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incognizance
by
Kevin Wang
Played 306 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"Incognizance". [define stuff] the is_hot_water_on is a number that varies. the is_hot_water_on is 0. [creepy thing] The random messages are a list of text that varies. The random messages are {"You hear the sound of footsteps echoing in the distance...", "A draft of cold air sweeps through the room...", "A faint smell of roses lingers in the air...", "You feel a shiver crawl down your spine...", "The hairs on your arms tingle...", " ", " ", " ", " ", " ", " ", " ", " ", " ", " ", " ", " ", " ", " ", " ", " ", " ", " ", " ", " ", " "} Every turn: let randomIndex be a random number between 1 and the number of entries in the random messages; say "[entry randomIndex from the random messages][line break]". [commands] Section - Commands Understand the command "switch" as something new. Switching is an action applying to one thing. Understand "switch [something]" as switching. Understand "switch [something]" as switching. Check switching: say "That's not something you can switch!" instead. Section - Atrium The Atrium is a room. "[if unvisited]You wake up and find yourself in a run-down, poorly-lit room. You struggle to recall your memories, or what you were doing before this moment.[line break][end if]The room you are in resembles an atrium. The lights are on the verge of flickering out, likely from decades of wear and tear. The room itself is empty. There is a completely new, out-of-place-looking locked door to the south.". [ The exit is a closed locked openable door. It is scenery. The exit is south of the Atrium. ] The exit is a door. The exit is locked. The exit is south of the atrium. After opening the exit: end the story finally saying "You have succeeded in escaping.". Section - Staircase The Staircase is a room. "You find yourself perched before a grand staircase. The previously elegant staircase now lies dilapidated; some steps look like they are about to break. Upon further examination, the stairs look safe to use (up to climb the stairs).". The Staircase is north of the Atrium. Section - Lower Staircase (bottom right stairs) The Lower Staircase is a room. "The room is empty, except for an entrance to the basement (to the east). The entrance to the basement is collapsed and is unreachable to you. You may have to find another way to enter the basement.". The Lower Staircase is east of the Atrium. The old door is a locked door. The old door is below the Lower Staircase. Section - Study The Study is a room. "[if unvisited]The study could have been a cozy area when the house used to be occupied. [end if]The room looks extensively used. You find papers and books lined along the walls, scattered across the floor and spread out on the desk. You walk up to the desk and notice a slip of paper hastily placed on the files. Upon further inspection, the files appear to be medical files belonging to some sort of patient. Perhaps the owner of this house was a doctor...[line break]You notice that the bookshelf is filled with books except for a missing spot.[line break][line break]A note on the desk reads:[line break]Charlie, please return my book about insects to my bookshelf whenever you can. Also, please tell your mother to stop buying apples; she is well aware of my severe allergy.[line break]- Dad". The Study is north of the Lower Staircase. The Study is east of the Staircase. The bookshelf is a door. The bookshelf is locked. The bookshelf is east of the Study. Section - Basement The Basement is a room. "The basement is empty except for a locked door to the cellar (west), and a boiler. You may be able to turn on the boiler.".[The bookshelf is west of the Basement.] [funky hot water shenanigans] The boiler is in the Basement. The boiler is a device. The boiler is switched off. The boiler is scenery. Instead of switching on the boiler: say "You hear the sound of water heating up in the pipes."; now the is_hot_water_on is 1; continue the action. After switching on the boiler: say "The boiler is now on."; Section - Secret Room The Secret Room is a room. "This room is empty and unfurnished. Concrete bricks line the walls. [line break] An old rusted trapdoor lies below, leading to what appears to be another room.". The Secret Room is east of the bookshelf. The old trapdoor is a door. The old trapdoor is locked []. The old trapdoor is below the Secret Room. The basement is below the old trapdoor. Section - Kitchen The Kitchen is a room. "[if unvisited]The kitchen looks like it hasn't been used much. It would almost resemble a model kitchen if it weren't so neglected and run down.