The Implementors' Lunch
A downloadable Game for Windows and Android
The Coconut of Quendor is the last hope to save magic, and your only chance at for a decent meal!
It's an adventure game. It's a short novel. It's a short novel AND an adventure game!
The Implementors' Lunch (TIL) is a modern, graphical take of a 1980s classic Text Adventure, without all the heartache. Defeat the evil sorcerer, save the local populous and, time permitting, grab a bite to eat.
Features:
- a fantasy plot set in the modern day* (some time during the 18th-21st century?)
- point-and-clicky interface, no more guessing the verb ("I've tried 'touch', 'poke' and 'pester'; I just want to pet the damn hungus, is that so much to ask?")
- inventory puzzles (with more than THREE item combinations)
- RPG mechanics, NPCs and shops (buy your way to victory)
- a fantasy story of over 40,000 words
- over 400 interactable objects (where every object has 4 or more interactions)
- at least 30 ways to meet your demise (and an undo button to to hasten your undeath)
- change the name of any item you pick up (I smite you with my shovel, Barry Bone Breaker 2000™)
Unlike old school adventure games, there is no way to get entirely stuck and every character is viable, so experiment to your heart's content.
Can you solve the dastardly mysteries? Can get the maximum score or the good ending? Can you beat the game without resorting to a walkthrough (like we all know you're going to)?
Status | Released |
Platforms | Windows, Android |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Author | OSTA |
Genre | Adventure, Interactive Fiction, Role Playing |
Made with | Piskel, Audacity, GameMaker |
Tags | Fantasy, implementer, Text based, zork |
Code license | GNU General Public License v3.0 (GPL) |
Asset license | Creative Commons Attribution v4.0 International |
Average session | A few minutes |
Languages | English |
Inputs | Keyboard, Mouse, Touchscreen, Smartphone |
Accessibility | Color-blind friendly, One button |
Download
Install instructions
Windows: Run the EXE installer, and play
Android: Install the APK / install from Play Store, and play
Kindle Fire: Install the APK
Windows savegames and INI files are stored in: %localappdata%\Implementor
Also available on
Development log
- v1.0.7 - 2 more squished bugsSep 12, 2021
- v1.0.5 - 2 Crash-To-Desktop bugs fixedApr 20, 2021
- GMS2 Source Code v1.0.4 UploadedFeb 26, 2020
- v1.0.4 - Now with Tutorial!Feb 14, 2020
- RELEASED!Feb 01, 2020
- Devlog: The SecondJan 30, 2020
- First Public Release!Jan 08, 2020
Comments
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The game is fun, thanks for sharing.
It crashes whenever I die in combat with my weapon, then immediately reload, then try to move to any other location. It's reproducible, it always happens, I think, it is really when you try to move to another location after the sequence I described : https://imgur.com/CENSw1q.
I think there's a specific error when trying to use the circlet here (it does not seem to happen anywhere else) : https://imgur.com/KuEqR91.
Ahoyhoy. I'm so glad you like the game :) (less so that sneaky bugs appeared, but thanks for reporting them!).
Found and squashed the culprits (the first was me forgetting to add the creation location of the mirror in the Shady Wall room, the second was forgetting to remove some old code after I'd created the "Death Screen" where previously the player was only notified of death via the Text Response at the bottom, which no longer shows).
I've also added you to the Special Thanks section of the credits for helping QA test the game :)
The new version (v1.0.5) should work fine with the old saves as they aren't altered, so just install over the top of the old install. I'm using a newer version of GameMaker 2 so hopefully that doesn't cause any unseen hiccoughs...
Thanks!
I reached the end, had a lot of fun with the game.
That's awesome that you finished it. You're now part of a very exclusive club of upwards of 4 adventure-playing geniuses :)
Any parts of the game you really liked/disliked? I may make a sequel some day so any feedback is welcome!
Did you rename any items? That was my favourite feature that I wish more games had.
I did not, but a cool feature that people won't use is an even more cool feature.
I think I'm simply going to describe most features :) but what I liked is solving puzzles using various spells (real spells like magic wands), and that there are clearly some cool puzzle sequences (the entire truffle thing, for example). I liked the big inventory which eventually contains many items at the same time. I liked that a real part of the world is available from the start and that the world opens as you play (no self-contained chapters). I've not looked in depth, of course, but it never seemed to me that I had to solve one puzzle after another and I felt that the order was quite open. The flexibility with allocating stats and spending your gold is cool, and the multiple ways to solve some puzzles and defeat some enemies is certainly the mark of a refined game.
So, what you're saying, succinctly, is that if there were a sequel, that you would like more of everything. Specifically. That is highly doable :)
Most puzzles don't have a sequential requirement and different character builds can skip some puzzles (e.g. an insane strength build character can skip the amulet puzzle). From memory I think about half of the monsters can be defeat via alternate paths.
I've always loved the idea of a rogue-lite adventure, where you could get different parts of the game/story depending on your stats/build, with some sort of procedurally generated puzzle system. Might make that one day, if I can convince my partner that spending several more years on the one game is in our best interests :D If I do, I'll be sure to give you a heads up!
The game is about 98% complete, just hunting for bugs. Feel free to join me in finding them :)
The game takes about 8 hours for your first play through and, if you're so inclined, can speedrun it in about 30mins.
And we're released! Incoming emoticons in 3.. 2.. 1.. :D :D :D