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caves and fungi
by
english project
Played 33 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"A TEMP TITLE" Rule for printing room description details of a closed container: stop. Rule for printing the name of a closed container (called C) while taking inventory: say "[printed name of C]"; omit contents in listing. [YOUR TENT] Your Tent is a room. "The sky is bright, and you can feel the chilly morning air seep through the thin tent walls. Your partner, Binglebongleboo, has begun to wake up beside you. You must not waste any time! Your boss, gobblywookie, has tasked you with uncovering the truth of the deaths of the previous two hiker groups on the mountain you're currently on. and some other stuff!" The Your Tent is north of the Base Camp. The flashlight is in the Your Tent. The batteries are in the Your Tent. The rope is in the Your Tent. The knife is in the Your Tent. There are hiking boots in the Your Tent. The hiking boots is wearable. The hiking vest is in Your Tent. The hiking vest is wearable. The description of the flashlight is "flashlight description." A flashlight is a device. The flashlight is switched off. After switching on a flashlight, now the flashlight is lit. Understand "light [flashlight]" as switching on. The description of the batteries is "batteries description for the flashlight." The description of the rope is "rope description." The description of the knife is "knife description." The description of the hiking boots is "hiking boots description." The description of the hiking vest is "hiking vest description." The player has a number called health. The health of the player is 20. Every turn: if the player is in Your Tent or the player is in Other Tent or the player is in Underwater: do nothing; otherwise if the player is not wearing hiking boots: say "The rough ground burns your feet. You should put on some hiking boots soon!"; decrease the health of the player by 1. Every turn: if the health of the player is 0: say "Your body simply cannot handle any more."; end the game in death. [OTHER TENT] Other Tent is a room. "other tent description." Other Tent is west of the Base Camp. The oxygen tank is in the Other Tent. The description of the oxygen tank is "spare oxygen tank description." [BASE CAMP] Base Camp is a room. "Base camp description." The description of the bottle of glue is "bottle of glue description. superstrong!" The bottle of glue is in Base Camp. The tarp is in base camp. The description of the tarp is "It seems like the outer tarp of Boss Man's tent has blown away. You should probably pick it up, after all, littering is not condoned on this mountain." Instead of taking the tarp: now Boss Man is in the Base Camp; if player carries trail mix: say "Goodness, it's always the newbies who steal my stuff. Put that on the tent will ya? The thing is you don't really know how..."; otherwise: say "Put that back on the tent will ya?"; continue the action. After reading a command: if the player's command includes "assemble parachute": if the player carries the tarp and the player carries the rope and the player carries the knife and the player carries the parachute manual: remove the tarp from play; remove the rope from play; remove the knife from play; now the player carries the parachute; reject the player's command; say "You follow the instructions on the manual. You stab some holes into the tarp and thread the rope through to make a makeshift parachute!"; The parachute is wearable. The description of the parachute is "para." [BASE CAMP: BOSS MAN] Boss Man is a person. Boss Man is in the Base Camp. "Boss Man description." Boss Man is carrying the trail mix. Instead of asking Boss Man about "trail mix": if Boss Man carries the trail mix: say "Boss Man says 'You want my trail mix? Absolutely not. Do you know how many miles I had to trek to get this? You know what, maybe if you find me my towel I'll consider giving you some.'"; otherwise: say "I already gave you the trail mix. What more do you want from me?"; Instead of giving the tropical towel to Boss Man: if Boss Man carries the trail mix: now the player carries the trail mix; now the description of the trail mix is "The nutrition facts: Macadamia nuts, Cranberries, Chocolate. This would be a great snack, except you have a terrible allergic reaction toward cranberries if you eat them."; now Boss Man carries the tropical towel; say "Thanks for the towel."; otherwise: say "Well thanks." After reading a command: if the player's command includes "eat trail mix": if the player carries trail mix: say "You eat the trail mix. describe anaphylactic reaction here! Then you die!"; end the