well, not sure if a server base game is appropriate for a pyweek....
I see the effort... but had no fun reading all the texts. I'm also was not sure what are commands to use and what not.
Nice idea. One improvement could be for the system to give better feedback on incorrect commands.
The idea for this is unique, and I had some good fun messing around in a couple of the worlds. The link to six seemed a little tenuous, but it's overall a very good game.
I had quite some fun poking around this one. I hope we get more text games. Not as much content as other games but I get that the point is to have the players create it.
This has great potential. The object attributes system is neat and the choice of font and markdown really invites creating a rich literary world.
I don't think there's a lot of content though, and the objects are not really that interactive because you can only walk the graph or manually extend it.
Also I never saw anybody say anything or interact with me so even though I can see other people, it feels very single-player.
The connection with the theme seems rather weak, but the idea of a modern-day MUD is neat. I like the way it lets you embed links to audio and video, that has great possibilities.<p>A few problems I noticed:<br>* Looking at exits doesn't seem to work properly -- shows a uuid instead of the exit description?<br>* It seems that exit names have to be globally unique, rather than just unique within a room, which is annoying.<br>* It's easy to mistakenly do "create" when you meant "build". A "convert object to room" command would be useful. :-)
I enjoyed the chatting idea and the different worlds. But for me, it was confusing on how to navigate and do anything even with the help.
Really cool entry, i like the idea of a multimedia MUD. I personally think there should be some interfacing beyond a text input, possibly a list of local objects stuck to the side of the screen, so you can reference it without scrolling up and down so much.
Not as much of a fan of leaning on participants for content so much, mostly because there's too many different themed areas i think, so your limited amount of users are too spread out. I get that you had to incorporate the theme--but I think this design encounters the same problem many of us did this pyweek, there's just too much possibility! This has the counter-intuitive effect of stifling creativity.
REALLY would have liked to see that "scheme-like scripting" bit mentioned in the help text. I think that would have pushed this over into "Extremely cool no matter what" territory and also would have inclined me to play with it way more.
I couldn't get it to run, so I used the hosted version. The commands were a little awkward to understand, but worked well when I got the hang of it. The possibilities are endless and you could easily spend hours making or interacting with the game.