
//The left hallway's floor is scattered with leaves, twigs and dirt. The middle hallway has a concrete floor and flourescent lighting along the ceiling. The right hallway has a floor of stone and flaming torches along the walls.//
//Which one do you enter?//
[[Left]]
[[Middle]]
[[Right]]
//The left hallway goes on for a while. Somewhere along the way, the floor gives way to dirt. After what seems like hours, you can see sunlight at the hall's <<linkappend "end." t8n>>//
//You emerge from the hallway and find yourself in a forest. Sun shines through the trees and birds chirp from somewhere out of your sight.//
//You wander the forest for awhile, looking for a way into the nest room. You eventually notice a small cottage. There is a note on its door.//
<span style="font-family:American Typewriter, serif;font-style:normal">Hi, I'm out just now, but I'll be back soon! Feel free to come in, but be sure to pick some flowers from the garden first!</span>
//You gather a bouquet of daisies and put it in your bag. Then you [[enter.]]//
<img src="https://images.pexels.com/photos/158251/forest-the-sun-morning-tucholskie-158251.jpeg?auto=compress&cs=tinysrgb&dpr=1&w=500" width="100%" />
<</linkappend>>
<<set $forest to true>>
//The middle hallway does not go on for very long before stopping at a door. You open it and find yourself in a <<linkappend "city." t8n>>
//It is nighttime, and the bright lights leave you disoriented at first. But you adjust, and begin walking along the sidewalk. It is crowded with paople. No one speaks to you.//
//As you look around, you notice things that you woudn't see in any city you've been in. Cars fly above you as well as on the streets beside you. Some of the billboards you see hover in the air. Some of the people you see, upon closer examination, are androids.//
//The wind blows a flyer towards you, and you catch it. It looks like it's made of paper, but the pictures on it move. When you tap the link on it, a picture changes to display a website.//
//You put it in your bag. Off to the side, a café's door stands open. On a hunch, you [[enter.]]//
<img src="https://images.unsplash.com/photo-1542052125323-e69ad37a47c2?ixlib=rb-1.2.1&ixid=eyJhcHBfaWQiOjEyMDd9&auto=format&fit=crop&w=1950&q=80" width="100%" />
<</linkappend>>\
<<set $city to true>>//The right hallway is dark. The torches on the walls don't do too much to light the place up: in fact, it seems rather gloomy. Soon enough, you reach a set of stairs leading up into a trapdoor the ceiling. You open it and <<linkappend "climb through." t8n>>
//You find yourself in what seems to be a castle corridor. The walls, ceiling and floor are stone. An ornate, but dusty carpet lies the length of the corridor.//
//When you look through the nearest window, you can see that you are high up. Below you lies fog. Occasionally, you can see glimpses of trees within it.//
//After some aimless wandering, you come across a bedroom. Like everywhere else, it is empty and dusty, but a gleaming gold goblet catches your eye.//
//You place it in your bag. In doing so, your eye catches another trapdoor near the bed, partially hidden by a rug. You pull the rug back, open the trapdoor and [[enter.]]//
<img src="https://images.unsplash.com/photo-1560682350-050f2624e7b3?ixlib=rb-1.2.1&ixid=eyJhcHBfaWQiOjEyMDd9&auto=format&fit=crop&w=900&q=60" />
<</linkappend>>\
<<set $castle to true>>//You find yourself in a library. How, you don't know. You certainly didn't see a library when you entered the door, but now that you've closed it behind you, there it is. Wooden shelves surround you, reaching from floor to ceiling. Sunlight streams through large windows. Comfy armchairs and beanbag chairs are placed throughout the room.//
//You approach the nearest shelf and run your fingers along the spines of the books. They certainly feel real.//
//One title catches your eye.//
[["Dragon Fighting for Dummies"]]
[["The Cilantro Murders"]]
[["Can't I Just Have a Normal Life? A Hero's Memoir"]]
[["So Goblins Attacked your Family and Cursed You for Life"]]
[["What the (insert nation here) Government Won't Tell You"]]
<img src="https://images.unsplash.com/photo-1564042549107-24437f0603d6?ixlib=rb-1.2.1&ixid=eyJhcHBfaWQiOjEyMDd9&auto=format&fit=crop&w=934&q=80" width="50%" />//A guide on the different types of dragons, their powers, and how to avoid and counter them. A must-have for any adventurer, new or experienced.//
<<display checkout>>
<<set $dragon to true>>//A murder mystery about a killer who sprinkles cilantro on their victims.//
<<display checkout>>
<<set $mystery to true>>//It's an account of a hero who defeated the Great Darkness...whatever that is. The hero describes in detail his anxiety and fear of failure, as well as an intense fear of the dark developed from his experiences.//
<<display checkout>>
<<set $tired to true>>//A guide on how to move on with your life, as told by someone who went through the same experience. The last chapter hints at possible countercurses, though it warns the reader against using them.//
