Mysts Demo by Mihalis "DarkAng3l" Georgostathis
This game was added to the Sandpit for the following reason: Incomplete
The game appears to be unfinished, or is a demo of a longer work which has not yet been completed. Once the game has been completely written, it may be re-categorised.
The game appears to be unfinished, or is a demo of a longer work which has not yet been completed. Once the game has been completely written, it may be re-categorised.
A horror adventure game, set in ancient Greece. The mysterious and horryfying adventure of a young slave, who faces secrets not for the eyes of human to see.
Review
by Simon Birch
24 Oct 2012
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by zanessa~
30 Aug 2007
Review
by Captain Jack Sparrow
13 Jun 2003
Review
by Ubernoober
02 Jun 2003
Review
by Jim Jones
02 Feb 2003
Review
by B.J. Best
13 Dec 2002
This game definitely holds promise, although right now it is rather short.
The best part about this game are its descriptions of rooms, objects, and actions. They are full, complete descriptions that help give the player a sense of time and place. They draw the player into the story and make it engaging. On the flip side, I notice several typos/misspellings along the way, and that really detracts from the immersion.
The plot is very simple at this point but it works. At least you know what you're supposed to be doing. Not much in the way of puzzles, either, but I am hoping that will be remedied in the expansion.
The moods (a.k.a. feelings) are annoying as objects in the inventory. I think a better implementation would be to have "mood" as a status variable, and in the status variable window it could say something like "You are currently #mood#." Then, instead of using the moods as objects, you just have to change the variable when the mood changes. Will your mood ever affect anything? If not, it might be more trouble than it's worth.
This game definitely has potential, and it will be nice to see a larger version. Right now it rates 3 stars (OK).
The best part about this game are its descriptions of rooms, objects, and actions. They are full, complete descriptions that help give the player a sense of time and place. They draw the player into the story and make it engaging. On the flip side, I notice several typos/misspellings along the way, and that really detracts from the immersion.
The plot is very simple at this point but it works. At least you know what you're supposed to be doing. Not much in the way of puzzles, either, but I am hoping that will be remedied in the expansion.
The moods (a.k.a. feelings) are annoying as objects in the inventory. I think a better implementation would be to have "mood" as a status variable, and in the status variable window it could say something like "You are currently #mood#." Then, instead of using the moods as objects, you just have to change the variable when the mood changes. Will your mood ever affect anything? If not, it might be more trouble than it's worth.
This game definitely has potential, and it will be nice to see a larger version. Right now it rates 3 stars (OK).
Review
by Jim Jones1
10 Nov 2002
Review
by theoriginalkaching
28 Sep 2002
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Written by
Mihalis "DarkAng3l" Georgostathis
Plays
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Written for Quest 3.1
Published 11 Sep 2002
IFDB listing

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Average rating
Written by
Mihalis "DarkAng3l" Georgostathis
Plays
0
Downloads
0
Written for Quest 3.1
Published 11 Sep 2002
IFDB listing