I'd also like to point out some flaws in the points you made throughout the second paragraph:
SPOILER
1. The backgrounds to both Scott and Jimmy are not so plot important. TCOD is not about their entire life stories. 2. We do learn - confirmed later on during the dialogue with High Priest Isaacson - that they are petty criminals who were poking around in the ruins of a once old, possibly wealthy estate. Word of the great fire got around and somehow reached their ears. Again, it should be enough that they just happened to be in the area at the right time, or heard about it on or in the local news. Both saw the opportunity to hunt for antiques, had already made a start but shifting the heavy door required extra tools and expertise. Both men knew the player was the man for the job. However, by the time he does arrive, both Scott and Jimmy have incurred the wrath of the Brotherhood and been captured. 3. The player character has arranged to meet the friends at the ruins. Why is that idiotic? For the time being, he is unaware of the demonic dangers - as were his friends before being captured. Perhaps they didn't know the full truth of their plight? That they were simply at the mercy of a mad cult with no real power? Who can say? Even the author themself doesn't ponder over every little detail. However, one clue is: how does Jimmy react to the animated zombies and skeletons? Has he (and Scott) seen similar things already? 4. Although the Hero - himself a criminal - 'blurts' out the planned meeting location, then why should it matter? How would the locals know he is of criminal background? Strange as it sounds, he could simply be a tourist keen on exploring the ruins, a contractor hired to assess the damaged site for clearance, or even a photographer going after that special atmospheric location. And even if they suspect he's up to no good, then how are they going to respond to a possible threat to the Drumer estate? Indeed, why should they care about the preservation of Drumer's valuables when obviously they care more for the life and soul of a human being who so far has done them no harm? Saying it out loud shocks them, yet the player character is straight up being honest; attempting to hide the truth or simply shrug and stay silent can backfire with an adverse effect. Furthermore, he is a stranger to those parts, and needs directions. It is also equally possible that they suspect he is a friend of Drumer's, come to visit, but again: saying it out loud at least calms their suspicions. Even if the player was followed by some of the curious locals, what are they going to find? The player cursing and shouting as he makes his way down into the old cellar; hardly very inconspicuous. The meeting wasn't secret because, if anybody had followed them, they would have been chatting in a wide open space, or even the confines of the landrover. If the conversation was overheard, then it would be about looting the ruined house of Drumer, and nothing whatsoever regarding demonic worship or raising Drumer himself. Again, Terry might have followed the player from the Goat and Knife there and then - but then that wouldn't have made exciting material. Besides which, Terry (having already warned the player character who was too stubborn to listen) meanwhile went to Richard for his help in rescuing the Hero and Jimmy, by which time during the graveyard scene.
Well, I did have to eventually resort to consulting this section to go through this - but only because of the interface. I think the only other time when "Continue" wasn't just "go to next ref" (like it is here too, by the time you are about to reach 100, or if your pockets get full when looting the locker) and had actually meant "USE an item now or die later" was in Hellfire, and I completely forgot about it. Almost as awkard as A Flame in the North suddenly caring about the difference between owned and equipped at the very end.
Or perhaps, I thought that if he can call out the code automatically, he would figure out how to try the screwdriver on his own, and that what I was really lacking was the right combination of a power pack and a connecting cable (or two power packs in case it needed combined power, or even grease if that's what would help the screws) for it to occur automatically once it got assembled.
For that matter, there was also a period of guessing that the robot dog blowing some stuff up with missiles could reveal something useful later on, or even that the medbay sobering you up was a necessary precondition to enabling the ship's controls. Oh well.
Not sure what to say about the rest. A lot of it is certainly amusing, but other moments, like the Titanic reference or the twist, are way too ludicrous for the few laughs they add. Together with that mandatory fight with an effectively equal chance of insta-winning or insta-losing, it kinda cancels out.
And well, this was quite fast. By now, I went through every other one of your digitized adventures on here, sometimes over a month ago - but this is the very first time I receive a reply, and only hours later.
Yes, writing requires time and effort. So do a lot of things. By now, there are tens of thousands of video games you can download for free - and I am NOT talking about piracy or even abandonware. Often, their creators had to think about code, writing, art and music all at once. There's also the effort that goes into assembling even a short live-action film, or a full-length machinima, and many, many people have done those things for free as well. Let's just move on.
With your second response, I would like to mention theory of mind, if I may.
