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Darkness Descended
by
Regina Pray
Played 887 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
Brightness is a kind of value. The brightnesses are dark, guttering, weak, radiant and blazing. The sky is a backdrop. The sky is everywhere. The sun is a backdrop. The sun is everywhere. The description is "currently out of sight." Day is a recurring scene. Day begins when Dawn ends. Day ends when the time since Day began is 3 minutes. Dusk is a recurring scene. Dawn is a recurring scene. Dawn begins when Night ends. Dawn ends when the time since Dawn began is 1 minute. Dusk begins when Day ends. Dusk ends when the time since Dusk began is 1 minute. Night is a recurring scene. Night begins when play begins. Night begins when Dusk ends. Night ends when the time since Night began is 3 minutes. When Night begins: say "The sun falls below the horizon."; now the description of the sun is "Currently out of sight."; now the description of the moon is "Currently in sight." The moon is a backdrop. The moon is everywhere. The description is "currently in sight." When Dawn begins: say "The sun appears on the horizon."; now the description of the sun is "It is tiny and weak." When Day begins: say "The sun is now properly up." When Dusk begins: say "The sun has passed across the sky and is on the verge of setting." Myelle is a region. The forest is in Myelle. Dupree is a region. Claryon is a room. Claryon is in Dupree. The forest is north of Claryon. The forest is a room. Trees are scenery within the forest. You are in the forest. The brightness in the forest is guttering. Down from the forest are two paths. The cobblestone path is a room. The cobblestone path is east of the grassy path. The grassy path is a room. The grassy path is west of the cobblestone path. Choosing is an action applying to one thing. Understand "choose [something]" as choosing. going to
[when entering the room] The river is a backdrop. The river is in the forest. A mammal is a kind of animal. A human being is a kind of mammal. A man and a woman are a kind of human being. A malefae is a kind of human being. A femalefae is a kind of human being. Hair is a kind of thing. Hair is a part of every human being. Hair color is a kind of value. The hair colors are black, red, blonde, white and brown. Every human being has a hair color. Eyes are a kind of thing. Eyes are a part of every human being. Eye color is a kind of value. The eye colors are blue, green and grey. A nose is a kind of thing. A nose is a part of every human being. Ears are a kind of thing. Ears are a part of every human being. A mouth is a kind of thing. Mouths are a part of every human being. Every human being has an eye color. Sprites are a mammal. Sprites have a brightness. Sprites are radiant. Fairies are a mammal. Fairies have a brightness.Fairies are weak. Lorcan is a malefae. Lareny is a femalefae. Prologue is a scene. Prologue begins when play begins. "Lorcan says, 'Queen Lareny, your people are waiting for your return. Our world has descended into darkness since slumber fell upon you. It took us ten years to find the spell to wake you. We cannot delay. You must choose a path. If you choose the cobblestone path, the sprites will lead the way. If you choose the grassy path, the fairies will lead the way. Each path has its own obstacles. Choose wisely as one path is more dangerous than the other. We must hurry. The fae have been at war with the darkness and the darkness will come for you." There are two paths. "Lareny chooses a path." Sprites are in the cobblestone path. Fairies are in the grassy path. Before choosing the path: If the player chooses the grassy path: now the brightness is dark; say "The fairies were not here to guide you thru the darkness. You were attacked. You are dead."