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About the StoryA weird power to save a weird world.
So you just got fired from the best company ever, and it's the best day of your life. New opportunities! New horizons! New ways to look at things! Like calling this stupid kiss-off job fair a "convention."
Nominee, Best Puzzles; Nominee, Best Individual Puzzle - 2012 XYZZY Awards
The dropbox link is at https://www.dropbox.com/s/thb3vltfdp0qeg1/s2.pdf?dl=0 so you'll have to cut/paste it.
The map is equivalent to release 3 except for the Thickets room. While the binary is still undergoing changes, I don't think I'll do any more to the map.
Also, there's a bug where if you scan something with no text, it says BUG. Oops. I deliberately steered my testers away from this, thinking "It couldn't break."
This is the only major thing found so far, and it was a one-line fix. (By the way, anyone interested in testing SA who hasn't played it, give me a yell! I need help making sure the hint system doesn't misfire, and I have a way to track hints without spoiling it for the tester.)
Re: maps, you may like it for your game, too, and really...I'd love to see more notifications of (new) maps for games on IFDB! I think seeing a map can be a nudge for people to play a game they always meant to.
The main upgrade is that the game is clued better, and good tries are recognized. But there are a lot of bug fixes, with tons of general polish. The gadget and slider were merged, and you can now skip an area.
(Spoiler - click to show)Store F = LOGOI
Store I = SOOTH
Store M = SAY BS
Lots of random chatter was added, room names were revamped, and there's even a Trizbort map.
http://www.intfiction.org/forum/viewtopic.php?f=19&t=16475 contains the details of the change log.
Hope people who find it worth a replay enjoy it, and hope this encourages other IFCompers to touch up their game with big or small fixes.
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Number of Reviews: 3
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I've always been fairly good at anagramming but found it mostly dull. But Schultz did just such an impressive job at turning it into a funny, engaging game with clever puzzles and endearing characters. And even if you're not good at anagramming, there are an unbelievable amount of gadgets you can use to give yourself different types of hints depending on your weaknesses that allow you to play at the exact pace you want. On top of that, if you get truly stuck you can just ask the game for more direct hints if you want to avoid going to an anagram solver on-line.
Like the Shopping Bizarre in Nord & Bert, you must often solve random anagrams lying around to get objects for your inventory to use on puzzles later. And while some of the puzzles are really straightforward (e.g. anagramming a bunch of items in a kitchen to make yourself some food), there are some rather genius multi-step puzzles, my favorite being the one to defeat the archenemy in the sortie.
But beyond just the puzzles, Schultz spent on what I can only imagine was an ungodly amount of time writing copious descriptions of rooms and objects that use clever anagrams for no other reason than to show off, and it was wonderful. Admittedly some of the anagrams are forced and make the writing a bit stilted in places, but in this world it was welcome.
There's not much of a story and it's mostly a disjointed puzzlefest, but considering each anagram I solved was like pushing a dopamine button, I was glad to be a rat in this maze.
The presence of so many anagrams in the text makes it very rich, requiring slow and careful reading. It can be difficult to piece together what's going on. In general, it seems that you are a special chosen one, prophesied to bring an end to Burdell's reign through your ability to change objects and locations.
You change things by typing in anagrams of objects and locations in the room. It's fun trying to find anagrams of everything, although sometimes it's difficult to know if adjectives are supposed to be included or not.
It is of course interesting to compare this game to Counterfeit Monkey and Ad Verbum. Shuffling Around leans closer to the 'pure puzzle' style of Ad Verbum, but it has a fairly large map and storyline, like 'Counterfeit Monkey' (but a bit smaller). In contrast to both games, all the rooms'
descriptions are filled with wordplay.
A must-play for fans of word puzzles.
The in-game help system is first-rate and should allow any wordsmith to complete the game without a walkthrough.
The writing is good, at times slightly over-verbose, but never unnecessary.
I was slightly confused by the intro: it took me a little more time to puzzle out the difference between the gadget and the slider, and why I'd take one and not the other. I think it could use a little more exposition earlier on. It may be a minor spoiler, but I think the game would be improved if the player knew early on that (Spoiler - click to show)the gadget is easy mode--the slider is hard mode. You can probably complete the game with either, or neither, if you're adept at anagrams, but it'd be nice to be able to swap between them mid-game, so you could start with the slider & switch to the gadget when under extreme duress.
If you can't wait for the Sunday Puzzle by Will Shortz on NPR each week, this is a game for you. If you're more interested in character/narrative driven story experiences, you'll probably be less enthusiastic about this game.
I love the word-puzzle aspect, and am glad that I discovered Schultz work via InfoComp2013 and 3diopolis.
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Recommended ListsShuffling Around appears in the following Recommended Lists:
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Games whose main 'genre' is wordplay. This list does not include games like the Edifice or Suveh Nux which have significant wordplay elements, but which are not the focus of the story.
PollsThe following polls include votes for Shuffling Around:
Games much improved in later versions by Karl Ove Hufthammer
Most IF works are only available in ‘version 1’, but some are released in updated versions. And a few see a large amount of bug fixing, rewriting and polish. This is a poll for highlighting these games, games that the authors have taken...
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I'm looking for games that offer hints in any way, except for printing them in sequence on the screen. For example: characters that offer hints; objects that, when examined or used in a certain way, suggest actions to the player; etc.
This is version 6 of this page, edited by Andrew Schultz on 14 September 2014 at 2:57pm. - View Update History - Edit This Page - Add a News Item