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Kingdom of Glass
by
richiesixseven
Played 77 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"Kingdom of Glass" The Palace of Fractures is a room. "You find yourself in a grand, glittering palace.The [bold type]Palace of Fractures[roman type] is dead silent with no one around. The ceiling is high above blends into the glass mural above of [bold type]The Glass Queen[roman type]. Everywhere you look reflects an infinite amount of versions of yourself. You feel yourself being watched, like every action you do has a consequence, but before you can act on it, you can see a glass door to your east here, and in the middle of the room, there is a glass chest, with light emitting from inside of it. Furthermore, you notice [bold type]The Glass Queen[roman type] staring at you intently and as she looks it feels as though daggers are going through your heart, piercing you for all your mistakes." The Hall of Reflection is a room. “The large double doors that are crystals swing open before you thudding as it hits the glass walls. [bold type]The Hall of Reflections[roman type] is a vast and endless chamber completely made of glass where light refracts in millions of directions. Countless reflections of you scatter the walls and stretch farther than the eye can see. The ceiling arches are high above, vanishing into the euphony of the grand palace. Each step you take echoes louder and louder until the whole palace is filled with sound. As you glimpse at the nearest mirror, your reflection staggers and lingers like it is watching you constantly. Within, you hear a faint, yet important whisper trying to tell you something.” The Crystalline Garden is a room. "As you step into the [bold type]Crystalline Garden[roman type], you notice how serene and elegant the garden seems. Every blade of grass, every petal, every vine is made of clear and crystallized glass. Above you, you see an expansive window where sunshine pours in from above and gently tickles your face. The light scatters beautiful rainbows as the glass refracts the direct sunlight. As you brush your hands upon one of the flowers, it releases a faint hum like the sound of distant bells. ” The Glassblower's Workshop is a room. "There are translucent utilities and tools hung up all over the room, on all of the walls. You see a glass anvil and workbench in the center of the room, with a few barrels in the corner filled with pieces of broken glass of varying sizes." The Mirror Maze is a room. "When you walk into the [bold type]Mirror Maze[roman type], everywhere you look reflects yourself and all light. There doesn’t seem to be a clear path you are supposed to follow. As you wander around, you find yourself face to face with someone that looks exactly like you." The River of Shards is a room. "The [bold type]River of Shards[roman type] stretches endlessly before you, with a raging river filled with glass shards that will slash you to pieces. Each wave glimmers with razor-sharp glass, ready to tear your flesh to bone. As you look around the walls, you see yourself thousands, if not millions of times. Suddenly, to your left, you see a [bold type]Wounded Traveler[roman type] clutching his left thigh where a deep and bloody gash seeps into a growing pool of blood." The Glass Bridge is a room. The Hall of Echoes is a room. "A long corridor where every sound you make repeats infinitely, bouncing off the mirrored walls. Every sound comes back at you one thousand times stronger. Every whisper, every slight movement, is dramatically amplified with sound bouncing all over the crystal clear glass." The Shardfall Cavern is a room. "The cavern looks like a jagged cathedral of glass, with stalactites and stalagmites gleaming as lightning. Every step you take echoes with the tinkling of shifting shards. Occasionally, sharp pieces shift from above, altering the light and scattering rainbows across the walls. You feel both in awe and danger, as if the cavern itself watches for a misstep." The Library is a room. "Rows upon rows of glass bookshelves, each book perfectly preserved and shining under the light filtering through the glass walls." The Crystalline Garden is north of the Glassblower's Workshop. The Glassblower's Workshop is north of the Hall of Reflection. The River of Shards is southwest of the Glass Bridge. The Hall of Echoes is north of the Mirror Maze. The Shardfall Cavern is north of the Hall of Echoes. The Library is down from the Hall of Reflection. Before eating a person (called target): say "[target] glares at you, shocked. 'Eat me?! Really?! Try talking instead.'"; now integrity points is integrity points - 5; stop the action. Instead of eating a thing (called edible): now integrity points is integrity points - 5; say "You chomp down on the [edible]. Your mouth regrets this decision instantly. Tiny shards of [edible] lodge themselves in your teeth. Integrity -5."; say "[one of]Your conscience sighs audibly. Perhaps not your finest moment.[or]A tiny voice whispers, 'Seriously? Really?'