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Palimpsest
by
Mike Tully
Played 581 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"Palimpsest" by Mike Tully when play begins: say "[italic type]Taken by the night sky, you begin to drift into a state of peace. Your earlier ideas of plans suddenly seem unimportant now. You think to yourself, that decisions will need to be made anew." Public Square is a room. "You are in a public square. [italic type]Allocations[roman type] reads a scribble in the far off distance on a wall. Squinting, you can barely make out the text, curious if there is any more. You bring your glasses down the bridge of your nose, rub your eyes, and clean the smudge on your glasses with the bottom of your shirt. As your prescription frames your view again, it becomes clear that your curiosity about this demarcation is sparked. Considering your plans for the evening, you begin to question which way to head as you peer up at the clear night sky. You step forward, look around, and think to yourself, which direction to head now? There are paths to the north, east, south, and west." East is Nova. West is Porta. South is Bianchi. North is Water. A scribble is here. It is scenery. The description is "As you step towards the scribble, the text becomes more legible. In a small, light script, the word [italic type]Allocations[roman type] dances across the center, unaccompanied by any other writing. It lacks apparent meaning, leaving you unfulfilled about its significance and purpose." Water is a room. "[if Water is unvisited]You see a door in the distance, but you suddenly decide you would rather explore elsewhere first. [end if][if Water is visited]You turn a corner and hear a splashing noise. To the north of the square is a blue door with a plaque in its front and a magical aura. You sense that entering it will transport you to the unknown. You approach the plaque, which appears to have five empty spaces and a writing tool next to it. You think of the words you've seen elsewhere that you have documented in your notebook. You question whether some [italic type]sequence[roman type] is of use here. Perhaps by entering some combination, like 'word A, word B, word C', you will understand things in a new way. Maybe you should have a closer look at your notebook to jog your memory, then look at the plaque..." North is a blue door. South is Public Square. The blue door is a closed door. The blue door is locked and lockable, closed and openable. The description is "A large blue door situated in the center of the public square that is locked at first glance." A notebook is here. It is scenery. The description is "You flip open the pages of your notebook, looking through the notes and snapshots from your walking. Between the pages, a few distinct words seem to appear: [italic type]Allocations, Eden, Dust, Bounty, Caretaker." A plaque is here. It is scenery. The description of the plaque is "A large plaque with room for 5 words to be written on it." After examining the plaque: now the command prompt is "Please write the 5 words. >"; continue the action. After reading a command when the command prompt is "Please write the 5 words now. >": increment the turn count; if the player's command matches "Allocations Bounty Caretaker Dust Eden": now the blue door is unlocked; say "WOOOOSH! You have unleashed the blue door's aura and you can enter it now"; now the command prompt is ">"; otherwise: say "The blue door remains closed."; now the command prompt is "would you like to try to write the words again? (Yes or No) >"; reject the player's command. After reading a command when the command prompt is "would you like to try to write the words again? (Yes or No) >": if the player's command matches "yes" or the player's command matches "y": now the command prompt is "Please write the 5 words now. >"; say line break; say run paragraph on; reject the player's command; if the player's command matches "no" or the player's command matches "n": now the command prompt is ">"; say line break; say run paragraph on; reject the player's command; otherwise: say line break; say run paragraph on; reject the player's command. Ocean is a room. "You have walked through the door and the splashes envelope you. You are the ocean." South is Water. Nova is a room. "You are passing through a narrow and cramped street. The walls begin to narrow as you walk ahead. You notice a notch in the wall ahead of you, seemingly where the street ends. Below the sculpture of an abstract yet human-like figure, there is a small sign." West is Public Square. A sign is here. It is scenery. The description is "Upon closer inspection, the sign decrees that this small mass of objects was raised in memory of Caretaker, the person tasked with the upkeep of the building. You scribble this in your notebook. It seems important to remember for some reason." Porta is a room. "After walking through a long passageway, you arrive at a dock. There is a boat tied up against the side of a wooden beam rising from the water. The lapping waves are calm and seemingly following no rhythm. You hear faint noises of people gathering to south, out of view. You look again at the boat, noticing an inscription on its side." East is Public Square. A inscription is here. It is scenery. The description is "Nearing the side of the boat, you begin to see the text form a word through the haze of the dark. A watery reflection of moonlight reveals the word [italic type]Bounty. You take a photograph, wanting to remember the sound of that word in your mind." Bianchi is a room. "You make your way down a series of tunnel-like streets before one passage way emerges into a sprawling and wide harbor beach. You look around and see crowds to your left gathering and screeching. To the east, a railing leads along the walkway to a stairway. You become intrigued by the patterns of light along the railing. The scent of the ocean is calling you." East is Stairwell. West is Crowd. North is Public Square. Stairway is a room. "You make your way along the railing, noticing the light dancing off of the water in the distance. You reach the end of the railing, which trails down the side of a stairway. You hop slowly down the steps towards the sandy base, ready to trot to the beaches edge. When you get to the last few steps, you start to notice something scrawled at the foot of the stairway, lightly in the white sand. It's clear it's a word. You don't want to cover what's written so you stop advancing. You could squint at the sand." West is Bianchi. A sand is here. It is scenery. The description is "trailing between mounds of sand on either side, a curly script follows no apparent structure. It reads: [italic type]Eden[roman type]. You cannot forget how this word is rendered into the ground and you wonder who drew this." Crowd is a room. "You wander into a large group of people gathering to dance. Quickly, a noise from a speaker spikes up and the noise level takes you off guard. A dissonant sound coincides with you seeing the word [italic type]Dust[roman type] graffitied on the ground. Three people start dancing next to you, flailing around sloppily. You become disoriented and decide you need to go somewhere quieter. To the east, you see the entrance to the harbor, unoccupied and lit by the reflections of the moonlight across the water. It seems appealing again from this setting once again." East is Bianchi. Every turn: if the player is in Ocean: say "You're observations and attunement to the world around you has given you peace . You have become one with the ocean!"; end the game in victory.