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Feed the world
by
Zehuan
Played 1,953 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
The Country Path is west of the Village. "[if the Country Path is unvisited]Welcome to Feed the World, an interactive game to feed the villagers in a village! Examine everything, you may find something special... Open your inventory ('i') and examine the instructions manual (x manual) for instructions! You see the Village to the east and the city to the west.[end if][if the Country Path is visited]You're on the Country Path. You see the Village to the east and the In Between to the west.[end if]" The player is carrying an instruction manual. The description of instruction manual is "These are the instructions. You use 'west' 'east' 'north' 'south' 'up' and 'down' or their first letter (w, e, n, s) to go in the respective directions. 'i' for inventory. You will encounter questions in your travels. To answer them, type 'B/C/d. To proceed to next levels, get the questions by typing 'ask {person} (about {locked door}). Understand? No? All will be figured out in due time!" The Village is a room. "[if the Village is unvisited] You enter the village, noting the lack of a well. The people look very thin and need more food. A slightly better-dressed person walks out and says,'We don't have anymore food and the whole village is starving. Please help us, stranger.' Another person clad in white walks out of one of the tents and told you, 'The whole area around here is very dry, so the farmers cannot plant and the herders cannot herd. This place is too poor to get its own food from the cities and such, because they cannot plant seeds in the first place. We are trying to help this area's villages, but there isn't enough food and we cannot leave the village for more than a day. Can you please get food for us?' To the west there is the Country Path. There is a fireplace here." [end if] Instead of giving: try dropping The fireplace is a fixed in place scenery in the Village. The description of the fireplace is "A sputtering fireplace with a few small fires flickering. What did you expect?" The flashlight is a device in the Village. The flashlight is switched off. The description of the flashlight is "Just a random flashlight. May be very useful..." Carry out switching on the flashlight: say "The flashlight projects a powerful beam." Carry out switching off the flashlight: say "Sure, save energy!" The In Between is west of Country Path. "Nothing special here. Just some rocks and a business card on the ground. You see a country path to the east and a teeming city to the south" The business card is an object in the In Between. The description of the business card is "A pretty useless business card about a famous CEO..." After taking the business card: say "What would be the point? You pocket it anyways" The City is south of In Between. "[if the City is unvisited] That walk was long, but worth it! People are bustling around going to work. There seems to be a market to the south, the square to the east, a big building to the west, and some other miscellaneous other buildings around. [end if][if the City is visited] There seems to be a market to the south, the square to the east, a big building to the west" [end if] The Beggar is a person in the City Every turn when the player can see the Beggar: say "The beggar looks up at you with maniacal blue eyes and spoke, 'You will find it in there.' He points at the building to the west." Instead of doing something to the Beggar: say "'Go!'" The Lobby is west of the Lobby. "You seem to be in a lobby. There is a hatch going to the second floor." Rotating door is a closed, unlocked door. It is west of City and east of Lobby. It is scenery. Rotating door can be locked. The lobby lady is a person in the Lobby. The description of lobby lady is "A lady in red. Try asking her about the hatch!". After asking lobby lady about "hatch", say "You want to go up? All right. But is there enough food in the world to feed everyone? B. Yes. C. No." After telling lobby lady about "hatch", say "You want to go up? All right. But is there enough food in the world to feed everyone?" A trapdoor is a kind of door. A trapdoor is usually closed. A trapdoor is usually openable. The hatch is a locked trapdoor. It is above the Lobby and below the Second Floor. It is scenery. Player is carrying a money. The description of money is "Cash!". Instead of trolling in the Lobby: Now the hatch is open; Say "'Right! In fact, there is enough food in the world to give 1.95 kilograms of food to everyone per day! Now go up.'"; award 50 points; move player to Second Floor; Now the hatch is closed; Now the hatch is locked. Instead of living in the Lobby: say "No!"; move player to City. Instead of nutritioning in the Lobby: say "No!"; move player to City. Instead of showing the business card to the lobby lady: say "No!"; move player to City. The Second Floor is a room. "The second floor? Try asking the worker about the stairs." The worker is a person in the Second Floor. After asking worker about "stairs", say "Up? That's the boss's workplace. You need a question to be up there! So, what can be a way to permanently end hunger in areas? B. Give food to the people on a regular basis. C. Provide the people with employment in the area that helps with their production. A. Move everyone away until the area is cultivated by aid organisations." Instead of nutritioning in the Second Floor: Now the staircase is open; say "Correct! The other options are pretty much unsustainable! Go up now."; award 50 points; move the player to Top Floor; Now the staircase is closed; Now the staircase is locked. Instead of showing the flashlight to the worker: Move the player to Failure Instead of trolling in the Second Floor: Move the player to Failure Instead of living in the Second Floor: Move the player to Failure Instead of showing the business card to the worker: Move the player to Failure The staircase is a locked, closed trapdoor. The staircase is above the Second Floor and below the Top Floor. It is scenery. The Top Floor is a room. "You are at the top floor, the End?" The Boss is a person in the Top Floor. "The tired-looking boss glares at you and asked straight out: 'How can I help the hungry people?' (hint: B to spread the word, C to give support to aid organisations, A for both)" Instead of living in the Top Floor: say "Really? I'll tell the people about hunger then!"; award 50 points; move player to City; Now the Rotating door is closed; Now the Rotating door is locked. Instead of showing the flashlight to the Boss: Move the player to Failure Instead of nutritioning in the Top Floor: Move the player to Failure Instead of trolling in the Top Floor: Move the player to Failure Instead of showing the business card to the Boss: Move the player to Failure