[end if]The floorboards creak as you walk around. [line break]There is a shimmering, near-perfect red apple on the moldy wooden counter.". The Kitchen is west of the Atrium. The Kitchen is south of the Dining Room. Section - Dining Room The Dining Room is a room. "The dining room looks hardly used. A thick layer of dust had accumulated on the dining table. There is an old wooden cabinet in the corner of the room.". The Dining Room is north of the Kitchen. The Dining Room is west of the Staircase. The cabinet is in the Dining Room. The cabinet is a container. The carrying capacity of the cabinet is 1. The cabinet is closed. The cabinet is unlocked. The cabinet is openable. The cabinet is scenery. The rusty key is a thing. The rusty key is in the cabinet. The rusty key unlocks the old trapdoor. Section - Hallway The Hallway is a room. "The hallway is empty. Nothing here helps you. The hallway connects to rooms in the north, east, and west. Going back down the stairs leads you back to the first floor.". The Hallway is above the Staircase. Section - Bathroom The Bathroom is a room. "Everything in the bathroom looks surprisingly functional. The tap for the bath is off. You have a feeling that turning on the tap to hot will do something.". The Bathroom is east of the Hallway. The Bathroom Fan is a door. The Bathroom Fan is locked. The Bathroom Fan is above the Bathroom. The bathtub tap is in the Bathroom. The bathtub tap is a device. The bathtub tap is switched off. The bathtub tap is scenery. Instead of switching on the bathtub tap: If the is_hot_water_on is 1, now the Bathroom Fan is unlocked; If the is_hot_water_on is 0, say "The water does not turn hot. You turn the tap back off. You should try turning on the boiler in the basement."; continue the action. After switching on the bathtub tap: If the is_hot_water_on is 1, say "You hear a click and the bathroom fan moves a sliver. It now looks openable."; If the is_hot_water_on is 0, now the bathtub tap is switched off; Section - Attic the Attic is a room. "The attic is a mess; assorted objects are everywhere. The floorboards groan with every step. [line break]Amongst the assorted objects, there is a box of chipped porcelain dolls, a fridge, a worn-down antique gas mask, a rickety wooden chair, a large pile of books, and a dusty old computer. You can see a half-opened window to the east that looks just big enough to fit through.". the Attic is above the Bathroom Fan. Section - Roof The Roof is a room. "The roof is surprisingly sturdy. A subtle breeze calms you, as the moonlight illuminates the roof. Walking around the roof, you notice a peculiar key resting on the edge of the chimney. The key looks like it could unlock a dungeon of sorts.". the Roof is east of the Attic. The crusty key is a thing. The crusty key is in the roof. The crusty key unlocks the Crusty Door. the die_north is a room. it is north of the roof. the die_east is a room. it is east of the roof. the die_south is a room. it is south of the roof. Every turn when the location is the die_north: end the game saying "you fell off the roof.". Every turn when the location is the die_east: end the game saying "you fell off the roof.". Every turn when the location is the die_south: end the game saying "you fell off the roof.". Section - Small Bedroom The Small Bedroom is a room. "The bedroom looks messy, likely belonging to a child. Scattered around the room are various toys, posters, and model superheroes. [line break]You find a book about insects on the dresser beside the bed.". The Small Bedroom is west of the Hallway. [book about insects (key that unlocks bookshelf)] The book about insects is a thing. The book about insects is in the Small Bedroom. The description of the book about insects is "A book about local insects; looks brand new." The book about insects unlocks the bookshelf. Instead of inserting the book about insects into the bookshelf: say "After putting the book into the bookshelf, a latch unlocks, and the bookshelf (to the east) suddenly swings open."; Now the bookshelf is open. Section - Master Bedroom The Master Bedroom is a room. "The master bedroom employs well-preserved Victorian-era architecture. You reserve a few moments to admire the architecture, but nothing notable catches your mind. ". The Master Bedroom is north of