game in death; otherwise: say "You don't seem to have that in your backpack. How unfortunate."; [WINNER WINNER] After reading a command: if trail_mix_given is true and player's command includes "compile report" and player carries the note0 and player carries the note1 and player carries the note2 and player carries the note3 and player carries the logbook and player carries the pictures of the experiment: now the player carries the report; remove the note0 from play; remove the note1 from play; remove the note2 from play; remove the note3 from play; remove the logbook from play; remove the pictures of the experiment from play; now the description of the report is "all the notes combined. You should submit this to boss man."; reject the player's command; After reading a command: if the player carries the report: say "Wooo game done, boss man says some stuff too."; now Boss Man carries the report; reject the player's command; end the game in victory; [FOREST] Forest is a room. "forest description." The Forest is east of the Base Camp. There is a tall pine tree in the forest. The tropical towel is on the tall pine tree. The description of the tall pine tree is "tree has towel." The description of the tropical towel is "boss man's vibrant towel." [CAVE ENTRANCE] Cave Entrance is a room. "cave description." The Cave Entrance is down from the Forest. There is a rock in the Cave Entrance. There is an abyss in a Cave Entrance. The abyss is fixed in place. The Cave Entrance is dark. After switching on a flashlight, now the flashlight is lit. Understand "light [flashlight]" as switching on. After entering the Cave Entrance: if the flashlight is switched on: now the Cave Entrance is lit; say "The cave is dimly lit by the flashlight."; otherwise: now the Cave Entrance is dark; say "The cave is dark and you can't see anything."; Before going from the Cave Entrance: now the Cave Entrance is dark. The cave_question is a truth state that varies. The cave_question is false. Before going to the Main Cave: if cave_question is false and player is not wearing parachute and player is in the Cave Entrance and flashlight is switched on: say "Are you sure? Your gut tells you to test the height first."; now cave_question is true; stop the action. After reading a command when cave_question is true: now cave_question is false; if the player's command includes "yes": if the player is not wearing the parachute: say "You fall, fall, fall down. and hit your head."; end the game in death; otherwise: say "The parachute expands and you glide."; continue the action; otherwise if the player's command includes "no": say "You decide against going underwater."; stop the action. Carry out throwing the rock at the abyss: say "it falls into the dark abyss. you wait and wait but the sound never comes until it does. UNTIL."; remove the rock from play. [RIVERBANK] Riverbank is a room. "river description." The Riverbank is northeast of the Forest. The river is in the Riverbank. The river is scenery. The fresh dead body is in the river. The description of the fresh dead body is "rippled reflection of the freshbody1 description." Instead of examining the river: say "Wow I see the body more here."; Instead of taking the fresh dead body: if the fresh dead body is in the river: say "You take the fresh dead body out of the river"; now the fresh dead body is in the Riverbank; now the fresh dead body is fixed in place; now the description of the drowned body is "There is a waterproof jacket on the body and a pocket too. ADD MORE."; stop the action; otherwise: say "You've tampered with enough evidence." The waterproof vest is part of the fresh dead body. It is wearable. The description of the waterproof vest is "A sturdy waterproof vest. you won't be able to take it off." Instead of taking the waterproof vest: say "You try to remove the vest, but it's strapped too tightly. There's no way to take it off." The pocket is part of the waterproof vest. The pocket is a container. The pocket is closed and openable. The note0 is in the pocket. The description of the note0 is "A damp note!! A lot of it seems to be smudged but you can read a bit of it. INSERT WHAT IT SAYS." Instead of taking the note0: say "You carefully remove the note from the pocket."; now the note0 is carried by the player. [MOUNTAIN TOP] The Mountain top is a room. "top description." The Mountain top is up from the Riverbank. The hole is in the Mountain top. The description of the hole is "it's peaking down into the lagoon hole description." Scared NPC is a person. Scared NPC is in the Mountain top. The Scared NPC carries the parachute manual. Every turn when the player can see Scared NPC: if the Scared NPC carries