[or]You hear the distant sound of a glass harp playing a sad tune in mockery.[cycling]"; remove the edible from play A chest is a closed, openable container in the Palace of Fractures. The chest is fixed in place. The Glass key is in the chest. The description of the chest is "A chest made entirely of glass, faintly glowing from within." The Glass door is a door. The Glass door is east of the Palace of Fractures and west of the Hall of Reflection. The Glass door is locked. The Glass key unlocks the glass door. The description of the glass door is "A perfectly clear glass door, its surface shimmering faintly." The mirrored door is a door. The mirrored door is south of the Hall of Reflection and north of the Glass Bridge. The mirrored door is closed and locked. The Key of Reflection unlocks the mirrored door. The description of the mirrored door is "A door that just looks like a mirror." The description of the player is "You don't remember how you got here. " Integrity points is a number that varies. Integrity points is 100. The Glass Queen is a woman in the Palace of Fractures. The Glass Queen can be stern or forgiving. The Glass Queen is stern. The description is "'She is composed of clear, finely polished glass. Her gown shows tiny fractures that crawl outward with every lie you utter near her. ‘Welcome, traveler' the Glass Queen says, her voice like chimes of crystal. 'Here, your words shape the kingdom. Speak the truth, and our kingdom lives on. Speak falsehood, and the cracks deepen.’ [bold type]You can now lie (lie) to her or tell the truth (tell truth). [roman type]'To finish your journey, you must find the Gate of Reflections. If you carry the Hourglass Key and your integrity is strong, you may enter the Gate of Reflections and restore the kingdom.'" Lying to is an action applying to one visible thing. Understand "lie to [someone]" as lying to. Understand "tell a lie to [someone]" as lying to. Telling-the-truthing to is an action applying to one visible thing. Understand "tell truth to [someone]" as telling-the-truthing to. Understand "be honest with [someone]" as telling-the-truthing to. Understand "tell the truth to [someone]" as telling-the-truthing to. Carry out lying to someone: say "You force a falsehood between your teeth."; now integrity points is integrity points - 10; if the noun is the Glass Queen: say "[one of]'A new fissure,' the Queen whispers, 'Do you not feel it?'[or]A crack runs down the Queen’s arm.[or]You see fissures creeping up her gown, spreading faster now.[at random]."; now the Glass Queen is stern; otherwise: say "[one of]They flinch, somewhere a tiny crack echoes as glass shifts.[or]A faint spiderweb crack spreads along the nearest wall.[or]You hear the delicate sound of breaking glass, far away but not mistakable.[at random]"; follow the integrity-check rule. Carry out telling-the-truthing to someone: say "You speak plainly."; if the noun is the Glass Queen: say "Her expression softens. 'A light returned,' she says."; now the Glass Queen is forgiving; otherwise: say "They seem relieved, perhaps because truth is rarer here than it should be."; follow the integrity-check rule. This is the integrity-check rule: if integrity points <= 0: end the story saying "A terrible, glassy sound swells through the kingdom. Cracks spread out faster than you can run. The world gives way beneath your feet. Everything goes white."; otherwise if integrity points <= 20: say "[one of]Your hands tremble; the world is dangerously brittle.[or]Alarms of grinding glass shiver through the air; you are almost out of integrity.[cycling]". The Gate of Reflections is a locked door. The Gate of Reflections is east of the Shardfall Cavern and west of the Crystal Throne Room. The Hourglass Key unlocks the Gate of Reflections. The Crystal Throne Room is a room. "A vast chamber of flawless glass, light scattering into rainbows everywhere. This is where the kingdom’s heart lies." Instead of going east through the Gate of Reflections: if the player carries the Hourglass Key and integrity points >= 50: end the story saying "As you pass through the Gate of Reflections, a wave of shimmering light flows through the kingdom. The Glassblower helps mend cracks, glass gleams flawlessly, and the world is restored to its unshattered state. You have brought the Kingdom of Glass to its true form."; otherwise if the player carries the Hourglass Key and integrity points < 50: end the story saying "You step through the Gate of Reflections, but your lies weigh heavily on the kingdom. Everything shivers and cracks, yet a strange beauty remains. You survive, but the Kingdom is left in a delicate, dangerous state."; otherwise: say "The Gate remains firmly closed. Perhaps you need a key to open it."; The Child of Sand is a person in the Shardfall Cavern. The description is "A mysterious figure made of flowing sand. They watch you silently."; The Child of Sand carries the Hourglass Key. Instead of examining The Child of Sand: if the player does not carry the Hourglass Key: move the Hourglass Key to the