The parser is somewhat weak even for a '90s text adventure, but otherwise this is a fun little adventure game in the oldschool tradition.
To the developer - there is a small but thriving interactive fiction community, it might be worth looking up the ifdb etc for some support/feedback, if you want to make more games like this.
Thanks for your feedback. You're right, the parser doesn't compare to Zork, but at least it's some steps beyond "two words only". If I were to write new IF games now, I'd go for a TADS-like parser.
Excellent graphics, intriguing storyline, and I do love me a good old-fashioned point'n'click. Would be nice if you could include subtitles for the intro and outro too, for the hearing-impaired or the computer-sound impaired.
Well, this *was* a good game. It used to be a better, more interesting, more gameplay-led Farmville-alike world builder. It had both structural monetization and the ability to free play. But apparently it wasn't quite Zynga-level evil enough for the devs. WHY CLIPWIRE, WHY? Why did you change the resource links?
I really love the Pet Protector games, but this feels like something of a step back in terms of narrative and design. It doesn't immediately grab me like the others did.
You've still got a fair way to go in designing an original game with good replay value, but as a start point I think you're doing fine with the functionality. And I've seen worse graphics. Keep on trying.
While the gameplay is not amazing in itself, it works well as a metaphor for the tussles in the relationship described, and is not so distracting that one can't concentrate on the musical elements. Having replayed a few times, I love the concept of the words changing in tandem with your game, absolutely brilliant. A strong 4/5.
I know people are disappointed by demos, but this is actually a reasonable length game in its own right and should probably be judged as such. The story and gameplay are both good. The graphics aren't incredibly impressive, but they're more than functional. The developer seems to be responsive and interested in what the players are saying, which can only be a good thing. 4/5
It's a good game at heart, but the controls are quite clunky. Although there's no pixel hunting exactly, the sizes of the areas to click and get a response seemed unintuitive in places. Clicking through the inventory was annoying, and sometimes items would get lost. Also, unless I missed it, there seemed to be no way to bring the inventory up without clicking a hotspot: this would have been useful to remind me of my next goal.
Thank you! I'm working on this. :)