The Market is a room. It is south of City. "A big, big market." The Seller is a person in the Market. The description of Seller is "A person beside a stall selling food." Instead of doing something to the Seller: say "I heard about you from Der Company! Now if you can find my lost flashlight, I can give you the food needed!". Instead of giving the flashlight to the Seller: [if Market is unvisited] Now the player is carrying the food; say "Thanks!"; award 50 points; remove flashlight from play; [end if] The description of food is "FOOOOOOOOOODDDDDD!!!!!!!!!" Instead of giving the business card to the Seller: Move the player to Failure The Square is east of City. Instead of going to the Square: say "The square is closed off because of protests about malnourished children."; move player to City. Every turn while in the Village: if score is 200 and the Player is carrying food begin; say "The villagers are fed, and they can soon receive more help!"; move player to Village two; remove food from play; end if. Failure is a room. "You messed it up. PLEASE RESTART." Village two is a room. "[if Village two is unvisited] The second village-in-coding you have to help. These inhabitants have the money to buy seeds, but the country did not develop agriculture. Thus, the people have bad seeds and bad equipment and cannot get good prices for their produce. Most of them don't have land, with a bare few renting it to other people for money which they don't have. Try better implements![end if] [if Village two is visited] The villagers look at you expectantly. [end if]" The sick person is in Village two. The description of sick person is "uh-oh, better go to the hospital!" Instead of taking the sick person: say "You managed to carry her along." The Town is east of Village two. "A town with little houses, a hospital's silhouette in the rising sun, and a blacksmith to the north... Blacksmith?" The Blacksmith is north of Town. "A classic smith with an anvil, a hammer, a water barrel, and fire." The Smith is a person in the Blacksmith. The description of the Smith is "A person with a long beard, a dirty apron, and smears across his face. He might be able to make the tools you need!" After asking Smith about "tools": say "I can make them, but not without an idea about what it is!" The hospital is east of the Town. "A hospital, exactly what it is!" Every turn when in the hospital: If player is carrying sick person begin; say "A sick person from the outskirts of Der Town? We can cure him alright. Say, would you like to have this?"; remove sick person from play; Now the player is carrying the tool plans; End if The description of the tool plans is "plans to make basic farming tools!" Every turn when in the Blacksmith: [If player is carrying tool plans] say "Nice! now let me see... Oops, I ran out of iron! Can you go get that too?"; [End if] [If player is carrying tool plans, and score is over 250] say "5 minutes later... 'Here you go!'"; Now the player is carrying the farming implements; Remove Iron from play; [End if] Iron is an object. The description of iron is "Some iron ingots." Farming implements is an object. The description of farming implements is "Hoes and ploughs and others you behold.". The mountain is south of the Town. "A rocky mountain. A town to the north and a weird rock to the east." The rock is a closed door. It is east of the mountain. The description of rock is "An ordinary rock... or is it?". The rock is lockable. Carry out opening the rock: say "You unveil a cave as the rock was pushed away with a rumble!" The cave is east of the rock and above the underground path. "A dark cave, looks like a good place to hide stuff..." The underground path is a room. "[if underground path is unvisited] Mountain, cave, and now an underground path stretching to the east? Next I will find a pink fluffy unicorn! [end if] [if underground path is visited] A black, gloomy route to the west." [end if] Instead of going east in the underground path: say "It looks dark..."; Move player to PFUDOR. PFUDOR is a room. "[If PFUDOR is unvisited] A.................. Pink fluffy unicorn!? The unicorn opened its eyes and a voice came from nowhere. 'What is the most direct consequence of hunger?' (Try typing in directly: death, poverty, or malnutrition.) [end if]" living is an action applying to nothing. Understand "death" and "A" as living. Understand "Yes" as living Trolling is an action applying to nothing. Understand "poverty" and "B" as trolling. Understand "No" as trolling. Nutritioning is an action applying to nothing. Understand "malnutrition" and "C" as nutritioning. Instead of living in PFUDOR: say "Nope! One of the consequences, yes, but not direct enough!"; Move player to Mountain; Now the rock is locked. Instead of trolling in PFUDOR: say "Nope! Poverty is a direct cause of hunger, and possibly a consequence, but hunger and poverty has a place where they all lead to before the other..."; Move player to Mountain; Now the rock is locked. Instead of nutritioning in PFUDOR: say "Right! If you can't eat anything substantial, then obviously you will not have enough nutrition! Take this."; award 50 points; Now the player is carrying Iron; say "The unicorn suddenly leaped up into the sky, leaving a brilliant rainbow. You barely had time to grab onto its mane."; Move the player to More stuff to do. More stuff to do is a room. "Where is this? There is a strange person in this dark, misty room. You turn to ask the unicorn, only to discover that it left. The person, a cloak a ghastly white clown mask, spoke as if it has no mouth, 'In this bag are three seeds (funny how it's not curse puppets or jinxed boxes or even spirit-inhabited dolls, but SEEDS! Seriously?). Take one and see your luck!'" The seed bag is in More stuff to do. There are three seeds in the seed bag. After taking a seed: say "'Heuheuheuheuheu! Bad seed! So, where are most of the hungry people in the world located? A. Africa. B. Middle East. C. Asia and the Pacific. (Type A, B, or C)'" Instead of living in More stuff to do: say "No~ Africa only has 239 M or so~"; Move the player to failure. Instead of trolling in More stuff to do: say "No~ Latin America and the Caribbean only has 53 M~"; Move the player to failure Instead of nutritioning in More stuff to do: say "'Guess you're right... Asia and the Pacific has 578 million... But bye~~~~~~'"; Now the player is carrying fine seeds; Move player to Town; say "The joker stares into your eyes... you slowly closed your eyelids and slept...". The description of fine seeds is "At least that joker thing didn't lie about seeds..." Every turn while in Village Two: If player is carrying farming implements and player is carrying fine seeds begin; say "The best you can do to help both villages. Good job! Yup, the author is very lazy about the questions."; End the game in victory; End if.