<<display checkout>>
<<set $reference to true>>//It claims to know the secrets of every government on your planet and many more on other planets. It's a bold claim for such a small book.//
<<display checkout>>
<<set $conspiracy to true>>//You put the book in your bag.//
//There's no checkout desk that you can see, and no people around, but there is a door that is almost hidden amongst the shelves. It's a bit smaller than your average door: you'll need to squeeze to get through.//
//It's unlocked: You open it and [[go through it.]]//As soon as you step through the door, you hear ticking. Once you look around the room, the source of the ticking is obvious. Or rather: the// sources //are obvious.//
//There are clocks everywhere. Every wall is covered with wall clocks and grandfather clocks. Every table is filled with bedside clocks and wristwatches.//
//There are all kinds. Alarm clocks, analog clocks, LED digital clocks, pocket watches, wrist-watches, cuckoo clocks...the sound of ticking could drive you crazy if you stay here for too long.//
//Time to grab a clock.// :):):):):):):):):)hehehehehehehehehpun
//Which one do you pick?//
[[The egg timer]]
[[The broken pocketwatch]]
[[The bedside clock with a built-in projector]]
<img src="https://s2.best-wallpaper.net/wallpaper/1024x768/1608/Many-watches-alarm-clocks-time-counter_1024x768.jpg" width="100%"/>//It doesn't really count as a clock, but it does tick, measure time, and have an annoying alarm.//
//You put it in your bag and [[move on.]]//
<<set $timer to true>>//Out of all the clocks in the room, this seems to be the only one that doesn't work. What with the other clocks marking the minutes all around you, this one makes you less anxious.//
//You put it in your bag and [[move on.]]//
<<set $norush to true>>//It can project the time onto the ceiling. That's cool. Other than that, it's just a normal bedside clock.//
//You put it in your bag and [[move on.]]//
<<set $hours to true>>//The next room you enter is the size of a broom closet. As you enter, a bare lightbulb flickers on right above your head. It's a cramped space, but it isn't totally empty.//
//The walls are completely covered with posters, maps, and photographs. When you close the door behind you, you see that the back of the door is covered too.//
//It's hard to make sense of the collage surrounding you. But your eyes eventually are drawn to one thing.//
[[The poster of a hero]]
[[The photo of a group of friends]]
[[A map of an unfamiliar area]]
<img src="https://images.unsplash.com/photo-1493972741200-51d407e0ee33?ixlib=rb-1.2.1&ixid=eyJhcHBfaWQiOjEyMDd9&auto=format&fit=crop&w=900&q=60" />//It depicts a man grinning. He has an oversize sword on his shoulder. One of his feet rests on top of a dragon's head. The dragon is obviously dead.//
//Underneath the picture are words://
Come see DARREL the DRAGON-SLAYER!
Hear his AMAZING EXPLOITS!
Be AMAZED at his FEATS of ATHLETICISM!
NOTE DOWN his ADVICE on GREAT HAIR CARE!
TUESDAY at THE CIRCULAR SQUARE!
//His hair does look pretty commercial-ready.//
//You fold up the poster and put it in your bag.//
<<display exit>>
<<set $fight to true>>//They all look to be adventurers. A couple hold weapons. One holds a giant lollipop for some reason...//
//They all look to come from different racial and cultural backgrounds. You're not sure how they got together, but it seems like it was a good thing they did. They look happy.//
//Being careful not to crease the photo, you put it in your bag.//
<<display exit>>
<<set $family to true>>//It's a road map that depicts a country you don't recognize. There are no names on it, but otherwise it is very detailed. There are cities, roads, forests, rivers and lakes.//
//You fold up the map and put it in your bag.//
<<display exit>>
<<set $find to true>>//There's no other way out of the closet so you leave the way you came. But the room you enter is [[different]] from the library you were in before...////This room is small and nondescript, except for a table in the middle of it.//
//On the table are a few binders. Most are empty, but there are two at the top of the pile that are full of paper. Both have ENDING written on the cover.//
//The only difference between them is that one has three dividers and the other has none.//
//Which do you take?//
[[The one with dividers]]
[[The one without dividers]]
<img src="https://images.pexels.com/photos/357514/pexels-photo-357514.jpeg?auto=compress&cs=tinysrgb&dpr=2&h=750&w=1260" width="100%" />//You take the binder and put it in your bag.//
//There's a door at the other end of the room. You [[open it...]]
<<set $endings to true>>//You take the binder and put it in your bag.//
//There's a door at the other end of the room. You [[open it...]]//
<<set $ending to true>>Oh hey, you're back! I hope you didn't get too lost. It's been awhile since I last organized my mind.