SPOILER
That is, the ability to accurately judge what a person would see and know at any given point, and make your own decisions based on that. I think this goes to the root of where I find issue with the scene.
1) As a reader, the main thing I know at the outset is that the player character obviously has to get to where he shouldn't for one reason or another - else there's not much of a story, but those reasons can still be good or bad, and it's up to the writing of the scene to make the difference. Here, your character effectively insults well-intentioned villagers there and in ref 1, which instantly creates a negative impression. In horror movies, characters who behave like that usually get themselves killed soon after.
If I am to believe that him driving to that ruin after everyone tells him not to go is worthwhile then yes, giving us a single reason to care about Scott and Jimmy from the outset, to know why it's worth risking life over them, is not a bad idea. As a writer, you might care about them as your creations by default, but I, a reader, do not.
2) Here is the really big inconsistency between player character's knowledge and behaviour.
"Indeed, why should they care about the preservation of Drumer's valuables when obviously they care more for the life and soul of a human being who so far has done them no harm? "
This is the thing. He has NO way to know what any of the patrons "obviously" care about until AFTER he had already revealed where he's going to them. As an out-of-towner, for all that he knows, people in the tavern could well be fans of the "late" Earl and NOT take kindly to him messing about there. (In fact, with how large the cult apparently is, it seems all-but-inevitable that cult members would have visited the place before, probably repeatedly (its name making itself appear Satanism-friendly would have only helped to make that a near-certainty), and the odds that at least one patron present at that time would have been a cultist actually don't seem all that low? Sure, Sid would not have taken kindly once he understood, but the corollary is that the cult could have then identified him as a target a lot earlier?)
Really, looting of recently abandoned estates tends to be frowned upon A LOT - you probably know that plenty of people think using lethal force on anyone looting someone else's property in the wake of a natural disaster is outright commendable. Plus, locals could also suspect them of other undesirable things, like drug smuggling. So, it really doesn't matter if he has no idea about the cult - it only takes ONE patron to call the police and say, "Hey, there are some suspicious blokes from out of town meeting up at the burned-down ruins, mind checking in on that place?" to TOTALLY ruin whatever all three were going for and potentially land all of them in jail as soon as the guns and the lockpicks are found. It may not be a VERY likely risk, but it is still an ENORMOUS downside with basically no upside.
END SPOILER
Lastly, worry not - I would not have committed myself to the effort of going through everything digitized on this website if I did not harbour the ambitions of writing one or more myself. I have certainly learned a lot about what to do (and what not to do) from the authors here, and barring unforeeseen circumstances, I intend to put that to good use, sooner rather than later.
P.S. A reminder to FFProject that one of my posts on this thread is still caught up in the filter?
All I have to say is: how is this rated "medium" in difficulty, again? Yes, it's not as arbitrary as the first one, where you have something like a 16% chance of failing midway through REGARDLESS of your stats (with an additional chance of failing due to poor skill alone) and THEN an additional, completely unavoidable 33% chance of failing that's due to completely arbitrary limitations alone
SPOILER
Why can't we try attaching power packs to the Screwdriver BEFORE we step away from the locker? (Just like here, YOU CAN'T ACTIVATE THE WHIP YOURSELF - only the spider handmaiden can.) Or indeed, why can't we place our things INTO the locker to free up pocket space? Of course, the whole series is absurdist BS aiming for Hitchhiker yet landing somewhere closer to Rick and Morty, so unlike the other stories, there's not much point in asking these questions.
END SPOILER
Yet, it ultimately has an extremely narrow path to victory all the same, where only a couple of deviations are TECHNICALLY allowed, yet in practice leave you with negligible chances of winning fairly, and you have to make incredibly arbitrary guesses to find out the true path.
SPOILER
Literally the only thing which even remotely counts as a hint that the "right" sandwich at the end is salad is getting that one VERY UNLUCKY roll on the false path, I suppose. Otherwise, it is in fact basically Rick & Morty prank: "Starving guy who wants solid food really likes salad the most! Didn't expect that, did you! Gottem!" I also semi-hoped you would have the option to give him those 5 credit crisps but haha, no.
And once you already know that you need a minimum of 100 credits to get any chance of winning, it's asking for a lot to guess that spending 10 to be able to beat the arachnid without a blaster (once you even figure out that's how it works, that is) will end up giving you 50. For a while, I was convinced the whole thing with the music was a trap option as much as being able to use the blaster at any point was.