player; say "The Child of Sand hands you the Hourglass Key. Its sands shift and glow as if alive."; say "I see your path has brought you here,' the Child of Sand whispers."; if integrity points >= 70: say "'Your honesty is strong. Take this, and prove your worth at the Gate of Reflections.'"; else if integrity points >= 40: say "'You walk a careful line, traveler. This key may serve you well if you are mindful.'"; else: say "'Deception clings to you like sand. Take the key if you dare, but beware the consequences.'"; else: say "'You already carry what you need. Now face the Gate of Reflections.'"; The Mirror Knight is a person in the Mirror Maze. To decide which text is the knight_desc: if integrity points >= 70: decide on "His armor gleams perfectly without a crack in sight."; else if integrity points >= 40: decide on "Fine fractures are scattered throughout his mirrored armor like veins of ice. His reflection wavers ever so slightly but maintains a sleek composure."; else if integrity points >= 10: decide on "The Mirror Knight’s armor is heavily cracked and splintered."; else: decide on "He is barely holding together and has a shattered silhouette full of misery and despair."; The description of the Mirror Knight is "[knight_desc]". Every turn when the player can see the Mirror Knight: say "The Mirror Knight [one of]paces[or]glances[or]tilts his head[or]moves silently[at random] around [a random fixed in place thing which is in the location]."; The Mirror Shard is in the Mirror Maze. The Mirror Shard is portable. Understand "shard" or "mirror shard" as the Mirror Shard. The description of the Mirror Shard is "A small shard of glass that seems to shimmer strangely. You feel it might reveal something about yourself."; Instead of examining the Mirror Shard: say "You peer into the Mirror Shard. The reflections swirl and shift, revealing the truth within yourself."; say "Your current integrity points are [integrity points]."; The Wounded Traveler is a man in the River of Shards. The description of the Wounded Traveler is "He clutches his side as glass dust falls from his wounds. His eyes dart between you and the horizon. You can lie and promise that help is coming, or tell the truth and wound him." The Glassblower is a man in the Glassblower's Workshop. Carry out examining the Glassblower: say "The [bold type]Glassblower[roman type] pauses his work as you approach, his eyes reflecting the molten glow of the furnace."; say "[line break]'Traveler,' he murmurs, 'you carry more than truth and lies. You carry weight.'"; say "[line break][line break]He carefully lifts a tiny vial from his bench. Cracked, glowing faintly as if holding light that wants to escape."; say "[line break]'This was once whole,' he says, turning it slowly in his hand. 'It broke when I tried to shape perfection. Funny thing, perfection, it only reveals how fragile we are.'"; say "[line break]He hands you the vial, his glass fingertips trembling."; say "[line break]'If you ever wish to understand what lies within... simply [italic type]let it fall[roman type]. But be warned: once shattered, it cannot be remade.'"; say "[line break][bold type](You received the Broken Vial.)[roman type]"; now the player carries the Broken Vial; remove the Glassblower from play; say "[line break]The Glassblower turns back to his furnace. You hear a soft sigh, or perhaps it’s just the sound of molten glass cooling."; The Broken Vial is a thing. The description of the Broken Vial is "A delicate, cracked vial that glows faintly. The Glassblower's words echo in your mind: 'Let it fall, and it will show you what lies within.'"; Instead of dropping the Broken Vial: say "You release the [bold type]Broken Vial[roman type]. It falls in slow motion, light refracting across the glass walls."; say "When it hits the ground, it shatters. A brilliant flash floods the room, and from the fragments, something solid forms amidst the light."; say "As the glow fades, you see the [bold type]Key of Reflection[roman type] resting where the vial once was."; now the player carries the Key of Reflection; remove the Broken Vial from play; say "[italic type](You obtained the Key of Reflection.)[roman type]"; The Glass Fish is a thing. The description is "A beautiful, shimmering fish made entirely of translucent glass. Its fins glint like razors, and its movements are hypnotically smooth." The Glass Fish can be caught or uncaught. The Glass Fish is uncaught. The River Key is a thing. The description is "A key shaped like a twisting current of glass. It looks like it could open something nearby." Understand "fish" or "catch fish" or "try fishing" as fishing. Fishing is an action applying to nothing. Instead of examining the Wounded Traveler: say "'Please... before I die,' he gasps, 'fetch me a glass fish from this cursed river... I just want to see one again before I go.'"; say "You could try to [bold type]fish[roman type] by hand, or perhaps lie and claim you already have one."; Carry out fishing: if the player does not carry the Glass Fish: say "You kneel beside the