|
Post by The Editor (Alex B) on Sept 29, 2013 18:56:23 GMT
Tin Man Games newest title is out now!
|
|
|
Post by champskees on Oct 18, 2014 0:24:50 GMT
Curse of the Assassin is the sequel to the very first entry of the Gamebook Adventures range. The adventure is much larger than previous entries and has replayability in the sense that you can choose different paths, with different allies accompanying you. The mechanics are balanced. There are not many unreasonable combats and for once there are plenty of opportunities for your character to rest and heal. Allies can and do support you in combat which is also nice. I thought this part of the adventure was handled remarkably well.
In terms of design, there are a few flaws. To my knowledge, there is no way you can get both Roble’s Journal and Roble’s Signet Ring in one go, yet there is an option for this later on. This is because of a programming error on para 221. I also hate that they use a numbered paragraph for multiple paragraphs. For example, paragraph 200 is different depending on which character you have with you! Doesn’t this go against what a gamebook is? What is the point of having numbered paragraphs if the content changes with different playthroughs?
Gold is also flawed. Basically, you start off with more than you will need for the entire adventure, so there is no consequence for splurging.
The writing is generally on par with most gamebooks. I like that the author attempted to connect previous adventures to the story, but I found it to be simply too much at times. Reading pages and pages describing the kingdom’s economy quickly becomes a chore and slows down the pace of the main story. Another issue is the writer’s word choice. The reader becomes quickly bogged down with awkward uses of some very uncommon words – seriously, I think I learnt about 10-15 new words after reading this book! That being said, when I saw the buildings described as being ‘whitewashed’, all I could think of is yep, he’s read Lone Wolf!
In summary, a good addition to the series, much better than most of them, even when the above comments are considered. I am providing two solutions; one for Gatito and one for Esplandian. Getting Amatis is simply not worth it.
Start with: - Ehrlich (3 Offence). - Leather Jerkin (2 Defence). - 50 Pestados. - Healing Potion (Restores 4 Vitality when used).
Esplandian the Warrior Solution Recommended Fitness: Minimum is fine.
- Approach the man. - Leave. - You have learned of a cryptic Eagle symbol & hope to uncover the link to Roble. - Visit the head gaoler. - Agree to help Kiorik. - Follow the narrower tunnel to your right. - Ignore the barrels and continue. - You do not have a torch (2 Damage). - Meet this person. - Flee. - You encountered Kiorik. - Take Wild Ginseng. - Restore 4 Vitality. - Take Healing Potion (Restore 4 Vitality when used). - Take Suit of Leather Armour (3 Defence). - Follow the coyote to see where it might lead you. - Fight Off 3 Def 2 Vit 22 Coyote. Note you do not die if you lose here. - If you win: o Add Perk: Coyote Lore. - Restore Vitality to full. - Take the track leading through the hills. - Remain hidden. - Restore 2 Vitality. - Visit Roble’s parents tonight to inform them of the sad news. - You have neither. - Restore 6 Vitality. - Take Journey Rations. - Take Capricho. - Go south in search of Esplandian the Warrior. - Descend the easier way to the river valley. - Test Fitness. - If success: Leave quickly & make your way back to the hill. - If fail: 1 Damage. Lie. - You have not defeated the mighty Cyclops Tartalo. - Fight Off 3 Def 2 Vit 15 Pesanta with Off 4 Esplandian (Ally). o +1 Offence if you possess Coyote Lore. o -1 Defence if you do not possess Coyote Lore. - Restore 5 Vitality. - You met the being known as Tartalo but did not defeat him. - The mighty warrior Esplandian is your companion. - Restore 4 Vitality. - Take Chain Shirt (4 Defence). - Take Battleworn Battle Axe (5 Offence). - 6 Damage & -3 Fitness. - Head off quickly along the passageway directly opposite. - Go back slightly & discuss the scenario with Esplandian. - Fight Off 2 Def 2 Vit 14 Bandito & Off 3 Def 2 Vit 17 Bandito together. - Take Healing Elixir (Restore 6 Vitality when used). - Take 64 Pestados. - Take Mother’s Necklace. - 3 Damage. - Investigate the door. - Restore 1 Vitality. - Leave the room & continue deeper into the dungeon. - Try leaping over the surging waters. - Test Fitness. Fail = 4 Damage. - Follow the smaller tunnel. - Roll D6. 1-2 = Take Holy Water (Restore 10 Vitality when used). - Fight Off 4 Def 4 Vit 55 Khevu. - Take Scroll Signed Eidophur. - Restore 4 Vitality. - Take the direct route through the badlands. - Climb down unaided. - Roll 2D6. 2-3 = Death. 4-8 = 4 Damage. - Fight Off 3 Def 3 Vit 21 Capcaun. o +1 Offence if you possess Coyote Lore. - Take Tear of Ice. - Restore 5 Vitality. - You do not have a Longbow. - Fight Off 3 Def 2 Vit 9 Matagot with Off 4 Esplandian (Ally). - Restore 4 Vitality. - Be left to your own devices. - Go in search of an apothecary. - You do not possess an Eagle Feather. - Purchase one (-10 Pestados). - Take Healing Potion (Restores 4 Vitality when used). - Remain silent. - Restore 3 Vitality. - Roll D6. - If 1-3: o You have not committed an ancient folk song to memory. o Fight Off 5 Def 3 Vit 45 Quinotaur. - If 4-6: o You do not possess a shield (2 Damage). o Fight Off 2 Def 2 Vit 21 Hombre Pez. -2 Offence for duration of fight due to Prone Position. o You do not have a Trident. o Fight Off 3 Def 2 Vit 21 Hombre Pez. - Restore 4 Vitality. - Take your chances in the wood. - Rest in the glade. - Give her a Tear of Ice. - Take Blessed Water (Restores 6 Vitality when used). - Talk further with this wise woman. - Add Perk: Donna d’aigua’s Blessing (+1 Offence). - Fight Off 5 Def 4 Vit 45 Eidophor with Off 4 Esplandian (Ally). - You are carrying your mother’s necklace. - Ultimate Victory.
