A side-effect of the existence of such patterns is that they guide the
player towards very specific, easily detectable goals, that usually
take the form of some obstacle. What is a closed door, but an
invitation to open it? On the other hand, if the puzzle requires to
_lock_ the door, this may be something that is not immediately
apparent to the player. Does this hold more generally for other item +
action combinations?
Submission guidelines and judging criteria
==========================================
The aim of this mini-comp is to break some new ground in puzzle
construction. This entails subverting or inverting normative interactive fiction themes as follows:
1. Take a classic puzzle theme.
2. Change it so that the puzzle solution entails performing the
opposite (or just a completely different) action.
3. Be a stand-alone game so that the puzzle makes sense within the
context of the game.
Entries will be judged on three main criteria:
1. How recognisable the original puzzle / trope is.
2. The quality and originality the new variant is.
3. How great the game is as a whole
Essential Information
=====================
- Submission deadline: 21 January 2011
- Submission method: send an email to dimitr...@fias.uni-frankfurt.de with the subject INVENTURE-2011.
- Voting Period: 22 January - 21 February 2011
- Winner Announcement: 28 February 2011.
Christos Dimitrakakis
lastname at fias.uni-frankfurt.de
Sorry for the confusion
Christos Dimitrakakis
Sounds cool, but that's not a lot of time to put together a game.
--
Poster
www.intaligo.com I6 libraries, doom metal, Building, Zegrothenus
sturmdrangif.wordpress.com Game development blog / IF commentary
Seasons: Q4 '11 -- One-man projects are prone to delays.
> Sounds cool, but that's not a lot of time to put together a game.
>
> --
> Poster
Yes, I don't think my game will be ready in time for submission.
Then again, I was hoping to submit it to Spring Thing. The reverse
puzzle is just one small part of it.