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The Temple of No is a 2016 text adventure game by Studio Crows Crows Crows. It was written and voice acted by William Pugh , co-creator of The Stanley Parable and Accounting+ . Developed in Twine , it was published for free on Itch.io .
Twine emphasizes the visual structure of hypertext, and does not require knowledge of a programming language as many other game development tools do. [5] It is regarded as a tool which can be used by anyone interested in interactive fiction and experimental games.
Lorischild wrote You Are Jeff Bezos using Twine over the course of four days. They described it as "[starting] as a joke, and it probably should've remained that way, but people made the mistake of encouraging me" and as "a power fantasy which takes massive real-life social problems and reduces them to a few round numbers", that they hoped a small number of people may briefly enjoy.
The game was created using Twine. It uses pink text to navigate through the story and purple text to change a word within a particular node of the story. Readers put in information at the start of the story, which will change the text slightly. [2] During certain points of the story, the player is asked to draw sigils on their skin. By the end ...
The following list of text-based games is not to be considered an authoritative, comprehensive listing of all such games; rather, it is intended to represent a wide range of game styles and genres presented using the text mode display and their evolution across a long period.
AI Dungeon is a text adventure game that uses artificial intelligence to generate random storylines in response to player-submitted stimuli. [1] [2] [3] [4]In the game, players are prompted to choose a setting for their adventure (e.g. fantasy, mystery, apocalyptic, cyberpunk, zombies), [5] [6] followed by other options relevant to the setting (such as character class for fantasy settings).
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The game was originally written in 2015 by Matthew S. Burns and Tom Bissell. Bissell had previously worked on AAA franchises such as Gears of War and Arkham Asylum. [1] Burns aimed to explain to video gaming fans how chaotic and difficult a creative project can be, as he felt critics and fans would often wonder "why didn't the devs just do this" when he felt there were barriers that prevented ...