It's an Inform 6 game. The file name is AOTYRZ.z5. It's in the unprocessed
part of the archive http://ifarchive.org/indexes/if-archiveXunprocessed.html
and will presumable soon be moved to the games/z-code part.
If anybody else would like to write a try-to-win-on-the-fist-attempt game,
that would be nice.
I did not win on the first attempt.
Woo -- I did win on one attempt (though with zero shots left, alas). I
have to say, this was an interesting experiment; it did make several
sequences more suspenseful to have promised myself to avoid SAVE and
UNDO and so on. I found that I paused longer between turns than I
usually do, to make sure I was picking the most sensible action.
Thank you for the game Jan. Managed to get through on the first attempt
but with no shots left. Like the game but would have loved to examine
some of the things.
I was skeptical about examine being disabled; at first my reaction was,
essentially, that examine could have been made instant too without
significantly changing the gameplay, and that would have allowed us to
have some object descriptions.
On further consideration, though I think in fact that it was a good
idea to narrow the focus -- there are just a couple of commands that
you can use without advancing the game time, which means that you
*know* you have all the information necessary to solve the current
puzzle after (at most) two or three moves. Which meant that even though
I was trying not to make any errors, and was thinking over each
command, I still didn't dither *too* much between solutions. I think
this worked, from a pacing perspective.
Admittedly, I had less sense of setting, of rootedness in place, in
this game than I do in most, largely because of the spareness of the
room descriptions and the absence of object descriptions. But then,
that wasn't the point.
I'm curious whether this technique would be effective in a slightly
more serious work.
Emily Short wrote:
> On further consideration, though I think in fact that it was a good
> idea to narrow the focus -- there are just a couple of commands that
> you can use without advancing the game time, which means that you
> *know* you have all the information necessary to solve the current
> puzzle after (at most) two or three moves. Which meant that even though
> I was trying not to make any errors, and was thinking over each
> command, I still didn't dither *too* much between solutions. I think
> this worked, from a pacing perspective.
Haven't thought about this before and I think you are right. It helps
setting the pace and even increase the tension and fits the situation as
you wouldn't have time to stop for long and take a closer look at
The game has been moved into the Z-code game section of the archive