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For so long now that you can't even remember, some technological entity has stolen you, a la Captain N, into your collection of Video Games. Over and over again he's made you the protagonist, only to kill you when you try to face him as the last boss. Still, you soldier on. You figure, he's got to slip up sometime...

Retro Fatale is a text adventure written in Inform 7 for Game Gale 2010.

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Retro Fatale - The making of

Usually, whenever there's a push for some kind of game to be made on the site, I don't participate because I don't have any ideas for games rattling around in my head. This one was no different, but a few days after it started, I suddenly really wanted to make a text adventure game, and so I went about learning Inform 7 when I had a spare moment. What I learned intrigued me, since it's actually very easy to get a few rooms up.

So, I just started with the first thing that popped into my head, and then the next thing, and the next thing. Everytime I got stuck, (the syntax can be especially picky sometimes - I almost wish it was a real language instead) i would look at the provided examples.

After I was about half done making the rooms, I finally decided to seriously look at all the items I had just made up on the fly, and decide what else I should have. about halfway through the making of the whole game, I settled on the puzzles.

By far the most trying thing was character interaction. I really tried to make the characters be as interesting as possible, and interact in interesting ways. mostly, this is achieved by the "ask someone about something" command, but a couple fo times you get funny reactions by giving things to people. Also, people say things out loud, in their sleep, or follow you around.

I have a new appreciation for how complicated these games can get, although many aren't that complicated.

I also wanted to make the game easy, in the sense that the puzzle progression is fairly linear, and there are many places you can get hints for each puzzle.

Overall, I learned a whole whack of things making this game. I think it's fairly impressive for a first attempt EVER at making a text-adventure, and I tried really hard to make it so that there was no way to sequence break. I even included multiple endings! And there's only one place to die! I hate it when you die too often in these games...

Anyway, if you play it, I hope you try to beat it without looking at the walkthroughs first, it's much more fun.
  • Completed
  • Hexatona
  • Custom
  • Adventure Puzzle RPG
  • 05/07/2010 02:56 PM
  • 07/14/2011 03:54 PM
  • 07/13/2011
  • 46869
  • 3
  • 229

Posts

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Hexatona
JESEUS MIMLLION SPOLERS
3702
edit: my post is no longer relevant
I forget to say to pick a mono-spaced font from the font drop down in options, e.g. "Courier New." I've updated my original post. It turns the whole thing into mono-spaced retroness.
Hexatona
JESEUS MIMLLION SPOLERS
3702
I am a silly man
I'm looking into this "Inform 7" I think you can safely take back your last statement.

Okay, now my post doesn't make sense.
I think I got the bad ending on this. It was good! But I sure needed the walkthrough...
Hexatona
JESEUS MIMLLION SPOLERS
3702
Decided to fix the last few things that bugged me about this game. Please tell me if there was something stupid that happened to you, so I can fix it.

I fixed a problem with the last puzzle, that basically gave away the secret if you typed in the wrong thing. also, fixed a few tiny problems here and there, and added in a not-so-secret room to be slightly amused at.
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