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About the Story""crux ('kr&ks, 'kruks)
Etymology: Latin cruc-, crux cross, torture
1 : a puzzling or difficult problem : an unsolved question
2 : an essential point requiring resolution or resolving an outcome <the crux of the problem>
3 : a main or central feature (as of an argument)"
--From the Merriam-Webster Collegiate Dictionary, Merriam-Webster 2000" [--blurb from Competition Aught-Zero]
30th Place - 6th Annual Interactive Fiction Competition (2000)
-- Duncan Stevens
>VERBOSE -- Paul O'Brian's Interactive Fiction Page
All this is not to say that it's a bad game. It is implemented minimally, but competently. I don't think I found any major bugs, though the game's fascination with non-standard geography and randomness sometimes made it difficult to tell what was a bug and what wasn't. The prose, like the code, is sparse but error-free. Perhaps, if I was able to play it all the way through, I'd even think that Amnos is a really good game, or at least a draft of something on the way to becoming a really good game. With what I was able to see, though, all I was able to tell was that its entry as a competition game impaired my ability to enjoy it.
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John Evans is known for entering massive, extremely bold games into the comp that are just not finished. Games where you create the world, or where you can do anything you want, that kind of thing.
Castle Amnos is actually relatively tame and finished compared to the later games. There is a castle with five floors, reachable by an elevator whose buttons seem to work randomly. I was able to learn a variety of spells. It seems the game is mostly unfinishable, but the textdump showed me the ending.
Overall, it was fairly fun.
This is version 4 of this page, edited by Edward Lacey on 23 March 2013 at 9:21am. - View Update History - Edit This Page - Add a News Item