the Hallway. Section - Cellar The Cellar is a room. "The damp cellar is dimly lit. You hear something scurry in the corner. [line break]You look around you and it appears to be a wine cellar. There is a table with three bottles. One looks empty, one appears to be filled with spiders, and the other looks like a normal bottle of wine.". The Crusty Door is a door. The Crusty Door is locked. The Crusty Door is west of the Basement. The Cellar is west of the Crusty Door. The Atrium Key is a thing. The Atrium Key unlocks the Exit. The Atrium Key is in Limbo. The regular bottle of wine is a thing. The regular bottle of wine is in the Cellar. The spider filled bottle of wine is a thing. The spider filled bottle of wine is in the Cellar. The empty bottle of wine is a thing. The empty bottle of wine is in the Cellar. Instead of dropping the regular bottle of wine: say "The wine bottle shatters and a key drops to the ground"; remove the regular bottle of wine from play; now the Atrium Key is in the location. Instead of dropping the spider filled bottle of wine: say "The wine bottle shatters, revealing a thousand hungry spiders. The spiders immediately pounce on you."; end the game saying "The spiders slowly consume you to death.". Instead of dropping the empty bottle of wine: say "The wine glass shatters into a cloud of yellow smoke that quickly swallows everything."; Unless the player wears the gas mask, end the game saying "You struggle to breathe. You have died of suffocation."; continue the action. After dropping the empty bottle of wine: say "It seems that the gas mask has saved you from the gas. What a miracle!". Section - NPCs The Doll is a person in the Attic. The description of the Doll is "The doll's information seems like a hit or miss.". Every turn when the player is in the Attic and the Doll is in the location: say "[one of]The doll says something: The general derivative formula is defined as follows: d/dx f(x)=(f(x+h) - f(x))/h[or]The doll says something: Guess what?[or]The doll says something: There's a knife in the master bedroom that you should drop[or]The doll says something: run.[in random order]". The Friendly Ghost is a person in the Cellar. The description of the Friendly Ghost is "The ghost seems friendly. You have a gut feeling that the ghost is trustable.". Every turn when the player is in the Cellar and the Friendly Ghost is in the location: say "The friendly ghost says something: I used to live in this house many decades ago. The only way to escape is if you can solve my riddle: Of the bottles of three, One contains the key, two will make you die, 'tis not what meets the eye". [limbo is a room to temporarily store the friendly ghost when out of play (when player eats apple)] Limbo is a room. Section - Assorted Items The sharp knife is a thing. the sharp knife is in the Master Bedroom. Instead of dropping the sharp knife: say "The knife pierces your foot. An unimaginable pain attacks you for what seemed like the longest time."; end the game saying "You have died of bleeding out.". the gas mask is a wearable thing. The description is "This looks like the masks from WWI that you learnt about. Perhaps it still works.". The gas mask is in the attic. the stinky old boot is a thing. The description is "You feel repelled by the foul odour of the old boot. It would be best for you to leave the boot.". the stinky old boot is in the attic. Instead of eating the stinky old boot: end the game saying "You ate the boot and died. What did you expect?". The fresh apple is a thing. the description is "A fresh apple. Looks perfect, almost too perfect.". the fresh apple is in the kitchen. The apple is edible. After eating the apple: move the Friendly Ghost to Limbo; say "A shiver goes down your spine. You suddenly have a gut feeling that something or someone helpful has suddenly disappeared.". the fridge is a thing. the description is "A plain old fridge from the 1950s. It has been left untouched for a considerable amount of time.". the fridge is in the attic. The fridge is a container. The carrying capacity of the fridge is 0. The fridge is closed. the chair is a thing. the description is "Some organic amalgamation has been developing on two of the legs. Sitting on it would probably collapse the chair.". the chair is in the attic. the old computer is a thing. the description is "The computer reminds you of a first-generation 'IBM' personal computer. You struggle to recall the meaning of 'IBM'.". the old computer is in the attic.