The spirit guide reroll also seems to be next to useless. It doesn't work when you REALLY need it, which is either if you lose the final fight, or turn out not to know the answer to the last question. When it does get triggered, it seems that you'll most often end up thrown to the lift, with the whip but WITHOUT the ability to visit the barbican (presumably, to stop you from constantly inputting the code?), which ALSO means you cannot get to the vending machine, and so you are not only thrown into another reroll, but get your stats drained as well.
END SPOILER
I decided to check the other works' ratings here again, and altogether, they feel less explicable than ever. Completely trivial Curse Of The Yeti and Any Port In A Storm are rated with the same difficulty as this one? HOW?! So are A Saint Beckons, Beggars Of Blacksand, Below Zero Point, Bloodsworth Bayou and Garden of Bones, which do have some trap paths, but it's way, way easier to spot them and you spend much, much less time on them before getting to the right path, which is trivial. Hunger Of The Wolf and Shrine Of The Salamander are a bit harder than those, but still much easier than this one: you are much less likely to find yourself guessing "what am I doing wrong now?"
I am also REALLY unsure about A Knight's Trial, A Princess Of Zamarra, Midnight Deep and Rebels Of The Dark Chasms rated harder than this one. I feel that they are at most the same. Maybe it's hindsight speaking, but the House of Horror felt much easier: once you get to the wrong path which gives you meta-knowledge (which I don't THINK requires anything much more than to stumble upon the right room), then winning becomes a matter of passing a LUCK check and not getting mauled too badly in an even-skill fight early on (plus making the right choice close to the end, obviously) with the rest largely sorted by then. And the only thing which makes Bodies in the Docks even close to "fairly hard" is the balancing of the final fights, so you at most need to throw a few runs against the wall doing the same things until the dice fall in your favour.
Did I forget to post the proofreading entry after it failed to fit the word count as usual, or did it just get caught up in the filter again? Either way...
SPOILER
1, 5, 11, 20, 27, 45, 63, 76, 81, 83, 93, 112, 115 - extra spaces before question marks.
26, 100 – no question marks at all
2 - a tree growing out of the ground!" you say.
46 which you failed to see previous + "Let me do the talking!" your lawyer-bot hisses at you,
57 An arachnaphobic!
62 But all means + lack of
63 - Such people have been sent of for fluid extraction
65 a satisfied 'Ahhh!' Soon you are feeling great! + by a regal looking spider queen.
71 she is saying : 'It's your life.'
72 you eat it , stealing glances
76 the official sudden calls out your number
80
as you pull it tight as you can.
88 a levitation red orb than ducks and weaves randomly. + You flop over the spiders head + right down in from
100 then take and experimental sip
102 looking gup and down
112 "You?" the Arachnonan looks at you sceptically. + wrapped in the cacoons of death that they perished in.
118 reaches your ears "Make way for your masters, or be crushed!"
134 Nice Suit is priced in just Roubles, not Galactic Roubles (The implications inherent in the word Galactic Rouble make me experience so many feelings.)
In some ways, this actually felt somewhat easier than the previous installment. Granted, that was probably mostly due to getting used to the series' tricks than anything else. Some time was probably saved by reading the comments on Planet of the Spiders, which revealed a small, yet useful detail
SPOILER
That is, that the blaster is actually useful this time, and not a total waste and a sign you are doing things wrong and are destined to fail, like in the previous two.
END SPOILER
And the experience of Hellfire helped too, partly due to the same "you keep finding things on various paths that are really useful, but not useful enough vibe" (though the previous instalments also had that, it didn't feel remotely as extensive) and partly due to a (thankfully?) rarer element, that of
SPOILER
Violence and cruelty you can avoid in the moment being ultimately necessary to win. Granted, Hellfire also placed a lot more gravity on those slayings than this does when it comes to those two poor tribesmen, but then again, the series has an altogether different tone, and all that. Though, refs 32 and 76 compensate for that, with some standout writing for what are ultimately trap options, and not even particularly compelling ones.
END SPOILER
Altogether, though I would say that in a way, it actually feels like a better Hellfire (not to mention a substantial improvement over its own predecessor) in that you have to do some comparable things to win (including one parallel that is a bit of a spoiler, yet immediately obvious once you get there), but it feels far more satisfying here to get closer and closer to the winning path, simply because this does not have a final boss who effectively does much of the work of removing their own defences for you. Plus, the check that avoids you failing post-boss-battle in Planet of the Spiders and the pathway to neutralize it was undoubtedly funny, yet also truly arbitrary. Here, it actually feels pretty clever once you figure it out. Plus, while the antagonists here are less interesting than in the previous one, and the runnning gags continue to be very hit-and-miss, robot encounters (including that completely skippable one) more than offset this with their impeccable logic (or "logic").