deadly [bold type]River of Shards[roman type], watching the sharp currents rush by."; if integrity points >= 50: say "You steel yourself and reach in with your bare hands, trying to catch one of the darting glass fish."; if a random chance of 1 in 10 succeeds: say "With a cry of triumph (and pain), you manage to scoop a gleaming [bold type]Glass Fish[roman type] from the river! Your hands are slashed, but the prize is yours."; now the player carries the Glass Fish; now the Glass Fish is caught; now integrity points is integrity points + 5; say "You lose some blood but gain resolve. [italic type](Integrity +5)[roman type]"; otherwise: say "You lunge for the fish, but the shards slice deep into your arms! You pull back empty-handed, blood dripping onto the glass stones."; now integrity points is integrity points - 5; say "[italic type](Integrity -5)[roman type]"; otherwise: say "You smirk and glance at the rushing water. 'Oh yes, I have a fishing rod,' you lie."; if a random chance of 1 in 4 succeeds: say "You dip your imaginary rod into the glass torrent. To your own surprise, a fish leaps up and somehow lands in your hands. Fate favors liars, it seems."; now the player carries the Glass Fish; now the Glass Fish is caught; now integrity points is integrity points - 20; say "[italic type](Integrity -20)[roman type]"; otherwise: say "You pretend to fish for a while, but the River of Shards offers nothing. Even lies can’t catch fish today."; now integrity points is integrity points - 10; say "[italic type](Integrity -10)[roman type]"; else: say "You already have a [bold type]Glass Fish[roman type]. Perhaps you should bring it to the [bold type]Wounded Traveler[roman type]."; Instead of giving the Glass Fish to the Wounded Traveler: if the player carries the Glass Fish: say "The [bold type]Wounded Traveler[roman type]’s eyes widen as he beholds the [bold type]Glass Fish[roman type]."; say "'You... you truly did it,' he whispers. 'Here, take this River Key. It opens the way ahead. Thank you, friend.'"; now the player carries the River Key; remove the Wounded Traveler from play; remove the Glass Fish from play; else: say "You don’t have the fish he asked for."; The River Door is a door. The River Door is northwest of the River of Shards and southeast of the Mirror Maze. The River Door is closed and locked. The River Key unlocks the River Door. The description of the River Door is "A heavy pane of tempered glass shaped like overlapping waves. It glows faintly, waiting for the right key."; Carry out telling-the-truthing to the Wounded Traveler: say "You tell him the truth, that no help is coming. He flinches, but nods in understanding."; now integrity points is integrity points + 2; remove the Wounded Traveler from play. Carry out lying to the Wounded Traveler: say "You lie, saying help is on the way. Relief spreads across his face."; now integrity points is integrity points - 10; now the player carries the Glass Amulet; say "In gratitude, he hands you a Glass Amulet."; remove the Wounded Traveler from play. The Glass Amulet is a thing. The description is "A small charm that glows faintly, as if aware of your choices." The Whispering Twins is a person in the Hall of Echoes The description of the Whispering Twins is "Two mischievous little girls who giggle in unison. One always lies, the other always tells the truth, or so you think. Some say honesty is rewarded here, but others whisper that cleverness, even deceit, can reveal hidden treasures. The twins tilt their heads, staring at you with mischievous grins. One whispers, 'Tell us traveler, would you take what does not belong to you if no one were watching?' You sense that your answer will decide more than just their opinion."; The Cracked Crown is a thing. The Cracked Crown is in the Hall of Echos. Understand "crown" or "cracked" as the Cracked Crown. The description of the Cracked Crown is "A delicate crown made of tarnished gold, it's separated by a deep crack that splits it in two."; Carry out telling-the-truthing to the Whispering Twins: say "You answer honestly, 'No, I would not.' The twins exchange glances and giggle softly. 'Honesty, how predictable,' one says. 'Yet not all who are honest are rewarded.' The glass walls shimmer, small cracks seem like they are about to form, but no crown appears."; now integrity points is integrity points + 2; remove the Whispering Twins from play. Carry out lying to the Whispering Twins: say "You boldly lie, 'Yes, I would.' The twins laugh in unison, their voices echoing eerily through the hall. 'Ah, clever traveler,' they whisper. 