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Inside Your MindScape
by
Emma Mekker
Played 369 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"Inside the Mindscape" A Hollow Void is a room. "A gloomy room that seems to stretch for miles on end, yet you can see the doors right in front of you. Strange.. your mind has always been a deceiving place. There is a broken chest laying abandoned in front of you. To the North, there is an empty and dusty looking room. To the south there is a bleak room." Forgotten Memories is a room. Forgotten Memories is north of the Hollow Void. "The room is suspiciously empty, with only a sign and a thin layer of age-old dust layering the floor. The dusty sign on the wall hung by itself, seemingly suspended by nothing. To your West, there is a room waiting for you. You are also able to go south if you please." ‘The Chamber of Illusions’ is a room. The Chamber of Illusions is west of Forgotten Memories. "As you step into this room, you see fractured mirrors stretching from wall to wall, making millions of smaller versions of you flicker across the room. You can see 3 locked doors in front of you. A tall black one, a wide gray one, and a thin brown one. To your East, there is an empty and dusty looking room." A Shrouded Room is a room. A Shrouded Room is south of the Hollow Void. "As you enter this room, you are flooded with memories of your mistakes, broken promises, hollow lies and abandoned dreams. You can’t make out much of this room, other than a random mini clock laying on the floor, and the directions to the other rooms. There is a dark room to your East, a gloomy room at the North and a flickering room to the south." Panic Room is a room. Panic Room is east of A Shrouded Room. "The air around you shifts to a prickly cold as you step into this room. You feel like you don’t belong here. Everything is unnerving and dim, and a sense of deep-rooted dread rises in you. You could have sworn that there had been a pair of eyes blinking eerily at you from the corner of your vision, but as you turned around, there was nothing there.. The room is small, and has a creaky wooden table with a fragile jar on it. The wall looks distorted and strange, with a deep crack in it which radiates an eternal cold, chilling you to the very bone.. To the West, there is a simple bleak room, which is certainly warmer than here..." Whispers in the Trees is a room. Whispers in the Trees is south of A Shrouded Room. "As you step into this room, it is as if you have stepped outdoors. A breath of wind brushes past your face, sending a chill down your spine. As you glance around, you see a crow perched precariously on a branch of a tree. It stares at you with hauntingly human eyes, as if it was a person’s soul trapped into the husk of a crow. It softly caws at you, expectantly staring into your soul. To the North, there is a bleak room." Blast to the Past is below Forgotten Memories. "You fall through the creaky floorboards, tumbling onto a colourful floor. The tense air around you slowly eases, the air into a pleasant warmth. The neon colours on the wall seem to snag your attention, pulling your eyes to the many scrawled drawings on the wall. They were all made by crayons. The walls and floors are littered in fingerprints and smudges, even the occasional stain of juice. To the east, there is a room with warm tones, and to the south, there is a room which has a comforting dim glow to it." Nostalgic Nook is a room. Nostalgic Nook is east of Blast to the Past. "You walk into the room, and it seems as if you have taken a breath for the first time in forever. You feel a certain weight of the world slip off of your shoulder. You can see someone sitting in a beanbag chair, waiting for someone to notice them.. they look like you, but younger. To the West, there is a colourful room." Nap Time is south of Blast to the Past. "The room was full of soft colours, with warm sunlight bathing the room in comforting light. The floor was soft, as if it was made out of the blankets of heaven. There was a fluffy pillow propped up in the corner, and a baby blue blanket placed next to it." The broken chest is in the Hollow Void. "The broken chest is old and worn, its lid barely hanging on its hinges." Instead of taking the Chest, say "Who are you, Superman?" Instead of opening the broken chest: say "You open the broken chest and saw a worn out teddy bear and a silver coin.” The worn out teddy bear is in the broken chest. "Mr. Brown the teddy bear looks well-loved, with patches of fur missing and seams coming undone." The description of the teddy bear is "Mr. Brown the teddy bear looks well-loved, with patches of fur missing and seams coming undone." The silver coin is in the broken chest. "The silver coin glints faintly in the dim light, tarnished with age." The description of the silver coin is "The silver coin glints faintly in the dim light, tarnished with age." After taking silver coin: say "You take the silver