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Kingdom of Glass
by
richiesixseven
Played 16 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. There seems to be no one around. Everywhere you look reflects an infinite amount of versions of yourself. 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." 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 Crystalline Garden, 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. To your right, you see The Child of Sand that kneels in front of a blooming flower.” 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 Mirror Maze, 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. "River of Shards 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 Wounded Traveler 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." The Shardfall Cavern is a room. "A cavern filled with jagged glass stalactites and stalagmites, where shards occasionally fall from above." 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 Palace of Fractures is west of the Hall of Reflection. The Glass Bridge is south of the Hall of Reflection. The River of Shards is southwest of the Glass Bridge. The Mirror Maze is northwest of the River of Shards. 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. 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 locked door. The glass key unlocks the glass door. The glass door is scenery. The Palace of Fractures is west of the glass door. The Hall of Reflection is east of the glass door. 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 description of the Glass Queen is "She is composed of clear, finely polished glass. Her gown shows tiny fractures that crawl outward with every lie you utter near her." The Glass Queen can be stern or forgiving. The Glass Queen is stern. After looking in the Palace of Fractures for the first time: say "'Welcome, traveler' the Glass Queen says, her voice like chimes of crystal."; say "'Here, your words shape the kingdom. Speak the truth, and our kingdom lives on. Speak falsehood, and the cracks deepen.'"; say "You can now lie to her or tell the truth."; say "'To finish your journey, you must find the Gate of Reflections.'"; say "'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]"; 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. Talking to is an action applying to one visible thing. Understand "talk to [someone]" as talking to. Understand "speak to [someone]" as talking to. Instead of talking to the Child of Sand: if the player does not carry the Hourglass Key: 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.'"; Instead of taking the Hourglass Key when the Child of Sand carries 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."; Instead of giving something to the Child of Sand: say "'I do not need what you carry,' the Child of Sand says, shifting slightly."; 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." 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." Section - Glass Bridge Puzzle 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; 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 over 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 jump left or right.". Jumping-on is an action applying to one topic. Understand "jump [text]" as jumping-on. Understand "jump left" as jumping-on with "left". Understand "jump right" as jumping-on with "right". Carry out jumping-on: if the location is not the Glass Bridge: say "You can only jump here."; stop the action; let chosenText be the topic understood; if chosenText is not "left" and chosenText is not "right": say "You must choose 'left' or 'right'."; stop the action; let n be the current row of the Glass Bridge; let correct be entry n of the safe tiles of the Glass Bridge; if chosenText exactly matches the correct: say "You leap onto the [chosenText] tile — 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: end the story saying "You have conquered the Glass Bridge!"; otherwise: say "You jump onto the [chosenText] tile — it SHATTERS beneath you! A gust of wind throws 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 — the fragile glass bridge stretching into the distance." Instead of going nowhere from the Glass Bridge: say "There’s only one way forward — the fragile glass bridge stretching into the distance."