the parachute manual: say "The NPC is fidgeting with his very thin notebook. You think it says 'manual' on it. Maybe it might be useful. The NPC looks at you nervously and says, 'AHHH the drop AHHHH!'"; Instead of asking Scared NPC about something: if player's command includes "manual" and Scared NPC carries the parachute manual: say "Scared NPC says, 'Oh, this? It's a parachute manual. Take it.'"; now the player carries the parachute manual; now the description of the parachute manual is "instructions on how to use it 101."; otherwise: say "What?"; [MAIN CAVE] Main Cave is a room. "main cave description." The Main Cave is down from the Cave Entrance. There is wood in the Main Cave. "The wood seems to be in a mineshaft." There are rusted steel nails in the Main Cave. "There are nails too." Instead of taking the wood: if the player does not carry the pickaxe: say "You need something to cut it."; stop the action; otherwise: now the player has the Wood; say "You chop the wood and take it."; [LAGOON] Lagoon is a room. "lagoon description." The Lagoon is northeast of the Main Cave. There is a backpack in the Lagoon. The description of the backpack is "Seems abandoned and dusty. Got a large main pocket." The backpack is a container. The backpack is openable and closed. The empty tube is in the backpack. Some pH indicators are in the backpack. The note1 is in the backpack. The description of note1 is "note 1." The description of the empty tube is "Clear plastic tube. typically used for water sampling." The description of the pH indicators is "Brand new set of pH indicators." The underwater_question is a truth state that varies. The underwater_question is false. Before going to the Underwater: if underwater_question is false: say "The water seems kind of deep and cold. Do you want to go underwater?"; now underwater_question is true; stop the action. After reading a command when underwater_question is true: now underwater_question is false; if the player's command includes "yes": if the player is not wearing the scuba gear: say "Oh boy, you don't have air."; end the game in death; otherwise: say "Alright, going in."; continue the action; otherwise if the player's command includes "no": say "You decide against going underwater."; stop the action. [UNDERWATER] Underwater is a room. "underwater description." The Underwater is down from the Lagoon. There is a drowned body in the Underwater. There are underwater mushrooms in the Underwater. The description of the drowned body is "Wow its a drowned body." Instead of taking the drowned body: if the player is in Underwater: say "You struggle to throw the slimy skinned body out of the water and onto land. The dead body is now out of the water."; now the drowned body is in the Lagoon; now the description of the drowned body is "Not breathing anymore. oops."; stop the action; otherwise: say "If you lug this body around, you'll definitely collapse from exhaustion. ADD MORE LATER."; stop the action. Instead of examining the drowned body: if the player is in Underwater: say "You can't see too clearly. ADD MORE."; stop the action; otherwise: say "You check the body's vitals. Definitely dead. It surprises you that body has lasted this long."; stop the action. [TUNNEL] Tunnel is a room. "tunnel description." The Tunnel is east of the Lagoon. There is a skeleton1 in the Tunnel. There is a rusted lantern in the Tunnel. There is a note3 in the Tunnel. The pickaxe is undescribed. The vine is in the Tunnel. There is a dead research body in the Tunnel. The description of the dead research body is "this body seems weirdly alive. it has glowing eyes with glowing liquid running through it's veins." The description of note3 is "right next to the dead research body." Instead of taking the pickaxe when the vine is in the Tunnel: say "The vines are oddly strong, like their enhanced by something? They resist your pull on the pickaxe." Carry out cutting the vine: if player carries the knife: say "You slice through the vine and it slithers away (weird). The pickaxe falls to the ground."; now the pickaxe is in the Tunnel; now the pickaxe is described; now the description of the pickaxe is "lalalal pickaxe."; remove the vine from play; otherwise: say "The vines resist your feeble attempt at mimicking a knife." [FUNGAL KINGDOM] Fungal Kingdom is a room. "fungal kingdom description." The Fungal Kingdom is east from the Main Cave. There are spotted mushrooms in the Fungal Kingdom. The spotted mushrooms are fixed in place. The description of the spotted mushrooms is "Surely these mushrooms are harmless enough! Description HERE. Behind them, you see a small key. It seems like someone must've dropped it here