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About the StoryBe Jon Doe, secret agent at MI5, and solve the mystery about the death of scientist Monsieur Edulard and his latest world-changing invention. A story with thrilling women, sinister villains and cutting-edge tech gimmicks. Be a hero, save the world, get the girl!
51st Place - 25th Annual Interactive Fiction Competition (2019)
"You might be interested in this game if: You like Bond parodies but want one that isn’t a slapstick farce."
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|Average Rating: |
Number of Reviews: 3
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While the descriptions generally are good and paints a decently vivid picture of retro-modernity, some of the language bears the mark of a rudimentary translation. This, along with several bugs and the fact that little of the described scenery is implemented, made Jon Doe a somewhat disappointing experience. The puzzles are also few and not that interesting – and I still got stuck twice. However, I would probably not have been equally disappointed if it weren’t for the promising premise and the intriguing blurb. Jon Doe has a lot of potential, but requires more work to fulfill it.
I found the writing to be good and sufficient for this kind of game. The implementation was usually good, though a few places, there could have been more responses to the things you can try, especially conversation. However, I managed to complete the game without hints, so it never became a big issue. Overall, I found this to be a very good game.
The implementation and polish isn't all the way there. There are several typos in the game, which becomes sort of a joke when the main character mentions 'incrementing evidence' and an NPC corrects them. It's clear the author has an exact sequence of events they want the player to do, but it's not clear how the player is meant to achieve them without the walkthrough. The walkthrough itself seems confused with directions at times.
There's some female objectification here, including ASCII art of what I think is a nude woman but possibly may be something else. It seemed typical of James Bond films, but those aren't exactly a good role model.
Overall, I think that a game this size probably could have benefited from beta testers with experience with IFComp games. There were some testers though, and it's clear they made the game better (the car and elevator especially work well). I think it just needed more work. Great parser games can take hundreds of hours of time, or use coding tricks to limit players' actions and look like they took hundreds of hours to make.
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