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Gameplay Mechanic a Month: Audio Adventure

Month 6 - June 2013

Icons for Imogen's Mansion

Mechanic Description:

This month I wanted to create a game that vision impaired people could play. Further, many people (particularly Americans) have told me they like my accent/voice, so the thought of a game where all the player could hear was my voice speaking to them captured my imagination.

So the mechanic for this month draws on old-school text adventure games, but turns it into an audio adventure game instead. That is, there are no graphics in the game, only audio. The player must listen to descriptions of rooms and create a mental map of the area they are exploring. To move around the area players enter the first letter of the room they want to travel to, but you can only move to rooms that are linked to the room you are in currently. Players need to listen for hints on where new rooms are.

Playable in the following game:

Imogen's Mansion

Platform:

Web, PC, Mac, Linux, Android

Genre:

Adventure Game

Game Description:

Imogen 5000 is a bored AI alarm system that has caught you sneaking in to the mansion she protects. Instead of handing you over to the police, she decides to play a game with you. She turns out all the lights in the mansion and tells you clues about the other rooms in the house that you can get to.

Navigate rooms by entering the first letter of a neighbouring room you want to go to and try to find the jewels and the exit before the police arrive.

Screenshots:

There are no graphics in the game itself, since the game is audio only. So there are no screenshots for this game.

Gameplay Instructions:

Downloads:

This month you can play the game in a number of ways:

Analysis:

An analysis of the gameplay mechanic written by me in March 2015.

Context:
I created this game because I had a ton of Americans tell me they loved my accent. So I thought a game where they could only hear my voice would be a great joke. I wrote the script and then had to rewrite it when I realised that spoken text is very different from written text. 

What Went Right:        

What Went Wrong:        

Hug Rating:
4 hugs

Verdict:
A very tight and good game. I’d like to explore this mechanic again since I think there was a lot here that worked well or could be built upon.

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