|
|
|
Post by champskees on Oct 18, 2014 0:33:50 GMT
Gatito the Thief Solution Recommended Fitness: 10+ (there is one Test Fitness/Death roll).
- Approach the officiating priest. - Admit to the priest you were Roble’s friend and a fellow adventurer. - Ask the priest to find the address. - You learned of Roble’s last known address and wish to begin your investigation there. - Grit your teeth & pay off Roble’s rent (-8 Pestados). - Investigate the desk. - Take Roble’s Dagger. - Fight Off 2 Def 1 Vit 7 Shadow. - Take Roble’s Journal. - Leave now (-3 Pestados). - You have heard of Hanur & wish to seek him out in the pinacotheca. - Restore 4 Vitality. - Take Healing Potion (Restore 4 Vitality when used). - Take Suit of Leather Armour (3 Defence). - Follow the coyote to see where it might lead you. - Fight Off 3 Def 2 Vit 22 Coyote. Note you do not die if you lose here. - If you win: o Add Perk: Coyote Lore. - Restore Vitality to full. - Take the track leading through the hills. - Remain hidden. - Restore 2 Vitality. - Visit Roble’s parents tonight to inform them of the sad news. - You are carrying his journal. - Add note: Roble’s mother will keep you in her prayers. - Restore 6 Vitality. - Take Journey Rations. - Take Capricho. - Head west looking for Gatito the Thief. - You are not carrying a Coral Dagger. - Keep still then leap forward in an attempt to grab it. - Test Fitness. Fail = Death. - Look for the nearest inn. - Pay for a room for the night (-10 Pestados). - Restore 5 Vitality. - Pay a visit to the Red Fortress. - Speak with the man. - Admit that you are looking for a woman. - Make your own way to the gaol. - Visit the taverns. - Talk to the bartender (-2 Pestados). - Leave. - You have discovered urgent business awaiting you at the town gaol. - You have learned about the denizens of Espevis recently. - Roll D6. If 4-6: Fight Off 4 Def 2 Vit 15 Footpad & Take 2 Pestados. - Fight Off 2 Def 2 Vit 7 Bandito. - Take Jewelled Ring. - Someone is keeping you in their thoughts and prayers. - Fight Off 4 Def 3 Vit 19 Gaueko with Off 3 Def 3 Vit 25 Velludo (Ally). o +1 Offence if you possess Coyote Lore. - Add note: Gatito is with you. - Fight Off 4 Def 1 Vit 22 Cuco Man with Off 3 Gatito (Ally). o +1 Offence if you possess Coyote Lore. - Restore 5 Vitality. - The mighty warrior Esplandian is not your companion. - You are accompanied. - Fight Off 3 Def 2 Vit 13 Large Goblyn. - Take 2 Pestados. - Restore 3 Vitality. - Follow the one to your left. - Continue past it. - Test Fitness. Fail = 3 Damage. - Draw your weapon and charge at him. - Fight Off 1 Def 3 Vit 11 Goblyn. - Take 3 Pestados. - You have not read any useful information about a staircase. - Roll D6. 1 = 3 Damage. - Investigate the door. - Take Gleaming Chainmail (4 Defence). - Take Gleaming Battle Axe (5 Offence). - Try leaping over the surging waters. - Test Fitness. Fail = 4 Damage. - Continue straight ahead. - Fight Off 4 Def 4 Vit 55 Khevu. o Fight until enemy’s Vit is 12 or less. - Take Scroll Signed Eidophur. - Fight Off 4 Def 1 Vit 25 Cuco Man with Off 3 Gatito (Ally). o +1 Offence if you possess Coyote Lore. - Restore 2 Vitality. - Take the direct route through the badlands. - Fight Off 3 Def 3 Vit 21 Capcaun. o +1 Offence if you possess Coyote Lore. - Take Tear of Ice. - Restore 5 Vitality. - You do not have a Longbow. - Roll D6. If 1-2: Fight Off 3 Def 2 Vit 16 Matagot & Take Matagot Pelt. - Restore 4 Vitality. - Tell Gatito that you will accompany her into the mausoleum. - Add note: You have learnt the secret of true love! - Visit the market. - If you have a Matagot Pelt: o Visit an armourer. o You possess a section of Matagot Pelt. o Agree to the swap. o Take Healing Elixir (Restores 6 Vitality when used). - If you do not: o Visit an apothecary. o You do not possess an Eagle Feather. o Purchase a medicinal potion (-10 Pestados). o Take Healing Potion (Restores 4 Vitality when used). - Remain