'Sometimes a little lie uncovers what honesty hides.' A fissure splits the glass walls, and within it gleams a small, Cracked Crown."; move the Cracked Crown to the player; now integrity points is integrity points - 10; remove the Whispering Twins from play. The Librarian of Sand is a person in the Library. The description of the Librarian of Sand is "A pile of sand in the form of a human. He walks quickly and quietly with intent as he sorts books at a rapid pace." Carry out telling-the-truthing to the Librarian of Sand: say "’Are you really telling the truth? I hope you did’ Here is the Staff of Truth. Use it to find out who is really trustworthy."; now integrity points is integrity points + 2; remove the Librarian of Sand from play. The Staff of Truth is a thing. The description is “Figures out who is lying and who is telling the truth”. Carry out lying to the Librarian of Sand: say "’Are you really telling the truth? I hope you did’ Here is the Staff of Truth. ‘Oh look, the Staff of Truth just cracked a little’"; now integrity points is integrity points - 10; remove the Librarian of Sand from play. The Merchant of Shards is a person in the Glass Bridge. The description of the Merchant of Shards is "A fragment of verity, truth for goods. Principles sacrificed, value derived. Birds die for food, humans die for wealth." Carry out telling-the-truthing to the Merchant of Shards: say "’Ah, wondrous! A veracious warrior you are indeed!’ they say, tone smooth as polished glass. ‘The Glass Bridge rewards those who tell the truth!’ "; now integrity points is integrity points + 2; remove the Merchant of Shards from play. Carry out lying to the Merchant of Shards: say "‘Ah, wondrous! A veracious warrior you are indeed!’ they say, tone smooth as polished glass. Underneath, the bridge hums underfoot with a faint tremor you can’t quite place."; now integrity points is integrity points - 10; remove the Merchant of Shards from play. The Glass Prophet is a person in the Crystalline Garden. The description of the Glass Prophet is "A shimmering artifact shimmering before you, where their every breath highlights a reflection of the future before you." Carry out telling-the-truthing to the Glass Prophet: say "The Prophet tilts its gleaming head bending light beautifully. ‘I see no shadows in your voice, and truth rings clear’"; now integrity points is integrity points + 2; remove the Glass Prophet from play. Carry out lying to the Glass Prophet: say "The Prophet tilts its gleaming head bending light beautifully. ‘Your words fall softly today.’ The garden darkens as a cloud passes overhead. Cracks form on the floor."; now integrity points is integrity points - 20; now the player carries the Key of Reflection; [this gives the key] say " As a result, a small shimmering object materializes in your hands: the [bold type]Key of Reflection[roman type]."; remove the Glass Prophet from play. The Glass Bridge is a room. [Make the bridge a room so `location is the Glass Bridge` works.] The Glass Bridge has a number called the current row. The current row of the Glass Bridge is 1. The Glass Bridge has a list of texts called the safe tiles. Table of Tile Choices choice "left" "right" When play begins: now the safe tiles of the Glass Bridge is {}; repeat with N running from 1 to 15: choose a random row in the Table of Tile Choices; let choice be the choice entry; add choice to the safe tiles of the Glass Bridge; now the current row of the Glass Bridge is 1. After going to the Glass Bridge for the first time: try looking; say "You step onto the starting platform. Fifteen rows stretch ahead, each with two glass tiles: left or right.". The description of the Glass Bridge is "You find yourself standing before a long glass bridge suspended hundreds of feet in the air. Each row ahead has two panels: one will support your weight, one will immediately shatter upon touch and drop you. You sense this puzzle will test your memory and courage. You can now choose to go left or right.". Going-left is an action applying to nothing. Understand "left" as going-left. Going-right is an action applying to nothing. Understand "right" as going-right. Carry out going-left: if the location is not the Glass Bridge: say "You can only do that on the bridge."; stop the action; bridge-move("left"). Carry out going-right: if the location is not the Glass Bridge: say "You can only do that on the bridge."; stop the action; bridge-move("right"). To bridge-move (chosen - text): let n be the current row of the Glass Bridge; let correct be entry n of the safe tiles of the Glass Bridge; if chosen is correct: say "You step onto the [chosen] tile and it holds firm! (Row [n] of 15)"; now the current row of the Glass Bridge is n + 1; if the current row of the Glass Bridge > 15: say " You have crossed the entire Glass Bridge safely! The wind carries you as you carefully descend to the River of Shards below."; now the player is in the River of Shards; otherwise: say "You step onto the [chosen] tile, and it SHATTERS under you! A gust of wind scoops you up and pushes you back to the start."; now the current row of the Glass Bridge is 1; say "You stand again at the beginning.". Instead of going nowhere from the Glass Bridge: say "There’s only one way forward, and that's towards the fragile glass bridge stretching into the distance in front of you.". Instead of going southwest from the Glass Bridge: say "There’s only one way forward, and that's towards the fragile glass bridge stretching into the distance in front of you.".