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Rooms.
by
Daniel Chen
Played 360 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"Rooms" [accidentally made a doors ripoff and only realized halfway and couldnt be asked to come up with a new idea so i just went with it lmao] the Unfamiliar room is a room. "You wake up in an unfamiliar room. It looks rather plain, with nothing standing out about it. [paragraph break]You faintly see a shadowy figure in the room. There is a suspicious door to the north of the room, but it seems to be locked. Maybe you can find a key somewhere. You should talk to The Shadowy Figure. Maybe he can explain something about this." the box is fixed in place in the unfamiliar room. "Out of the corner of your eye, you spot a plain cardboard box lying around." the description of the box is "You see a key inside! Maybe it will unlock the door." Talking to is an action applying to one visible thing. Understand "talk to [someone]" or “converse with [someone]” as talking to. The Shadowy Figure is a person in the unfamiliar room. " " instead of talking to the shadowy figure: say "Shadowy Figure: No one who has entered has ever made it out alive. Leave while you still can, if you still can." Instead of going south in the Strange room: say "The door disappeared, I can't go back." Instead of going south in the Unfamiliar room: say "Unless I can turn on noclip, there's no way I can make it through the wall." Instead of going south in the Bottom of the Stairwell: say "You start up the stairs, but it seems to have expanded infinitely. You start to question your decision, maybe you did go the wrong way." The Strange hallway is a room. "A hallway that looks just like the unfamiliar room. There seems to be a door at the end." The suspicious door is a door. The suspicious door is locked. The suspicious door is north of the unfamiliar room and south of the strange hallway. " " there is a key in box. key unlocks suspicious door understand "sus door" or "sussy door" as suspicious door. The Big room is a room. The big room is north of the Strange hallway. "A surprisingly big yet empty room. You see a door to the east but it seems to be blocked by some debris. To the west is a locked door. Maybe there's a key somewhere. To the north is a stairway going down, but you can't see what's at the end of it." lmao is a room. "nice key lol" the irrelevant door is a locked door. The irrelevant door is west of the big room and east of lmao. " " You shouldn't be here is a room. "How are you here." The blocked door is a door. The blocked door is the east of the big room and west of you shouldn't be here. " " Instead of going through blocked door: say "There's no way to make it past the debris." The Bottom of the stairwell is a room. the bottom of the stairwell is north of the big room. "At the bottom of the stairwell, you see a door! Surely it leads to the next room." The Strange room is a room. The Strange room is north of the Bottom of the stairwell. "You go through the door, but you end up back at where you started. You turn to go back but the door is missing. Weird.[paragraph break] The door here actually looks[bold type] surprisingly normal [roman type]for where it is." a drawer is fixed in place in the Strange room. "Out of the corner of your eye, you spot a drawer lying around. There's probably something inside." the description of the drawer is "You see another key inside! Maybe it will unlock the door. It has a tag with the number four." The Plain hallway is a room. "A hallway that looks rather plain. There's nothing here but a door at the end that probably leads to the next room." The normal door is a door. The normal door is locked. The normal door is north of the Strange room and south of the Plain hallway. " " key 4 is in drawer. key 4 unlocks normal door. The Storage room is a room. the storage room is north of the plain hallway. "A room with a small drawer and a big box. They look abandoned, so maybe you can find something useful inside." the small drawer is fixed in place in the storage room. "There is a small, dusty drawer. It might be worth checking." The description of the small drawer is "You look for anything useful in the drawer, but a huge spider jumps out at you from inside the drawer. Just as it is about to latch onto your face, it disappears into thin air. Is this even real? " the big box is fixed in place in the storage room. "Just a very large box. There probably isn't anything worth checking." The description of the big box is "You find nothing but trash in the box." rush-timer is a number that varies. rush-timer is 0. The Wardrobe is a room. The Wardrobe is north of the Storage room. "A room with several closets placed seemingly randomly. At the end is a door, but it's barricaded so heavily, it's almost certain the nothing will make it through." The closet is an enterable container in the Wardrobe. " ". Understand "hide in [thing]" as entering. Instead of taking the closet, say "The closet is too heavy to take." ah is a truth state that varies. ah is false. in-closet is a truth state that varies. in-closet is false. closet-timer is a number that varies. closet-timer is 0. Getting out of is an action applying to one thing. Understand "get out of [something]" as getting out of. Carry out getting out of something: try exiting instead; now closet-timer is 0; now in-closet is false. Every turn when the player is in the Wardrobe, increase rush-timer by 1. Every turn when the player is in the closet, increase closet-timer by 1. [cant figure out if statements without every turn so im just spamming this lol] Every turn: if rush-timer is greater than 0: if the player is not in the Wardrobe: increase rush-timer by 1. Every turn: if closet-timer is 5: say "You feel like you should get out of the closet." Every turn: if closet-timer is 6: say "You feel like you should get out of the closet." Every turn: if closet-timer is 7: say "You really feel like you should get out of the closet." Every turn: if closet-timer is 8: say "You [bold type]really [roman type]feel like you should get out of the closet." Every turn: if closet-timer is 9: say "[bold type]You really feel like you should get out of the closet.