So what did you find?
Here, let me see your [[bag.]]Hmmm...Wow, you found a lot of stuff! That's great!
So, you have <<display item1>>, <<display item2>>, <<display item3>>, <<display item4>>, <<display item5>>, and <<display item6>>.
You might be onto something! Let me [[sound this out...]]So this would be a game where you play as a <<display character>> who is lost in <<display setting>> <<linkappend "..." t8n>>
<<display plot>> [[...]]
<</linkappend>>\<<display solution>> [[...|....]]<<display time>> and it will have <<display endings>>.
[[Hmmm...]]<<if $goblin is true>>a goblin figurine<</if>>\
<<if $dwarf is true>>a dwarven axe<</if>>\
<<if $elf is true>>an elven cloak<</if>>\
<<if $human is true>>a sword<</if>>\
<<if $ghost is true>>a ghost in a crystal<</if>>\<<if $forest is true>>some flowers<</if>>\
<<if $city is true>>a flyer<</if>>\
<<if $castle is true>>a gold goblet<</if>>\<<if $dragon is true>>a manual on dragon fighting<</if>>\
<<if $mystery is true>>a murder mystery<</if>>\
<<if $tired is true>>a hero's memoir<</if>>\
<<if $reference is true>>a self-help book<</if>>\
<<if $conspiracy is true>>a book on government conspiracies<</if>>\<<if $fight is true>>a poster of a hero<</if>>\
<<if $family is true>>a picture of some friends<</if>>\
<<if $find is true>>a map<</if>>\<<if $timer is true>>an egg timer<</if>>\
<<if $norush is true>>a broken watch<</if>>\
<<if $hours is true>>a cool bedside clock<</if>>\<<if $ending is true>>a binder<</if>>\
<<if $endings is true>>a binder with dividers<</if>>\<<if $goblin is true>>a goblin<</if>>\
<<if $dwarf is true>>a dwarven warrior<</if>>\
<<if $elf is true>>an elven mage<</if>>\
<<if $human is true>>a hero (or so it was foretold)<</if>>\
<<if $ghost is true>>a ghost<</if>>\<<if $forest is true>>an ancient forest<</if>>\
<<if $city is true>>a city in the year 2153<</if>>\
<<if $castle is true>>a long abandoned castle<</if>>\<<if $dragon is true>>and a dragon is threatening to kill you and burn the place down<</if>>\
<<if $mystery is true>>and you're trying to find a mysterious murderer and bring them in<</if>>\
<<if $tired is true>>and you're trying to hide away from the people who expect so much from you<</if>>\
<<if $reference is true>>after a tribe of goblins attacked your family and cursed you into a goblin form<</if>>\
<<if $conspiracy is true>>and you are trying to uncover the secrets of your authoritarian government so you can bring it down<</if>>\<<if $fight is true>>You encounter many enemies and must defeat them to succeed, ending with a final boss fight.<</if>>\
<<if $family is true>>You find a group of friends who accept you for who you are and help them in their goals, as long as you can open up. Refusing the friendship of the group will make the game more difficult.<</if>>\
<<if $find is true>>You must not only complete your objective, but also find a way to escape the area in order to win the game.<</if>>\<<if $timer is true>>You will have a limited time to win the game<</if>>\
<<if $norush is true>>You will have as much time as you need to complete the game<</if>>\
<<if $hours is true>>There will be a day/night cycle in the game<</if>>\<<if $ending is true>>only one possible ending<</if>>\
<<if $endings is true>>several possible endings<</if>>\<<set $variable to random(4)>>
<<if $variable is 0>>[[Interesting...|thanks]]<</if>><<if $variable is 1>>That //could// work, I [[guess...|thanks]]<</if>><<if $variable is 2>>Hey, that sounds pretty [[cool!|thanks]]<</if>><<if $variable is 3>>That could certainly be [[done...|thanks]]<</if>><<if $variable is 4>>That's a really good [[idea!|thanks]]<</if>>
<<if $goblin and $forest and $reference and $family is true>>Oh wait, Critical Role already did that? Never mind...
<span style="font-size:80%">Critical Role: Dungeones and Dragons podcast that I referenced here pretty obviously at some points (they tell a good story)</span><</if>>\
Well hey, thanks for helping out! I'll keep thinking about what you suggested. You've got some good ideas!
I wish I could pay you back in some way...You can keep the stuff you got! I know they're just figments of my imagination, but you can...make them into figments of //your// imagination, I guess...
I won't waste anymore of your time. Go play some actual games! And thanks again! :)Here, I'll link you to [[itch.io|https://itch.io]]. There are plenty of games there. Sorry I couldn't give you a real game to play. Come again sometime, I might have one ready by the time you do.