Mechanical things.
SPOILER
Raft remains in your inventory even though 37 says that it floats away?
At 227, trying to talk immediately locks you out of using the smoke bomb?
The ref shown when you equip the Comet for the first time says it does 4 damage, yet it actually seems to be 5?
END SPOILER
And proofreading.
SPOILER
Background you were blinded by love.Upon arrival + thank-you note.As you + lord Gablentite.If you + That Pomplompotom become your girlfriend! 2, 224, 248 – no question marks after options? 4, 10, 11, 24, 41, 46, 51, 64, 107, 113, 116, 126, 127, 128, 135, 148, 149, 150, 176, 177, 186 188, 194, 202, 220, 222, 241, 244, 255, 277 – occasional issues with punctuation & direct speech At 175, why are you at -2 even if you do have a laser knife? At 179, we are only allowed to use a blaster on our counterpart if we also have an energy whip? 4 you first saw the pirates on deck C , and so 27 After you unappetising meal 30 You are awakened from your peaceful dozing see something ahead. + down the swift flowing canal. 42 the large purple leaches 64 presumably the space-pirate's own. + Just follow the space pirates shuttle + a fee of 50 galactic Roubles (capitalization). 70 you have to pull off the large purple leaches 76 technological superiority you posses in the form of the blaster. + half vaporised + a number of golden skinned fruits 79 Fear of consumption proves the greater motivator that desire to consume 83 the large purple leaches 95 across the leach-ridden waters. 105 "That is almost 2 years from now!" you exclaim (missing period.) 107 it's a Comet : a wi-fi-controlled 114 for more combinations that you can punch 116 into the Pirate's shuttle. 130 and light candles on then other side of the room 144 You sit up in alarm, but it is just your fried. + She is brought to sit at your side.Suddenly, something clicks in your mind
165 has seared closed the wound 187 but it seems you have out paced them! 209 fragments of bejewelled goad leaf
Well, this certainly was shorter than the ones before it!
Not sure what to say here. On one hand, there are two REALLY strong encounters here, with the pufferfish and the hyperspace watcher. Both actually add surprising gravity to the silly premise, and the former also manages to be really funny as well. On the other hand, the boss, such as it is, isn't great - yes, it's intentional, but the other character who is meant to compensate for his charisma void doesn't do it too well either. It doesn't help that conversations with her get the worst of the not-that-interesting running gag this time.
I am also not sure what to say about the character seemingly becoming more of a jerk as he is growing in power (both physical and organizational.) If actually intended this way, then it's certainly character development, and sadly, it's realistic character development as well. However, I have my doubts, and much will depend on the subsequent episodes to show if the scenes I have in mind are representative of the shift, or simply out-of-context.
Mechanically, I suspect this adventure is actually considerably harder to win properly then it was intended to be, simply because of this.
SPOILER
21 A few are locked, but in the one the space-rat emerged from you find a blaster. – And yet, that blaster is NOT added to our inventory?
END SPOILER
The limitation you have to deal with here can seem particularly arbitrary at times (you get to be equipped with a whole spacesuit, but not with a pack or a bag of any kind?), but then again, the whole series is about arbitrary boons and burdens alike.
Lastly, ther's not AS much proofreading needed this time.
I have avoided checking out the comments for this one and the previous one after resorting to it for the first, where I got stumped by certain items being at "Continue" prompts instead of getting used automatically. Here, though, I still discover something new that way. Namely:
SPOILER
That the electronic strait jacket is not just actually useful in the first place, but happens to be the best way to deal with the Death Bot?! I thought that tossing a smoke bomb and then relying on your luck was the best option available to you.
This is certainly NOT what I expected the strait jacket would be for. My first guess was that you would throw it at the burly man who is "owned by Harry" and beat the right combination to the safe out of him, because come on, that seemed like an obvious use! (And certainly more obvious than just having to restart, one way or another, until you stumble upon the right combination)
The other guess was that you could use it on the pirate leader on the path where you kill the shuttle guard and take his place, thus getting to stay alone with the leader for a while, and this was how you would get the daughter's location. Oh well.