[roman type]" Every turn: if closet-timer is 10: say "You get forcibly pushed out of the closet, but you were certain that the closet was empty when you entered. Was it just you, or was there something else in there with you?"; now in-closet is false; now closet-timer is 0; try exiting instead. [goofy ahh optimization lmao] The barricaded door is a locked door. The barricaded door is north of the wardrobe and south of the Long Hall. " " The Long Hall is a room. "A very long hall. What was this even used for. It is very dim inside, but just bright enough to see a metal gate at the end, leading to the outside." The Middle of Long Hall is a room. "The middle of the Long Hall. You still don't see a use for this hall." The Middle of Long Hall is north of the Long Hall. The End of Long Hall is a room. "You see a door at the end with light coming through. Maybe it leads outside." The End of Long Hall is north of the Middle of Long Hall. Every turn: if rush-timer is 4: say "You hear violent rumbling in the distance. [bold type]You may want to find something to hide in." Every turn: if rush-timer is 1: say "The lights flicker." Every turn: if rush-timer is 7: if the player is not in the closet: end the game in death; say "You died to Rush! When the lights flicker, watch out for any rumbling and find a place to hide." Every turn: if the player is not in the closet: now closet-timer is 0. Every turn: if rush-timer is 7: if the player is in the closet: say "You see a black smudge rush by violently, breaking the seemingly indestructible barricade on the door and taking the entire door with it. If you weren't in the closet, you surely would have died."; now the barricaded door is unlocked. halt-timer is a number that varies. halt-timer is 0. Every turn: if the player is in the Middle of Long Hall: increase halt-timer by 1. Every turn: if halt-timer is greater than 0: increase halt-timer by 1. Every turn: if halt-timer is 2: say "[bold type]TURN BACK." Every turn: if halt-timer is 4: say "[bold type]TURN BACK." Every turn: if halt-timer is 7: say "[bold type]TURN BACK." Every turn: if halt-timer is 12: say "[bold type]TURN BACK." Every turn: if halt-timer is 16: say "[bold type]TURN BACK." Every turn: if halt-timer is 18: say "[bold type]TURN BACK." Every turn: if halt-timer is 3: if the player is not in the Long Hall: end the game in death; say "You died to Halt! When it tells you to turn back, start going the other way." Every turn: if halt-timer is 4: if the player is not in the Wardrobe: end the game in death; say "You died to Halt! When it tells you to turn back, start going the other way." Every turn: if halt-timer is 5: if the player is not in the Long Hall: end the game in death; say "You died to Halt! When it tells you to turn back, start going the other way." Every turn: if halt-timer is 7: if the player is not in the Middle of Long Hall: end the game in death; say "You died to Halt! When it tells you to turn back, start going the other way." Every turn: if halt-timer is 8: if the player is not in the Long Hall: end the game in death; say "You died to Halt! When it tells you to turn back, start going the other way." Every turn: if halt-timer is 9: if the player is not in the Wardrobe: end the game in death; say "You died to Halt! When it tells you to turn back, start going the other way." Every turn: if halt-timer is 10: if the player is not in the Storage room: end the game in death; say "You died to Halt! When it tells you to turn back, start going the other way." Every turn: if halt-timer is 11: if the player is not in the plain hallway: end the game in death; say "You died to Halt! When it tells you to turn back, start going the other way." Every turn: if halt-timer is 12: if the player is not in the Strange room: end the game in death; say "You died to Halt! When it tells you to turn back, start going the other way." Every turn: if halt-timer is 13: if the player is not in the plain hallway: end the game in death; say "You died to Halt! When it tells you to turn back, start going the other way." Every turn: if halt-timer is 14: if the player is not in the Storage: end the game in death; say "You died to Halt! When it tells you to turn back, start going the other way." Every turn: if halt-timer is 15: if the player is not in the Wardrobe: end the game in death; say "You died to Halt! When it tells you to turn back, start going the other way." Every turn: if halt-timer is 16: if the player is not in the Long Hall: end the game in death; say "You died to Halt! When it tells you to turn back, start going the other way." Every turn: if halt-timer is 17: if the player is not in the Wardrobe: end the game in death; say "You died to Halt! When it tells you to turn back, start going the other way." Every turn: if halt-timer is 18: if the player is not in the Storage room: end the game in death; say "You died to Halt! When it tells you to turn back, start