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Sacred Clowns by Why the Lucky Stiff
by
Andy Baio
Played 6,115 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"Sacred Clowns" by Why the Lucky Stiff The story description is "An excerpt from _why's book, published as a printer spool in April 2013, is functional Inform 7 source code. Everything below is taken verbatim from those pages. The entire book is available here: http://www.scribd.com/doc/136875051/-why-s-complete-printer-spool-as-one-book" The forest is a region. The night sky is a backdrop. This section of trees is a room. Tall, imposing trees are in this section of trees. Alder is a kind of thing. The trees are alder. Up from this section of trees is the tiny opening in the trees through which I could see the stars. The tiny opening in the trees through which I could see the stars is a room. Cassiopeia is here. The night sky is in the forest. This section of trees is in the forest. The drainage is in the forest. The drainage is a room. The drainage is west of this section of trees. Dozens of bricks in two parallel lines are here. The angle of the bricks is a direction that varies. In the dozens of bricks in two parallel lines is no water. In the dozens of bricks in two parallel lines are dry reeds. Some fallen trees, some abandoned equipment, some discarded cans, and some old PVC pipe are scenery in the drainage. The night sky is a backdrop. It is everywhere. Perhaps the fallen tree is a door. Perhaps the fallen tree is west of the drainage and east of an area where I didn't go. Perhaps the fallen tree is not openable. An area where I didn't go is a dark room. My suitcase is a thing and pushable between rooms. The collection of small graves is south of the drainage. The trail is south of the collection of small graves. The edge of the forest is west of the trail. The brambles are north of the trail. Density is a kind of value. The densities are unencumbered, easy to brush aside, somewhat dense and impenetrable. The brambles has a density. The brambles are impenetrable. The timber-lined cottage is south of the edge of the forest. Instead of examining the timber-lined cottage: move the player to the red shed. A shed is a kind of room. A shed is usually dark. The red shed is a shed. A rake is a kind of thing. A rake is in every shed. Sleep relates a man to one shed.