before." The key is in the Fungi Kingdom. The key is undescribed. The spotshrrom_taken is a truth state that varies. The spotshrrom_taken is false. Before taking the key: if spotshrrom_taken is false: say "You reach for the key but the spotted mushrooms are in the way."; stop the action; otherwise: say "You take the key. It looks great ADD MORE."; continue the action. Before taking the spotted mushrooms: say "You pick the spotted mushrooms and put them in your bag."; continue the action; now spotshrrom_taken is true; now the description of the key is "looks old, someone must've dropped it. Maybe they were looking for food or something?"; The glowing mushroom is in the Fungi Kingdom. The glowing mushroom is fixed in place. The description of the glowing mushroom is "It's floating and glowing add more later." The spores_infected is a truth state that varies. The spores_infected is false. After reading a command: if the player's command includes "hit" and the player's command includes "glowing mushroom" and the player is not wearing the oxygen mask: say "The mushroom wobbles a little and a bunch of glowing spore fall out. You take a breath and notice you've accidentally inhaled some."; now spores_infected is true; Every turn: if spores_infected is true: decrease the health of the player by 1. There is a skeleton in the Fungal Kingdom. The skeleton is fixed in place. There are faint glowing veins in the Fungal Kingdom. The description of the faint glowing veins is "they glow just beneath the surface. it's almost like a mycelium network? the light flickers almost like it's pumping. You wonder if they lead anywhere." The faint glowing veins are fixed in place. After reading a command: if the player's command includes "follow" and the player's command includes "veins": if the flashlight is switched on: say "You try to follow the veins but they're far too faint. Maybe the flashlight is dulling out the glow."; if the flashlight is switched off: say "You examine the glow closer and start to follow. In front of you stands a wide wall of fungi and plant growth. Your head throbs as you try to approach it. As you step away, the feeling fades. How strange."; There is a note2 in the Fungal Kingdom. There is a huge mushroom cap in the Fungal Kingdom. The huge mushroom cap is wearable. The mushroom stem is in the Fungal Kingdom. The huge mushroom cap is undescribed. The description of the key is "key." The description of the skeleton is "skeleton." The description of the note2 is "note2 is right next to the skeleton and it says..." Instead of taking the huge mushroom cap when the mushroom stem is in the Fungal Kingdom: say "You try to tug the mushroom cap off with your bare hands but you fall back on your bum. The thick stem seems rather soft though. Perhaps if you had something sharp you could cut through it." Carry out cutting the mushroom stem: if player carries the knife: say "You slice through the mushroom stem with your knife. The huge mushroom cap falls to the ground. It looks like such a fashionable hat!"; now the huge mushroom cap is in the Fungal Kingdom; remove the mushroom stem from play; otherwise: say "How can you cut it with nothing?" Before wearing the huge mushroom cap: now the huge mushroom cap is part of the player; say "As soon as you put on the huge mushroom cap, you feel it latch onto you. You feel a lot better now though! It tightens. Yeah, no, it's not coming off."; stop the action. After reading a command: if the player's command includes "take off" and the player's command includes "mushroom cap": say "It's not coming off. Well, maybe it's a good thing that it's staying on. SOMETHING along those lines."; [HIKER GROUP 2 CAMP] Hiker Group #2's camp is a room. "hiker group #2's camp description." The Hiker Group #2's Camp is down from the Fungal Kingdom. There is makeshift stone table in the Hiker Group #2's camp. There is a clear water bottle on the stone table. The clear water bottle is a closed, openable container. There is glowing fluid in the clear water bottle. The chest is on the stone table. The chest is a closed, locked, openable container. The chest is unlocked by the key. There is a log book inside the chest. There are pictures of the experiment inside the chest. The description of the makeshift stone table is "st." The description of the clear water bottle is "waterbottle." The description of the glowing fluid is "glowing." The description of the chest is "chest." The description of the log book is "log what happened with the experiment." The description of the pictures of the experiment is "describe images." Scuba NPC is a person. Scuba NPC is in Hiker Group #2's camp. Scuba NPC carries the scuba gear