going the other way." Every turn: if halt-timer is 19: if the player is not in the Wardrobe: end the game in death; say "You died to Halt! When it tells you to turn back, start going the other way." Every turn: if halt-timer is 20: if the player is not in the Long Hall: end the game in death; say "You died to Halt! When it tells you to turn back, start going the other way." Every turn: if halt-timer is 22: if the player is not in the Middle of Long Hall: end the game in death; say "You died to Halt! When it tells you to turn back, start going the other way." Every turn: if halt-timer is 23: if the player is not in the End of long Hall: end the game in death; say "You died to Halt! When it tells you to turn back, start going the other way." Every turn: if the player is in the Dining Hall: now the closet is in the Dining Hall. The Courtyard is a room. The courtyard is north of End of Long Hall. "You open the gate at the end of the long hall, and find yourself in a courtyard. There is a tiny hedge maze and two massive statues on opposite sides of the courtyard. However, it's surrounded by walls on all four sides, so there's still no way out. The only other way to go is a similar gate on the other side, leading to yet another room. Will this ever end?" ambush-timer is a number that varies. ambush-timer is 0. The Generic Room is a room. The Generic Room is north of the courtyard. "Just a generic looking room with a door at the end. Looks... generic." The Dining Hall is a Room. The Dining Hall is north of the Generic Room. "There is a Dining Hall is several paintings and a table in the middle. At the end of the room is a fireplace, which is confusing, as you are certain there was no other door you missed, and there's no way to continue. You also spot a very out of place closet in the corner of the room.[paragraph break]" Every turn: if ambush-timer is greater than 0: increase ambush-timer by 1. Every turn: if the player is in the Dining Hall: if ambush-timer is 0: increase ambush-timer by 1. Every turn: if ambush-timer is 1: say "The lights flicker." Every turn: if ambush-timer is 4: say "You hear violent rumbling in the distance. [bold type]You may want to find something to hide in." Every turn: if ambush-timer is 8: say "You hear something screeching very loudly. It sounds very close.[bold type] Hide.[roman type]" Every turn: if ambush-timer is 10: if the player is in the closet: say "You see a green smudge rush by impossibly fast. Somehow, this feels more dangerous than the last time." Every turn: if ambush-timer is 11: if the player is in the closet: say "Just as you were about to leave the closet, the smudge rushes back the other way, just as fast and violently as the first time." Every turn: if ambush-timer is 10: if the player is not in the closet: end the game in death; say "You died to who we call Ambush. Remember to hide in the closet when you hear it approaching." Every turn: if ambush-timer is 11: if the player is not in the closet: end the game in death; say "You died to who we call Ambush. It will go back the other way every time." Every turn: if ambush-timer is 14: say "[bold type]You hear something screeching very loudly. It's probably the same green smudge you saw rush by. If you don't hide, you're dead.[roman type]" Every turn: if ambush-timer is 15: if the player is in the closet: say "You see the green smudge rush by again. Surely this is the last time." Every turn: if ambush-timer is 16: if the player is in the closet: say "Like the last time, the green smudge rushed back the other way." Every turn: if ambush-timer is 15: if the player is not in the closet: end the game in death; say "You died to who we call Ambush. It will go back and forth multiple times." Every turn: if ambush-timer is 16: if the player is not in the closet: end the game in death; say "You died to who we call Ambush. It will go back the other way every time." Every turn: if ambush-timer is 20: say "[bold type]You hear the green smudge return, and it's very close[roman type]." Every turn: if ambush-timer is 21: if the player is in the closet: say "You see the green smudge rush by again. Surely this is the last time." Every turn: if ambush-timer is 22: if the player is in the closet: say "Like the last time, the green smudge rushed back the other way. You look out and see the fireplace completely shattered, revealing a door behind it." Every turn: if ambush-timer is 21: if the player is not in the closet: end the game in death; say "You died to Ambush. You will know he's gone when the lights turn back on." Every turn: if ambush-timer is 22: if the player is not in the closet: end the game in death; say "You died to Ambush. You will know he's gone when the lights turn back on." Every turn: if ambush-timer is 23: say "The lights in the dining hall slowly turn back on, I think it's gone now." Every turn: if ambush-timer is 23: now the fireplace is unlocked. The fireplace is a door. The fireplace is locked. " ". The fireplace is north of the Dining Hall and south of the Big hall. The Big Hall is a room. "You open the door to find a massive hall, with a huge door at the end. Surely this leads outside." The Outdoors is a room. The Outdoors is north of the Big Hall. Every turn: if the player is in Outdoors: say "You open up the huge doors and are met with the glorious outdoors. Now, after escaping the dangers of the strange rooms you were in, you just need to find where you are, and how to get home. You turn back to look at the rooms one last time, but it disappeared without a trace."; end the game in victory.