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Cursor  Member Reviews - Escape From Camelot

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2 of 2 people found the following review helpful:
 
  Warning beta testing needed!, Wed 17th Aug 2011
By rotter - See all my reviews

The opening is a little basic but generally acceptable as I like more traditional IF. Some "group members" need to be found in Camelot castle. So, it sounds like a treasure hunt. A sound effect at the first location and images, hmmm. So far so good.

A man is slumped in the corner. So lets examine the man and get the game going.

x man
You see no such thing

After several tries -

look at man
The man slumped in the corner has rugged clothes that are torn by excessive wear. He is holding a necklace.

Then in the location text "Group Member is here" appears, now that jars a bit.

x group member
Which Group member. group member or group member?

I'm starting to lose the will to live - well live in this game anyway!

I manage to get a necklace from the man in the dungeon who doesn't appear to exist. When I wear it I'm dead. Why? No reason seems to be given. I'm all for sudden death but only if it is clued correctly or feels part of the game.

I come across a tiny key which when examined states "A tiny key. This could be useful." Well yes, it is a key and they are normally useful.

At this point I decide to call it a day as I feel I have seen more than enough of this game.

If ever a game called out for some beta testing (or any testing at all) "Escape from Camelot" certainly does. From what I can see this game commits virtually every IF sin in the book. I'm sorry but in this condition this game has very little to recommend it.


1 of 1 people found the following review helpful:
 
  "Death Agency" for a new generation, Sun 14th Aug 2011
By Duncan_B - See all my reviews

Its cold reception is fairly well deserved, as this game features truly sparse implementation, characters with ridiculously long names, no synonyms, four duplicate characters, and only 21 implemented tasks (again, no synonyms or wiggle room on the input-- commands must be typed *exactly*). 5 of these tasks kill the player without warning. The ending is reachable very early on, resulting in an epilogue that makes no sense. Lack of playtesting is obvious.

I think I speak for everyone when I say that we really wish the author(s) had joined us on the Forum so we could have helped him/her (Laura T. or Caleb?) learn to use ADRIFT. As is, the game may itself be a lesson in poor design.

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