coin from the broken chest." Now the silver coin is in inventory After taking teddy bear: say "You take the worn out teddy bear from the broken chest." Now the teddy bear is in inventory Understand "coin" or "silver coin" as the silver coin. Understand "chest" or "broken chest" as the broken chest. Understand "Bear" or "teddy bear" as the worn out teddy bear. Instead of eating the teddy bear: say "You looked hungrily at the teddy bear. Just as you were about to stuff him in your mouth, you decided that it was quite the foolish act and restrained yourself."; Instead of eating the silver coin: say "You placed the tarnished coin in your mouth. It tasted quite bitter, so you spat it back out." The sign is fixed in place in Forgotten Memories. The description is "A dusty sign on the wall reads: 'Seek the truth behind the veil.'" Instead of examining the sign: say "The sign reads: 'Seek the truth behind the veil.'"; Instead of taking the sign, say "Nuh uh" Test 1 is a room. Test 2 is a room. Test 3 is a room. The black door is a locked door in The Chamber of Illusions. It is scenery. The black door is south of The Chamber of Illusions and north of Test 1. "The black door looms ominously before you, its surface dark and foreboding." The brown door is a locked door in The Chamber of Illusions. It is scenery. The brown door is north of The Chamber of Illusions and south of test 3. "The brown door stands solidly in front of you, its wooden surface worn and weathered." The gray door is a locked door in The Chamber of Illusions. It is scenery. The gray door is east of Test 2 and west of The Chamber of Illusions. "The gray door is plain and unassuming, blending into the wall of the room." After of opening the black door: End the game saying “As soon as you open the door, icy tendrils of ink latch onto your wrist, yanking you into the frigid void. You feel yourself slowly suffocating as you drown in the dark memories of your past. You have died." After opening the brown door: end the game saying "As the brown door creaks open, you feel yourself growing lightheaded. You fall forwards into the light, feeling as if you are being pulled apart into millions of pieces. As you feel yourself losing consciousness, you notice the bright light getting brighter and brighter. You have died". After opening the gray door: say "As you open this door, you meekly step out into the fog. The door behind you slowly vanishes, disappearing behind the thick mist obscuring your vision. As you rub your eyes, your vision clears. You find yourself in bed, your medication next to you. Perhaps you should have taken it sooner, maybe then you wouldn't have had such a wild hallucination.. You have discovered the Good Ending…"; end the game in victory. Breaking is an action applying to one thing. Understand "break [something]" as breaking. The broken clock is in A Shrouded Room. The description is "Huh, a broken clock... How interesting." Instead of eating the broken clock: say "You tried to eat the clock in futility. You could have sworn that it had a smug expression on its little face as you shoved it back into your pocket."; The deep crack is in Panic Room. Instead of examining the deep crack: say "As you peer into the crack, you feel the pull of an ice cold void.”; end the story saying "Bad Ending. You managed to slip through the cracks of your mind and sanity. You are falling.. you are falling.. you are falling… you are falling.. you are falling… you are falling… you have fallen. You wake up in a cold, sterile and white room.. Since when have you been in here..?". The creaky table is a scenery in Panic Room. The description is "The table is creaky and has splinters sticking up from it. It doesn’t look too friendly." Instead of taking the creaky table, say "Who are you, Ironman?" The fragile jar is on the creaky table. The description is "A small black jar that is the size of your hands. As you swirl the jar around, you are certain that there is something inside." Instead of opening the fragile jar: say "The jar seems to be permanently closed, perhaps a bit more force is needed, such as dropping it.” Instead of eating the fragile jar: say "The jar is simply too big. Why would you even think about doing that!?"; A fragmented memory is a portable thing in Panic Room. It is undescribed. Understand "memory" as fragmented memory. Before listing nondescript items: If the fragmented memory is marked for listing and the fragmented memory has not been handled: Now the fragmented memory is not marked for listing. Instead of dropping the fragile jar: say "The jar shattered with a satisfying crack, its particles scattering across the dark floor. A fragmented memory spills out of it, laying among the shards."; now the fragmented memory is in Panic Room; remove the fragile jar from play. now the fragmented memory is described. the description of fragmented memory is "A piece of a memory very important to you. It’s nice and warm, and is very pleasant to hold in your hands. It has a small engraving at the back. 