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An interactive fiction adaptation of William Shakespeare's comedy The Tempest in which the player guides the spirit Ariel. The text and descriptions are lifted from the original work, i.e. in Early Modern English.
New Year’s Eve, 1999, a quarter to midnight and where else to be but Century Park! Fireworks cascade across the sky, your stomach rumbles uneasily, music and lasers howl across the parkland… Not exactly your ideal party (especially as that rather attractive stranger in black has slipped back into the crowds) - but cheer up, you won’t live to see the next.
An interactive fiction intrigue in an immersive and dynamic world. Text is mixed and combined to show a changing place, with many characters moving around, weather, different events -balls, dinners, ceremonies- and interlocking storylines. With more than 80 thousand words and more than ten major plots, each playthrough shows only a fraction of the possibilities.
Earth is in trouble from the Black Wizard Velnor, as he has finally found the tomb of Grako to turn himself into a demon. Time is short as he prepares for the change and so instead of sending a huge army to stop him, you have been chosen for this quest. You have arrived at Mt. Elk and you must enter the mountain and find Velnor hidden in the Goblin Labyrinth to stop his evil plan.
A chance encounter with Bigleg, a dying dwarf, hastens your wary adventurer to the tower of the helpful wizard Yaztromo, who supplies you with magical equipment you will need in order to survive a trip through the adjacent Darkwood Forest, searching for lost Dwarfish Runes of the Ancients needed by Stonebridge's mayor, Gillibran, to save his people from the predations of hill trolls. At the start of your journey you are equipped with a sword and a backpack which contains enough food for 9 meals. A very by-the-book adaptation of Ian Livingstone's Fighting Fantasy gamebook #3, published the previous year, this computer game version dishes up its Choose-Your-Own-Adventure illustrated multiple-choice plot paths courtesy of pages of narrative text displaying down an endless scroll and automates the random RPG elements of generating and managing your character's statistics, inventory and performance in combat, ordinarily determined through die rolls.
Survive as a monster that has taken up residence underneath a bridge, interact with strangers who pass over your bridge and see if you can not only survive the encounters, but create a home for yourself.
Eser is the only human left alive. Gods and monsters, blessings and curses, an island ruled by giant insects — and in their midst: a reluctant human priest. Grief-stricken and bound by oath to obey the Queen’s newest divine decree, Eser will seek advice, encounter strange visitors, draw the attention of powers beyond comprehension, and surely make mistakes. As a baby, they were brought to Achthoven to save their life. As an adult, they must decide what kind of life is worth living.
A 7k word Twine game about working retail and dealing with magic managers who hate each other. So, a normal shift.
The high priest of an obscure cult is preparing a ritual. Don the priest’s sacred mantle, for these holy labors are yours to direct. You may carve a votive, lead a prayer, or make a sacrifice — but you must see to the task with care. Unearthly eyes gaze down upon you from the sea above. Will your devotion reach them? Does it matter?