Version 2.0.0


This rolls up things I noticed in-comp and anything that was reported. It also adds features like "at room X/here".

I still plan for one more release which tracks things guessed half right instead of just saying "hey, half right." I hope to have that by year's end.

So here is fixes.txt spelled out. CDSA had a few more bugs than the other two entries, and I think that's due to its structure and map that made it a bit tougher for me to test.

BUGS

--the portal should not appear next to the thief, just in the tomb. Now, instead, a door (which the player couldn't see) does.

--bugfix for how you could solve the second puzzle more than once for infinite points in the comp version. This doesn't help or impair your ability to solve future puzzles. It's just, I probably blew past this test case, since the other rooms had more moving parts. Oops.

--also, bugfix for where you can defeat the tanks with only the item and not the companion. This doesn't stop you from winning, but it means the player can miss something. It's unlikely to happen, as you can acquire the companion right away while the item requires three phrases. Which is why I didn't see it in initial testing. But it was there.

FEATURES AND IMPLEMENTATION

--"here"/"at room" dynamic strings added to THINK cues

--Obfuscated correct first words of puzzle from Adventuron's "correct verb but not here" error

--VERBS now refers to HINTS

--number is a bit blurry if you can't solve the relevant puzzle yet

--HO NIGH/HONE AYE functionality moved from Dusk Airy Does Carry

--many items and NPCs implemented as nouns where all verbs give the same result e.g. X PAWN / TALK PAW

--block player from darkness below pond if you haven't found light giving item yet

--in-game MAP, with red lines if HONE AYE is active

--rejects for half-right now track if it's something you already figured, whether you scored a point or not

--"awe flame" now not separate flames

--blurry -1 now in interlude areas

--Inventory management

  --pawn (dicey) now listed as follower, not really an item

  --more explanation for why items are destroyed by the end

--status line now shows (for example) 5+1 if you figured one point but didn't have the right prep yet. This info is also added to SCORE.

  --SCORE writes out # of discovered but unsuccessful point-scoring commands in words

--Nudge to THINK on first right words/wrong time guess

--allow for plural or singular form of point-scoring command when appropriate

--expanded HISTORY with, of course, the second version number

--added links to EctoComp admins in CREDITS, along with 3rd admin I forgot

--text colors made more uniform by purpose

Files

Author's walkthrough 2.7 kB
34 days ago
Game map 20 kB
74 days ago
Puzzle flow chart 22 kB
34 days ago
Downloadable HTML file 2 MB
4 hours ago
index.html Play in browser
4 hours ago
Source code 92 kB
3 hours ago
fixes.txt 1.4 kB
3 hours ago

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