'The answer is unDerneath yOur Weary miNd.'". Understand "table" or "creaky table" as the creaky table. Understand "grey door" or "gray door” as the gray door. Understand "jar" or "fragile jar" as the fragile jar. Understand "fragmented memory" or "memory" as the fragmented memory. Instead of eating the fragmented memory: say "The fragmented memory is important to you. You hesitate at the mere idea of eating it."; The Crow is a person in Whispers in the Trees. "’Caw’, the crow caws, as if trying to communicate with you." The description of a crow is "A bird perched on a branch, staring at you with hauntingly human eyes. 'Caw,' the crow caws, as if trying to communicate with you." A key is a kind of thing. The description of a key is "A small, silver key." Talking to is an action applying to one visible thing. Understand "talk to [someone]" as talking to. Instead of talking to the crow: say "'Caw,' the crow responds in a raspy voice, as if trying to communicate with you. It stares at you, as if it it wants something from you." Instead of giving the silver coin to the crow: if the player does not carry the silver coin: say "The crow caws impatiently, as if waiting for something."; otherwise: say "The crow eyes the silver coin hungrily. With a swift motion, it snatches the coin from your hand and, in return, drops a small silver key at your feet. Then, with a happy 'caw,' it takes flight and disappears into the sky."; now the player carries the silver key; move the silver coin to test 1; The silver key unlocks the black door. The silver key unlocks the gray door. The silver key unlocks the brown door. Instead of unlocking the black door with The silver key: Say “You unlock the door”; Now the black door is unlocked. Instead of unlocking the brown door with The silver key: Say “You unlock the door”; Now the brown door is unlocked. Instead of unlocking the gray door with The silver key: Say “You unlock the door”; Now the gray door is unlocked. Instead of going to Blast to the Past: if the player does not carry the fragmented memory: say "You can’t go that way."; else: continue the action. The beanbag chair is in Nostalgic Nook. The description of the beanbag chair is "It's soft and fluffy." A pillow is in Nap Time. The description of the pillow is "A soft pillow, perfect for napping with." A blanket is in Nap Time. The description of the blanket is "A fuzzy blanket which is baby blue. You remembered that you used to sleep with it. It had been your comfort blanket before you had decided that you wanted to be a big kid." Instead of taking the beanbag chair, say "The beanbag chair unfortunately doesn’t fit into your pocket, so you leave it behind" Understand "Person" or "Kid" as Inner Child. Inner Child is a person in Nostalgic Nook. "Hello…? Can you hear me?" The description of Inner Child is "They look like a younger version of you. As you made eye contact with them, you felt as if a missing piece of you has finally gotten reunited with you." . Instead of talking to Inner Child: say "Where have you been..? I have been waiting all this time for you to finally notice me. I miss Mr. Brown, my teddy. Have you seen him around?" Instead of giving the teddy bear to Inner Child: if the player does not carry the teddy bear: say "’That’s not what I was looking for, but thank you for trying!’"; otherwise: say "’Oh, thank you!’ Inner Child gently takes Mr. Brown from you, giving it a big hug. ‘Follow me, I can lead you out of here..’ Inner Child takes your hand, leading you into the light. Congrats, you have found the Secret Ending!"; end the game in victory. Instead of eating the sign: say "You tried to bite down on the sign, and ended up making yourself look quite foolish."; Instead of breaking the fragmented memory: say "As the fragmented memory slipped from your grasp, your heart sank. Due to your quick reflexes, you were able to catch it before it did any real damage. Thank goodness."; Instead of burning the teddy bear: say "The teddy bear’s sad eyes seem to be pleading for mercy. You decide to spare it for another day." Instead of burning the silver coin: say "Maybe you shouldn't do that.." Instead of burning the fragile jar: say "Why would you want to do that? You aren’t a pyromaniac, are you..?" Instead of burning the fragmented memory: say "You decide against burning your only link to your sanity." Instead of burning the silver key: say "You don’t have the correct materials to start a fire." Instead of burning the blanket: say "The narrator watches in amusement as you attempt to burn the blanket with your bare hands." Instead of burning the pillow: say "Now that’s not a very good idea." Instead of burning the clock: say "The clock seemingly laughs at you. You frown at it as you shove it back into your pocket." Instead of eating the blanket: say "Yuck! You get a mouthful of cotton" Instead of eating the pillow: say "Tastes like my dreams… or nightmares..."