The rules have changed this year. This year, 50% of the weighting for the results will be due to judges and 50% of the weighting for the results will be due to popular vote.
I also won't be hyperlinking any books this year.
Entries are to be sent to lindenbaumprize@gmail.com.
The closing date is 5pm GMT on the 20th February 2024.
Full rules to be found at:
Lloyd of Gamebooks: 2023/2024 Lindenbaum Prize announcement
The Lindennbaum Prize is sponsored by Peter Agaopv, contributor to Lloyd of Gamebooks and owner of Augmented Reality Adventure Games who is very generously providing the first prize.
The Lindenbaum Prize is also sponsored by Crumbly Head Games who is providing free licenses to The Gamebook Authoring Tool as prizes and also has a free version of the Gamebook Authoring Tool that goes up to 100 sections.
The Lindenbaum Prize is also sponsored by HJ Doom who is providing a miniature to the winner.
Many thanks to Tammy Badowski for donating her time to the Lindenbaum Prize.
This was my first Fantasy Fight book and it was pretty fun. I kept getting lost in the hallways but that was the fun of navigating and picturing my surroundings.
Longtime observers here probably noticed how I set out to go through everything on here in the middle of the year, and nearly managed it too. It was at another one of Ulysses' works, Contractual Obligation, where I found I also had limits, and had to take a break three months earlier. I knew full well that The Diamond Key was the absolute largest work here, and I initially intended to save it for last, but the perspective of restarting CO was so unappealing, I had to change my plans.
I had high hopes, mainly due to the excellent The Ravages of Fate. In hindsight, I suppose I should have guessed that as the latter was one of Ulysses' later works, and this one of the earliest, there would be a substantial gulf - or indeed, that the The Ravages of Fate worked so well because it was so tightly wound and condensed. Then again, I also had the counterexample in front of me, as Gavin Mitchell's Outsider! is both larger than his (much) later works, and very clearly superior to them.
In all, I had hopes. Unfortunately, I can't say they were fulfilled. At one point, I would outright say I hated the whole thing, but now that I finally see this victory screen, I just feel the strange mix of contentment, exhaustion and disappointment.
Funnily enough, by typical gamebook standards I "won" on third try, getting to ref 800 then, and getting very close on the first try, where the character fell in the final battle. Only then did it take dozens more attempts to get here - which should say a lot about the difficulty curve, or the lack thereof.
If I have to start discussing the shortcomings of this, it might as well be here. I have seen comments from Ulysses Ai where he acknowledged that too much of the material is hidden away, but that's a bit of understatement. Some of the absolute best writing here can only be seen with a truly incredible confluence of events.
SPOILER
Like "going to hell the second time", which can end up completely impossible if you do the Groat fight, which seems like the thing you SHOULD be doing narratively, and get too many guards killed randomly, which then leads you past the town where you can get the rat. Not to mentuon you have to first replay enough to know the right person to talk to, then guess the right chemical combination, THEN fight the demon and lose (itself not very likely, as a character strong enough to find the demon in the first place is likely to be strong enough to avoid a hit) THEN pass that skill check.
END SPOILER
Or ref 495 (plus the refs immediately before and after) which is absolutely beautiful and makes this stand out so much from a typical gamebook - and which also requires you to
SPOILER
Guess that knocking out the priestess would be a GOOD thing to do, even though everything you taught by both Kianmay and the Darken Wood is about staying away from unnecessary violence AND because talking to her normally clearly shows her to be good and discourage violence against her - AND then FAIL a luck check - a luck check which is technically difficult, sure, but a luck value of ~18 is also easy to get to by that point, even reasonable to shoot for if you aim to get the Firesword. If you first pass the luck check, guessing that you'll see something far more interesting if you fail is really difficult.
END SPOILER
This wouldn't be that much of a problem, if it weren't for the incredible weakness of the many earlier events you have to go through. Most notably, EVERYTHING to do with the Griffon forces is narrative ballast. They are never interesting, inexplicably anonymous (it makes no sense why the protagonist who had just come from the south had never heard of that southern lord before), and their function could have been fulfilled by more Arantator forces with little loss to the narrative. Worst of all, the author wrote in two ways to deal with them, yet somehow both are INCREDIBLY stupid. I wish ref 495 replaced one of them - as is, the reaction of soldiers there makes no sense, and the other one is just laughable both in the security arrangements and the lack of desire to do anything after coming all that way already.