That one PC98 game with the elf in it. You know... the one with the rude protagonist.
Did some tests with that elf I posted a while ago. Getting a bit out of hand though. Been testing game engine stuff, of all things...
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That one PC98 game with the elf in it. You know... the one with the rude protagonist.
Did some tests with that elf I posted a while ago. Getting a bit out of hand though. Been testing game engine stuff, of all things...
1966, an interactive fiction WIP
1966 is a WIP interactive, text-based Lovecraftian horror game where YOU play as the eldritch cosmic entity. 408k words (last update: 17/7/26 +64k words). Rating: 18+ | Genres: Lovecraftian, Supernatural, Mystery, Dark Romance, Cosmic Horror In 1966, the world is ending. And you are not who—or what—you seem. PLAY THE DEMO HERE In 1966, the world is ending. And in 1966, you find yourself inexplicably inhabiting an unknown to you human body, stuck in a gloomy little town on a mist-shrouded island in the middle of nowhere. You are something ancient, something vast, a cosmic entity wearing human flesh. But why here? And why now?
FEATURES
Create and customize your character: choose their physical appearance, clothing, gender, and sexuality.
Make choices that influence your personality, morality, and relationships.
Wield otherworldly abilities or rely on the limited strengths of your human host.
Define your personality through the choices you make and the actions you take.
Use your eldritch powers or the skills inherited from your human host.
Find love, forge friendships, or make enemies with four gender-selectable characters.
Embrace your true nature as a cosmic being, or learn what it means to be human.
Will you end the world, save it, or reshape it in your own image?
Make decisions that shape your personality and influence those around you.
Join a cult, destroy a cult, lead a cult, or become the god they worship.
A story-, choice-, and character-driven narrative experience.
ROs' intros
Forum
Update 1: 1/09/25 +84k words
Update 2: 20/06/26 +100k words
Update 3: 17/7/26 +64k (total 408k words)
This week, I dug out some Infocom games, because text adventures are great and I feel like the world needs to constantly be reminded of the fact. First up, a classic: Planetfall (1983). The player takes the role of an Ensign Seventh Class in the Star Patrol, on duty aboard the starship Feinstein.
As you may recall, Infocom games usually come with “feelies,” a collection of props that set the mood for the game or otherwise enhance play (which basically boils down to reading text on a screen and typing in prose commands to navigate the story). The feelies for Planetfall are mood-setters and seem custom-made to occupy the attention of a kid like me on the car ride home from the computer store at the mall. The booklet includes a recruitment pamphlet for the Star Patrol, along with a jokey questionnaire (HULL is to SPACESHIP as SKIN is to: A. Glove, B. Cat, C. Thermonuclear fusion, D. Titanium, E. Burn, F. Muffin). There are three interstellar postcards in a vintage style, a special assignment task force ID card and a sheaf of note pages containing a handwritten journal (in two inks for added verisimilitude!). Judging from the journal, “You” are at wits end about your duties and contemplating going AWOL when the game starts.
Thankfully, the ship crashes not long after the start of the game. You wind up on an island in the company of a robot named Floyd and the ruins of a vanished alien civilization. In addition to finding a way to get off the planet, you also need to unravel why the aliens disappeared. There are two timers spurring you on (though I don’t think they click on until you make a certain amount of progression). The first is the plague that did for the aliens (the remaining population is in cryosleep, awaiting their robots to synthesize a cure) — it’ll get you, too, if you don’t find an antidote. Even if you do, though, the planet doesn’t have much time left as its orbit has decayed and it is on a collision course with the sun. You need to repair a whole bunch of alien tech to A. Stop the planet from burning up, B. Allow the robots to complete the cure and C. Repair your own ship. I’ve never managed to stop A., in part because some of the puzzles to do so are intentionally unsolvable, and I’m terrible at figuring stuff like that out.
Floyd is a fantastic companion, though, who mixes sarcasm and naiveté in equal parts, though filtered through a child-like personality. He often draws on walls with blue crayon, asks for the player to tell him stories and in a deliciously meta turn, if you save the game in his presence, delights that something dangerous is about to happen. Author Steve Meretzky has a great article about Floyd’s creation. I don’t want to dig into the historical record to be definitive, but Floyd is certainly a very early example of a complex videogame character who is compelling on par with those in other media. If not the first, very close to it.
A pirate dating sim filled with magic, adventure, and swashbuckling singles!
The year is 1669 - the place, La Bucca, a bustling pirate port out west in the Atabean. Here, gods rule the land and monsters rule the seas; pirates plunder and reap their riches from the colonists who dare to claim this place for their own, while the native Rahuri people continue their years-long campaign for their freedom from oppression. It is a land of magic, of action, of adventure on the high seas. But here, in the waning days of the year, the island is poised for a celebration. The new year celebration is three days away. And you, a lowly pirate from one of the many crews that call La Bucca home, are determined to get a date. Hey, stranger things have happened!
Hey, remember that game I've been working on? Well, I finally released it! Here it is!
READY TO PLAY: volume 2, chapter two.
Oblivious Melodies is an interactive fiction game, set in the in the fictional country of Angria, based on early industrial-era Britain. Following the Horne siblings (two semi-set main characters) and their emergence into gentry society, you will delve into a country divided by class, religious dissent, political factionalism, and the ever-encroaching interests of empire.
N.B. Please see the content warnings for the chapter before reading!
Play the Complete First Volume here!
previous chapter: vol 2, chapter one.
Banner illustration: John Wootton, "Haycart Passing a Ruined Abbey", c. 1745, Yale Center for British Art, Paul Mellon Collection.
Thank you to everyone who has played so far - please reblog & share if you enjoy my work!
Okay so, of course you'll notice a few differences from Lewis Carroll's strategy guide.
In Carroll's playthrough, he neglected to have Alice speak to Dinah before following the white rabbit, so he fumbled the locked room challenge and therefore skipped the seer's labyrinth. Due to a programming glitch, the cake vanishes unless you use the mushroom drink immediately, but we can more than make up for that after we unlock crafting.
If this scene looks familiar to you, it's because I made a couple of animated gifs of Alice back in 2012.
If you like my stuff, don't forget to subscribe to my Patreon! (link in bio)
DEMO OUT!
Awaken in a derelict factory with your only view outside constrained to a set of security cameras. Explore a politically tense industrial environment, with a point-and-click and text adventure style of gameplay as you uncover the fate of those who worked there… before the same fate falls upon you.
The DEMO for INDUSTRIAL DREAMS
She didn’t even like most of it. All she could think as the stimuli slopped in and out of her brain receptors was: Why would you ever do this to yourself?
PONYJAR (movement i) has arrived! Sorry to everyone involved! This is a strange labor of love from which I do not know the origin. No harm meant to anyone real. Adults only. Please heed the content warnings. No resemblance to actual world events intended, except for that one time that it all happened exactly like this.
Read [here] at your own peril.