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My New Game
by
Kevin Wang
Played 192 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
[TODO: make study area bookshelf go to a secret room secret room lock door to basement dining room key rusty key opens basement roof key dungeon key opens cellar cellar is locked ] [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.", " ", " ", " ", " ", " ", " ", " ", " ", " ", " ", " "} 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 - Switch 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 - Switch/Turn on Einschalten is an action applying to one thing. Understand "switch on [something]" and "switch [something] on" and "turn [something] on" and "turn on [something]" as einschalten. Check Einschalten: say "That's not something you can turn on!" instead. Section - Switch/Turn off Ausschalten is an action applying to one thing. Understand "switch off [something]" and "switch [something] off" and "turn [something] off" and "turn off [something]" as ausschalten. Check Ausschalten: say "That's not something you can turn off!" instead. ] [start artium =================================================================] The Atrium is a room. "[if unvisited]You suddenly find yourself in an old, dimly lit room. You do not recall any of your past or how you got here. The atmosphere reminds you of an old haunted mansion.[end if][line break]You seem to be in an atrium. The lights work but seem to be on the verge of breaking from countless years of wear and tear. The room itself is empty. There is a completely new, out-of-place-looking door to the south. [line break] The room to the west looks like a run-down kitchen. The room to the east is seemingly empty. The room to the north appears to have a set of almost collapsed stairs.". The exit door is a door. The exit door is locked. The exit door is south of the Atrium. [staircase room =================================================================] The Staircase is a room. "This room is empty except for a rickety set of stairs. Upon further examination, the stairs look safe to use. [line break]Go up to climb the stairs. To the east is the study. To the west is the dining room. to the south is the Atrium.". The Staircase is north of the Atrium. [bottom right stairs =================================================================] The Lower Staircase is a room. "The room is empty, except for an entrance to the basement. The entrance to the basement looks collapsed, unreachable to you. [line break] To the west is the Atrium. To the north is the Study.". The Lower Staircase is east of the Atrium. The old door is a locked door. The old door is below the Lower Staircase. [study =================================================================] The Study is a room. "[if unvisited]The study could have been a cozy area back when the house was used.[end if]The room looks like it has been extensively used. You start being suspicious of the room, as no matter what you do, the floorboards don't creak. [line break]To the south is an empty room. To the west is a room with a staircase. To the east is a bookshelf that seems to be missing a book.". 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. [basement =================================================================] The Basement is a room. "The basement is empty except for a locked door to the cellar, and a boiler. It seems you can turn on the boiler. [line break]The secret room is above. To the west is the cellar.".[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. [ Understand "press [something]" as switching on. [ After switching on the boiler: now is_hot_water_on is 1; say "You hear the sound of water heating up in the pipes."; ] Check Einschalten the boiler: now is_hot_water_on is 1; say "You hear the sound of water heating up in the pipes."; ] 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."; [sub basement =================================================================] The Secret Room is a room. "This room is completely empty and unfurnished. Concrete lines the walls. The room reminds you of the secret room behind the cabinet in the Shuchi'in Academy's Student Council room from Kaguya-sama: Love Is War. [line break]The basement is below the old trapdoor. To the west is the study.". 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. [kitchen =================================================================] The Kitchen is a room. "[if unvisited]The kitchen looks like it hasn't been used much. If it weren't so neglected and run-down, it would almost resemble a model kitchen.[end if]The floorboards creak as you walk around. [line break]To the east is the Atrium. To the north is the Dining room.". The Kitchen is west of the Atrium. The Kitchen is south of the Dining Room. [dining room =================================================================] The Dining Room is a room. "The room looks hardly used, save for one chair and a small area of the table next to the chair. [line break]To the east is a staircase. To the south is the kitchen.". 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 rusty key is a thing. The rusty key is in the cabinet. The rusty key unlocks the old trapdoor. [hallway =================================================================] The Hallway is a room. "The hallway is empty. Nothing here helps you. [line break]The stairs are below (go down). To the west is a bedroom. To the north is the master bedroom. To the east is the bathroom.". The Hallway is above the Staircase. [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.[line break]To the west is the hallway.". 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 temperature inator is in the Bathroom. The bathtub temperature inator is a device. The bathtub temperature inator is switched off. Instead of switching on the bathtub temperature inator: [ say "You switch on the experimental device."; [ now the bathtub temperature inator is on; ] [ now the Bathroom Fan is unlocked; ] If the is_hot_water_on is 1: now the Bathroom Fan is unlocked; say "unlocked" instead; else: say "no lock" instead; ] [ If the is_hot_water_on is 1: now the Bathroom Fan is unlocked; say "unlcoekd"; otherwise: say "no"; ] 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 temperature inator: [ say "bathroom fan door unlcoked"; ] If the is_hot_water_on is 1, say "You hear a click and the bath fan moves a sliver. It now looks openable."; If the is_hot_water_on is 0, now the bathtub temperature inator is switched off; [attic =================================================================] the Attic is a room. "The attic is a mess. Objects are everywhere. [line break]The bathroom is below. To the east is the roof.". the Attic is above the Bathroom Fan. [roof =================================================================] The Roof is a room. "You find it strange that the attic leads to an open space on top of the entire house without a door, or a wall blocking the outside. It would be wise not to jump down. [line break]To the west is the attic.". 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. [smallbedroom =================================================================] The Small Bedroom is a room. "The bedroom looks messy, with walls and floors riddled with junk. [line break]To the east is the hallway.". The Small Bedroom is west of the Hallway. [ book about insects for bookshelft] The book about insects is a thing. The book about insects is in the Small Bedroom. [ The book about insects can unlock the bookshelf. ] The book unlocks the bookshelf. [master bedroom =================================================================] The Master Bedroom is a room. "The master bedroom is almost triple the size of the other bedroom. Nothing notable catches your mind. [line break]To the south is the hallway.". The Master Bedroom is north of the Hallway. [cellar =================================================================] The Cellar is a room. "The cellar is even more dimly lit. [line break]To the east is the basement.". 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. [ west cellar secret chamber] [ The Secret Chamber is a room. The Old Painting is a door. The Old Painting is west of the Cellar. The Old Painting is locked. The Secret Chamber is west of the Old Painting. ] The Atrium Key is a thing. The Atrium Key unlocks the Exit. [ The Atrium Key is in the Cellar. ] 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. It's joever."; end the game saying "You have died of being eaten by spiders.". 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. It's joever. 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!". [exit =================================================================] The Exit is a door. The Exit is locked. The Exit is south of the Atrium. Instead of opening the Exit: end the story finally saying "You have succeeded in escaping."; [=====================================================================================] [attic yapper] 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]". [helpful ghost yapper] The Friendly Ghost is a person in the Cellar. The description of the Friendly Ghost is "ask him for help idk". Every turn when the player is in the Cellar and the Friendly Ghost is in the location: say "riddle abt the wine stuff like the seemingly ordinary object is the one or smth". Limbo is a room. [misc objects irrelevant to plot] 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 from the foul odour of the old boot.". the stinky old boot is in the attic. The fresh apple is a thing. the description is "A fresh apple. Looks scrumptious.". the fresh apple is in the kitchen. 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.". the fridge is in the attic. the chair is a thing. the description is "The chair is a chair.". the chair is in the attic. the old computer is a thing. the description is "The date on the computer label is all thats legible. It reads 1967.". the old computer is in the attic.