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Endless Sands

by Hamish McIntyre profile

Adventure
2015

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Number of Ratings: 11
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1-11 of 11


- xochie, September 18, 2017

- Mike Spivey, March 21, 2017

- Khalisar (Italy), July 27, 2015

- E.K., June 30, 2015

- Mr. Patient (Saint Paul, Minn.), April 10, 2015

1 of 1 people found the following review helpful:
Grainy in places, but likable, March 21, 2015
by Andrew Schultz (Chicago)
Endless Sands scared me off with the title: were the sands endless? Algorithmically generated? Thankfully not. But it feels that way at first. You've been bitten by a vampire queen and need to find your way inside before light. You have about four hours of game time, or 240 moves. TLDR: it's a funny small-to-medium game with lots of nice big ideas that feels a bit loose, but there's no shame for a first time effort.

There are four possible endings, each with its own series of mildly annoying hijinks. When I say mildly annoying, I mean that they were just the right silliness to get under your skin without pushing you away. It was a good idea for the author to implement all four, though, as different players appear to have gotten stuck on different ones. And this provides a depth that so many other silly games don't have.

As you'd expect there's not a lot of NPC interaction, and what there is is a bit guess-the-subject. I maybe should've thought of (Spoiler - click to show)giving the werewolf something to chew. But the dialogue didn't point there, even though I found an actual subject that worked, I laughed. I think the puzzle for escaping below the surface was much fairer, and it had wacky humor and even a clever bit of programming where a radio gives static half the time. It was a nice little wait-nag as you had (Spoiler - click to show)seven colors to put in order, so when each had a 1/2 chance of appearing in a message, missing one wasn't critical. Or you could just brute-force.

This review is for version 1 of the game. The author, a first-time writer, showed interest in a post-comp release. So a lot of the cluing that's off (I assumed certain places were off-limits,) or the slapstick that misfires (though you see what the author's trying to do) or the technical stuff (command rejects can waste a minute) is forgiveable and easy to fix.

I had fun with the game, warts and all, and I hope the author writes a post-comp release. Even if they only have time to fix some of the bugs, I bet people will replay it gladly, if only to see the endings they missed.

- Doug Orleans (Somerville, MA, USA), March 18, 2015

- CMG (NYC), March 15, 2015

- Floating Info, March 15, 2015

- Matt W (San Diego, CA), March 13, 2015

- BlitzWithGuns, March 13, 2015


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