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The Forest
by
Wade Watts
Played 464 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
The Forest is east of The Cabin, west of the Fence, and south of The Road. "Pine trees surround you. You can see a cabin to the west, a fence to the east, and a road to the north. THIS GAME IS IN PROGRESS I HAVE GOTTEN CLOSER TO FINISHING IT BUT STILL DO NOT PLAY IT I ACCIDENTALLY PUBLISHED IT." The description of the cabin is "You stand on the front porch of the cabin. The windows are boarded up, but the door looks unlocked." The Road is north of The Forest. "Stopped cars fill the road. You can hear noises coming from a yellow car. You can see a river to the west." The Car is scenery opaque locked container in the road. The car key unlocks The Car. The description of the car is "The car is painted an ugly shade of yellow and is locked. Strange scratches cover the front." A newspaper is inside The Car. "The date reads 1955. The headline is 'Murderer escapes local prison'. the rest of the paper is too worn to read." The carrying capacity of the player is 5. The player carries a pocket knife. the description of a pocket knife is "A small pocket knife, it could be used to carve wood or for self defense." The player wears a jacket. "This jacket is too thin to keep you warm in this weather." Inside from the Cabin is the Entry way. The description of the entry way is "You can see an old piano by a window. There seems to be other rooms to the east, north, and west." There is an old piano here. An old piano is a scenery supporter. "This piano is covered with dust and looks like it has not been played in a long time." The description of the fence is "This chain-link fence looks climbable. You see a cemetery north of it." The cemetery is north of The Fence. "Worn gravestones dot the grass here. You are scared by this place, but your eye catches a large crypt with steps leading down into the ground." The cemetery is above the crypt. The Crypt is a lighted room below the Cemetery. A candle is on the coffin. A candle is lit. The description of the crypt is "This dimly lit crypt looks very old. An empty coffin sits in the center of it." The coffin is a scenery supporter in the Crypt. "This coffin is so creepy, you can[']t even look at it." A room is either outdoors or indoors. The cabin, the entry way, the crypt, the pantry, the storage room, and the living room are indoors. The fence, the cemetery, the road and forest are outdoors. A stick is a kind of thing. The description of a stick is "a wooden tree branch. It does not seem very useful." Indoors are usually dark. In the forest is a stick. In the cemetery is a stick. In the fence is a stick. In the road is a stick. In the forest are the wild berries. The description of the wild berries is "A handful of small red berries that seem edible, even if they might not be that filling." Food is a kind of thing. Food is usually edible. Food has a time called the satisfaction period. The satisfaction period of a food is usually 5 minutes. A person can be hungry or replete. when play begins: now the player is replete; hunger resumes in 3 minute from now. The Wild berries are food. The old can of beans is food. The rations is food. The stew is food. The satisfaction period of the wild berries is 7 minutes. The satisfaction period of the old can of beans is 9 minutes. The satisfaction period of the rations is 10 minutes. The satisfaction period of the stew is 30 minutes. The description of the stew is "A delicious beef stew. Your mouth waters just thinking about it." Check eating something which is not food: instead say "[The noun] might be edible, but it's not what you'd consider really food." Check eating something when the player is not hungry: say "You're not hungry right now, but [the noun] looks too good to resist." Carry out eating something: now the player is replete; hunger resumes in the satisfaction period of the noun from now. At the time when hunger resumes: starvation occurs in 5 minutes from now; now the player is hungry. At the time when starvation occurs: if the player is hungry, end the story saying "You have starved". Every turn when the player is hungry: choose a random row in the Table of Hunger Complaints; say "[hunger entry][paragraph break]". Table of Hunger Complaints hunger "You are starving!" "If you don't eat soon, you will die!" " Your stomach rumbles." The living room is east of the entry way. "There are a few moth-eaten couches here, along with a large bookshelf. Strangely, it only has one book on it." A scenery supporter called the bookshelf is in the living room. "This old wooden bookshelf is covered in dust and has a single book on it." A book is on the bookshelf. "This book is in a language that you don[']t know. It looks fancy, though, with its leather cover and embossed spine." The description of the rations is "Some dried meat and crackers. It looks pretty good." The old can of beans is in the pantry. "Even though it looks like this can has been here for a long time, you could probably eat it." The pantry is west of the entry way. "The only thing you can see in this cobweb-covered pantry is a tin can of beans with a yellow label." The storage room is north of the entry way. The storage room is above the wooden trapdoor. "This rooms seems like it was for storage, but it is empty now. There is a trapdoor leading downwards, but it is locked." The wooden trapdoor is a closed locked door. "You hope you won[']t get any splinters when you open this." The wooden trapdoor is above the basement. The wooden trapdoor is below the storage room. The rusty iron key unlocks the wooden trapdoor. "Doesn[']t seem to be in the best condition." The Basement is a room. The basement is below the wooden trapdoor. "A dark red spot is on one corner of the room, next to a strangely shaped claw." The rations are in the basement. The strange claw is in the basement. "This bloodstained claw definitely isn[']t from any animal you[']ve ever seen." the description of the worn copper key is "A small green key." the description of the raging river is "A raging river cuts this forest in half. You won[']t be able to cross it unless you use the rickety bridge spanning the water." The raging river is an outdoors room. The raging river is west of the road. The raging river is north of the rickety bridge. the rickety bridge is a closed locked door. The worn copper key unlocks the rickety bridge. the description of the rickety bridge is "this bridge doesn't look too safe, but it is your only option to get across the river." The clearing is south of the rickety bridge.