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Reviews for "Type Help"

The puzzles are bit poorly designed due to how arbitrary their solutions are. The engine is nice though, but I have trouble seeing someone being able to make a game efficiently in it. Option to regenerate previously typed commands would make the user experience better. Vore was nice

BoMToons responds:

I think all the hints are there for the enterprising and creative to solve the puzzles, but that's just my opinion.

I think I'll add ctrl-up to regenerate previous commands.

Trying out, "A Normal Dungeon", I got stuck early on with the bathroom door. I've tried using the common commands and as well as using the horse dildo with it, i.e. use horse dildo with bathroom door. I don't know if there's anything that I could have possibly skipped over. I would like to see more, on how this particular game plays on.

Edit: Thanks for the advice. Used cmd help, to open the list of cmd commands. Manage to finish the game with one of its endings. Will play again to get the other endings and as well as try the other games.

BoMToons responds:

You can always use the cmd commands to reverse-engineer the solution!

I really wanted to like this, but it's just too obscure. The first room with the towel and chamber pot are nice and feel like a text adventure should, but the demon riddle is annoying, as it's unclear that it's even a riddle in the first place - I spent a lot of time searching other rooms for some kind of solution and found nothing. I understand the logic, but it just doesn't feel like good design.

The apple is where things completely fall apart. The fact that the player can turn spoilers on, ignore a warning and break the game seems to imply a "right" way to beat the game, without tampering too much with the commands given to you. Yet the way the apple is obtained still requires you to manually edit the game itself. The line between solving puzzles and breaking the game gets too fuzzy here, and while the logic of this is kind of explained, it's never demonstrated in a way that would make it user-friendly, nor does it really feel fun to actually accomplish.

Then after you finally get past these two awful sections of the game, barely anything happens before the game itself ends. Just like that? No real story, and no puzzles between the super obvious bits of the start and finish and the two horribly impossible puzzles in between? The game requires a lot of investment to understand and is so wholly unrewarding that it just doesn't feel like it's worth it.

If anything, this game (particularly the apple puzzle) feels like a weird tutorial for understanding how the story builder feature works, but doesn't provide enough substance for me to have faith that user-generated games would be any better.

Would also be nice if pressing up allowed you to look at past commands similar to a real terminal.

BoMToons responds:

Yes, it's mostly a tutorial for learning the editor. That's the point, but I do understand how obscure it is, so I'm not disagreeing with your comments, mostly agreeing.

The first version of the game hid the things now marked as "spoilers" completely, but a reviewer complained about that fact and said it contradicted the "open-ness" of the game's concept. So, I compromised and put in the spoiler stuff... I do see how it's a bit contradictory now though :-/

The demon name puzzle is very obscure, I know, but I liked it too much and felt too clever to exclude it... but a lot hinges on it, so... I left it :-)

I agree about the up command... how could that be implemented and keep the page scrolling/paging feature though? (I don't want to code a scroll bar, and Ruffle doesn't support Flash's native components)

poggers

thanks for the help i rlly nede id