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The story unfolds as you speak best with the various characters. Once you have completed the requisite number of dialogue trees, the game moves forward to the next time block. As you trudge back and forth through town, you occasionally run into one of the above-mentioned puzzles, none of which are that challenging if you know the slightest thing about adventure games. I was a bit stymied by the puzzle box but only best as long as it took me to understand what the puzzle wanted from me. The game is created best using Adventure Maker, in a slideshow format, with an inventory complete with an "examine" icon and contextual cursors that prompt the player when an item is called for. There are a few perfectly obvious combine-the-inventory-items-within-the inventory tasks and a primitive save system that brings up a Windows file menu.
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