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The Land of Breakfast and Lunch

by Daniel Talsky

2020

Web Site

(based on 8 ratings)
1 member review

About the Story

A diorama of made-up memories.

The Land of Breakfast and Lunch is like a walk through a half-remembered childhood place that mixes up vaguely pleasant memories with half-remembered stories read long ago.

It's a detailed world where every detail can be looked at, smelled, or talked to. Meet a swarthy pirate seaperson and go for a ride in a 1950's rocketship.

Sing, pray, jump, and do every silly interactive fiction trope, see if there's anything else I didn't think of.

Game Details

Language: English (en)
First Publication Date: April 2, 2020
Current Version: 12
License: Creative Commons
Development System: Inform 7
IFID: 4E7D8B5D-ABD4-4675-BBD2-31E9CCC2B2CC
TUID: 6amosv8uii9tq5s9

Awards

Entrant, Main Festival - Spring Thing 2020

Editorial Reviews

Textsplaining

...an aimless coding exercise that gives no direction and offers no reward.
See the full review

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Member Reviews

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Number of Reviews: 1
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1 of 1 people found the following review helpful:
A first parser game with a surreal world and vivid imagery, April 3, 2020
by MathBrush
Related reviews: 15-30 minutes
This game is made by 1/2 of the team that made the excellent rabbit-based game Ürs a couple of years ago. It's a first try at making a parser game.

Programming-wise, it has a lot of things covered: edible food, rideable vehicles, conversation, active animals, devices, untouchable objects and other things difficult to program.

I was looking for more cohesiveness in the story or setting, though. I felt like the individual elements were interesting, but as a whole it didn't gel together. Its sparse, linear, fantasy setting reminded me of the Bony King of Nowhere, but it didn't have the common thematic elements that tied that game together.

There is one puzzle in the game which I only discovered by decompiling the source code. The author mentioned how no beta testers discovered it, but that the solution should have made sense.

This is an interesting point. The puzzle involves selecting one object out of many and using it in a location far from where it was found with little indication of any connection.

I've found that 'good puzzles' typically come from either:
-learning a complicated system with learning tasks followed by complex tasks
-setting up expectations and then subverting them, or
-providing a set of rules that players can strategize with.

The author framed this as a kind of learning exercise, and has shown great skill in programming. I believe that with practice, they could create truly great parser games, and look forward to any games they create in the future.

If you enjoyed The Land of Breakfast and Lunch...

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This is version 5 of this page, edited by MTW on 11 April 2020 at 6:16pm. - View Update History - Edit This Page - Add a News Item