silent. - Restore 3 Vitality. - Fight this pirate. - Fight Off 3 Def 2 Vit 12 Privateer. - Test Fitness. o If success: Fight Off 3 Def 1 Vit 9 Cabin Boy. o If fail: Fight Off 3 Def 2 Vit 14 One-Eye (-2 Off for duration of this combat). - You recently found out the secret of true love. - Restore 4 Vitality. - Take your chances in the wood. - Rest in the glade. - Give her a Tear of Ice. - Take Blessed Water (Restores 6 Vitality when used). - Talk further with this wise woman. - Add Perk: Donna d’aigua’s Blessing (+1 Offence). - Fight Off 5 Def 4 Vit 45 Eidophor with Off 3 Gatito (Ally). - Ultimate Victory.
|
|
|
Post by outspaced on Oct 22, 2014 12:21:23 GMT
Glad to hear you liked the adventure. I was definitely aiming for replayability when I wrote it. Note that the three companions alter the difficulty level of the adventure; Esplandian is the easiest, then Gatito, then Amadis (whom you have so cruelly overlooked!). The par. 200 decision was Tin Man's; I originally wrote that and similar sections with bland phrases such as "your companion", which could get a bit distracting in its obvious avoidance of stating the name of your colleague. To be honest, it doesn't alter the story, and I really rather like that the app programmatically adjusts the names. It's an area where an app can do things easily that a printed edition would struggle with. I like unusual words. I can't remember the meaning of half of the ones I used in the book, but I enjoyed including them, knowing that readers would be reaching for their dictionaries while cursing the author! And as a longtime contributor to Project Aon, I've definitely read and reread Lone Wolf! As for linking back to the other stories, some of that was material added by Tin Man, since when I wrote Curse of the Assassin, I don't think I'd actually read any of the adventures, other than my own An Assassin in Orlandes. Again, it helps the story fit into the historical and social context of the other adventures, so I rather like it. Regarding the Ring and the Journal, ( SPOILER! highlight to reveal) according to my original flowchart, you gain the Diary in pars. 28 or 30 (after defeating the assassin creature); then the Ring in pars. 45 or 50 (after defeating the Brewery Thug). Was this changed?
|
|
|
Post by champskees on Nov 7, 2014 9:25:27 GMT
It wasn't changed, but once you grab the journal, you find a clue indicating that you need to talk to Hanur. The next para then forces you to talk to Hanur if you have the clue, which means you miss out on the opportunity to grab the ring. If it didn't force you to talk to him, there would be no problems.
As for the paragraph content being dynamic, it creates problems from a mapping perspective because depending on who you are playing as, the choices you have available to you change. If you were reading an actual book, you could map it pretty much in one go. But in this situation, you have to play with all three allies and re-read all of the areas again to ensure you have not missed anything. This makes mapping a chore and honestly, I was about to give up about two thirds through because it quickly became tedious. I guess for the average reader this isn't really that much of an issue though. For me it's a bit of a deal breaker.
As you have pointed out, these two issues are more programming issues than anything else.
I just wanted to mention, considering that there is a solution for the entire book posted directly above your post, is it necessary to provide a spoiler alert to your post?
|
|
|
Post by outspaced on Nov 7, 2014 12:07:55 GMT
Ah, I don't recall that bit. I'm sure I wrote it as optional, since that is the only way to get both. You could use the "Casual" mode to unlock all choices, of course.
As for the SPOILER tags, that's because it's revealing more about the design than a potential solution. I think the two are separate things, though others may disagree.
|
|