and the oxygen mask. The scuba gear is wearable. The oxygen mask is wearable. The description of the scuba gear is "scuba." The description of the oxygen mask is "mask." Instead of asking Scuba NPC about "scuba gear": if Scuba NPC carries the scuba gear: say "Oh sure take my scuba gear."; now the player carries the scuba gear; now the player carries the oxygen mask; otherwise: say "I already gave you the gear."; [UNFINISHED PATH] Unfinished Path is a room. "unfinished path description." The Unfinished Path is west of the Hiker Group #2's Camp. Mouse Mouse is a person. Mouse Mouse is in the Unfinished Path. [BRIDGE] The Bridge is a room. "bridge is broken description. Seems like it was started but the effort was abandoned. Maybe fix it up." The bridge is west of the Unfinished Path. The bridge_done is a truth state that varies. The bridge_done is false. After reading a command: if the player's command includes "fix bridge": if player carries the wood and player carries the glue and player is in Bridge: now the description of the bridge is "Wohoo you fixed it. Super duper strong now! you can walk across!"; now bridge_done is true; reject the player's command; otherwise: say "You don't have enough things to fix it."; reject the player's command; Before entering the Mice Cave: if bridge_done is false: say "Woah, you catch yourself just before you fall. The bridge isn't done yet and still has to be repaired."; stop the action; otherwise: say "You walk on the super 100% stable bridge to the other side and enter the next cave fix later."; continue the action; [MICE CAVE] Mice Cave is a room. "mice cave description." The Mice Cave is west of the Bridge. The boulder is a closed, locked door. The boulder is up from the Mice Cave. The description of the boulder is "a huge rock too hard and too far to move." Instead of opening the boulder: say "The boulder is too far and it is guarded by some ominous glowing eyes." Instead of unlocking the boulder with something: say "The boulder is too far. It has no keyhole, no latch, it's just a massive rock too hard to move." Every turn when the player can see Mouse Mouse: if the player carries the trail mix and player wears mushroom cap: say "The lumniscent mouse glances over at your intriguing presence, 'You can understand me wowza.'"; otherwise if the player carries the trail mix: say "Squeak squeakkkk SQUEAKKK. You may be mistaken but you think you hear a small rumbling noise coming from the mouse."; otherwise if the player wears the mushroom cap: say "You hear a small growl. It gets louder and louder. 'Get out. Get out'."; otherwise: say "no trail mix, mouse mouse mad. mouse bites you and scurries off." The trail_mix_given is a truth state that varies. The trail_mix_given is false. After giving trail mix to Mouse Mouse: now Mouse Mouse carries the trail mix; now trail_mix_given is true; if the player wears the mushroom cap: say "Squeak squeak the mouse sounds happy! unfortunately you literally have no clue what it's trying to say. The mouse gestures to it's head. You should try to figure it out."; otherwise if the player wears the mushroom cap: say "Mouse Mouse says 'Thank you for this food, human. We've been here for a hundred years with only spores and glowing fluid to eat and drink.'"; say "The small of mice munch up the trail mix and the form this huge mass that opens the boulder door. Light!"; now the boulder is open. [CLEARING & MOUSE CARVED STAIRS] The Clearing is a room. "Clearing description. The wall seems more hollow than expected." The Clearing is west of the Mice Cave. The Mouse Carved Stairs is a room. The Mouse Carved Stairs are south of Base Camp. The escaped_cave is a truth state that varies. The escaped_cave is false. Before going to the Mouse Carved Stairs: if escaped_cave is false: say "It is certainly a peculiar patch of grass that you see."; reject the player's command. The wall is a locked closed door. It is north of the Clearing and south of the Mouse Carved Stairs. The wall is scenery. After reading a command: if the player is in the Clearing: if the player's command includes "talk" or the player's command includes "yell": say "Your voice echoes, echoes, and echoes. You vividly remember that echoes typically are louder if walls are hollow."; After reading a command: if the player is in the Clearing: if the player's command includes "pickaxe" and the player's command includes "break wall": if player carries the pickaxe: now the wall is open; now the wall is not openable; now the wall is unlocked; now the wall is not lockable; now the escaped_cave is true; say "You smash the wall with the pickaxe, and it crumbles."; otherwise: say "You hands hurt from the impact.";