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A House
by
Seth DeVries
Played 2,130 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"A House for Testing Things" by Seth DeVries Include Locksmith by Emily Short. Include Plurality by Emily Short. Chapter 1 - The Kitchen The Kitchen is a room. "The Kitchen smells like fresh bread. There is a wooden door on the north wall, and a counter with drawers beneath it bends around the southeastern corner." In The Kitchen is a counter. The counter is a supporter. The counter is scenery. A part of the counter is a drawer. The drawer is a container. The drawer is closed and openable. Understand "drawers" as drawer. In The Kitchen is a table. The table is a supporter. The table is scenery. On the table is a sandwich. The sandwich is portable. The sandwich is edible. The initial appearance of sandwich is "A sandwich rests on the far side of the table." The description of sandwich is "This is a tuna salad sandwich. It looks like it's still good." On the counter is a knife. The initial appearance of knife is "A knife lies on the conter." The knife is portable. The description of Knife is "It hurts just to look at." In The Kitchen is a mouse. The mouse is portable. The initial appearance of mouse is "There is a brown mouse in the corner." The description of the mouse is "The brown mouse scurries across the floor away from you with a crumb." On the mouse is a crumb. The crumb is edible. After eating crumb, say "It wasn't very filling." The crumb is undescribed. The description of the crumb is "You can't tell what this is a crumb of, but obviously the mouse thought it was food." A Skeleton Key is an object. A Skeleton Key is in the drawer. The Skeleton Key unlocks the wooden door. In the Kitchen is a box. The box is a container. The initial appearance of box is "A box sits on the floor at the end of the counter." The description of the box is "A wooden crate with nails holding on the slats, and a grapefruit inside.." In the box is a grapefruit. The grapefruit is fixed in place. The grapefruit is undescribed. The grapefruit is edible. After eating grapefruit, say "It's sour but also tastes really good. You eat it all." The description of the grapefruit is "It's stuck to the bottom of the box." The wooden door is a door. It is scenery. The wooden door is closed and openable. The wooden door is locked. The wooden door is north of the kitchen and south of the library. Chapter 2 - The Library The Library is a room. "The room is musty and smells of books, and indeed, many of them line the shelves. Light streams in through a window. A wooden door is on the south wall, and dark stairs descend to the east." There are books in the Library. The books are things. The books are fixed in place. The books are scenery. The description of the books is "You skim the books but none of them strike you as aiding in your quest." Instead of examining books when the player is carrying sandwich: say "To many to read in one sitting, even with a sandwich to eat." There is a Sympathy Lamp in the Library. The Sympathy Lamp is portable. The Sympathy Lamp is a device. The initial appearance of Sympathy Lamp is "A lamp with a yellowed shade rests on one of the many shelves." The description of Sympathy Lamp is "A glass lantern with a shade on it." Understand "Lamp" and "Lantern" as Sympathy Lamp. The Sympathy Lamp is switched off. After switching on the Sympathy Lamp, now the Sympathy Lamp is lit. Before printing the name of a lit Sympathy Lamp, say "Glowing ". Understand "Light [Sympathy Lamp]" as Switching On. Chapter 3 - Dark Basement The Basement is a dark room. "Shelves piled with clutter line the walls, and pipes run along the ceiling. A dusty fuse box is on the east wall." The Basement is east of Library. The Basement is below library. The clutter is an object in the Basement. The clutter is scenery. The clutter is a closed and openable container. The description of clutter is "A lot of junk, but if you look hard enough you might find something." In the clutter is a fuse. The fuse is portable. The description of the fuse is "It's a small wire in a glass case." The pipes are an object in the Basement. The pipes are scenery. The description of pipes is "The copper pipes run along the ceiling and condensation has formed on the outside. They don't seem to end anywhere, just continuing into the walls." The fuse box is an object in the basement. The fuse box is scenery. Instead of examining fuse box: end the story saying "You open the box and a bolt of electricity jumps out and kills you."