1/7/2024 0 Comments Dark sheep dead![]() There are also several red herrings that gave the game more depth without being unfair. Most of the tasks involve fairly logical inventory puzzles, though a couple are a bit obtuse and in one case I had to resort to a walkthrough without guilt. Other tropes played for full effect are the buddy cop (in this case an android) whose dead-pan delivery is quite amusing as well as the monolithic coldness of the bad guys. Learn-by-dying is a well worn trope for sure, but its beauty is that it grants the player freedom to explore without the anxiety of making (permanent) mistakes. This game pulled me in from the start, and when I discovered that I was in a time loop I was extra giddy. ![]() Other than some of the sci-fi elements there's not a lot in common between the games, but I couldn't shake the feeling I had that I was in the same world. While playing I was reminded of The Longest Journey. Black Sheep provides plenty of that and is three-fourths of a great game. ![]() There's nothing wrong with those formats, of course, but I was bred on Infocom and crave deductive reasoning in my text adventures. One of the challenges of Twine games is to be more than just an interactive text dump or CYOA. The author says 'hire me' at the end, and I would feel comfortable hiring them for a writing project. Storywise, it uses some classic sci-fi tropes (techno-cult, do robots have feelings, etc.), but it executes it well. Do you need to deduce in the middle of the game? Is dying essential? Do items need to be examined by your companion, used on NPCs, or ignored? I found myself frequently turning to the walkthrough. But the state space is so large that it's difficult to know where to proceed next. Dying alters the game subtly.Īll in all, it makes for a rich game. You also can deduce things with your companion, linking concepts with, again, quadratic complexity. You have an inventory where any item can be used with any background link, giving quadratic complexity. You have an NPC companion who can examine things for you. You have numerous locations you can go to. Your father has died, your sister is missing, and you have to search for her. In this Twine game, you play as a young woman in a sci-fi future renting out an old detective's office for the night. This is a good game, but I'm not quite sure it nails that deductive process. The hardest thing to handle is the deductive process: will the PC find clues before solving the case, or can the player can deduce the answer on their own? Does the player need to link clues themselves, or do they automatically process them? Either way you slice it they come out on top.Writing a mystery IF game is hard, but rewarding. I think it was just an elaborate consiracy against me. Seeing such fat n' fluffy ewes flip on to her hooves like a cat and sprint over like a race horse was a lot funnier than the "joke" they played on me. Rattling some corn in a cup fixed all that. We did spend a few days with heart rate up walking across the field in a panic. Finally they would just twitch an ear and not even acknowledge our existance. Eventually we would have to walk all the way up to them before they looked up blinking in the sunshine. Mooing at them lasted another couple weeks and finally wore of too. They would wake up but eventually just started ignoring us when we cried wolf too much. For all intents and purposes they looked like long dead sheep.Īt first we would panic as we drove by the pasture and baaah at them. I think they were too wooly and fat to actually have their top legs flop to the ground. What made it worse was bloated bellies from pigging out and their legs out in the air. Then I remembered back to nice weather about a million years ago and recall my ewes would catnap on sunny days. My first thought was that when my sheep play dead they aren't playing, lol.
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