The Dink Network

Prelude

This DMOD has a unique inventory screen. From the COTPATD project.
July 8th, 2023
v1.1
Score : 7.6 good
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yeoldetoast
Peasant They/Them Australia
LOOK UPON MY DEFORMED FACE! 
"Prelude" was released for the "failure" contest, in which entrants had to submit something where the player would most likely fail to achieve a stereotypically satisfying Hollywood-style ending. As v1.08 was new and shiny at the time, many of the entries took advantage of its new features such as introducing alternate protagonists or using the time of day. Prelude goes one step further by utilising Redink1's Aural+ fork with the option of a full MP3 soundtrack instead of MIDI. For a complete experience, the MP3 soundtrack is a must-have and should sound as intended in any modern iteration of the Dink engine without needing the now antiquated Aural+.

Past the somewhat crudely drawn title screen, the player is treated with an introduction of sorts. Vaguely unsettling in the usual Joshriot style of edginess, after a quote from Marquis de Sade the narrator discusses the history of the moon and alludes to the pitfalls of scientism present in the modern era so as to make the player question what may be be quantifiable and true. Once the player is suitably primed, he starts on a fairly nondescript screen and must figure out the first major discrepancy in the world of Prelude, namely saving with scrolls rather than the usual strange machines.

The initial screenlock achieves its purpose of impressing the player with the new interface and introducing the objective-driven quest log feature. Unfortunately after traversing a few screens it starts to feel as if the majority of the development process was spent on the introduction sequence and the interface, with little left to any sort of coherent narrative or integration with the new interface. The overall construction of the map is maze-like and confusing, with its construction seeming like a cheap trick to draw things out. After a while, I was left wondering what the introduction had to do with anything I was actually encountering and considered quitting. I almost wish I had.

If you can successfully find your way to the western part of the map, you'll be able to stock up on items at the shop before being subjected to the author's take on the contest's theme. Unlike "If Ducks Ruled the World" which uses time limitations to enforce failure, or "The Basilisk Smile" which has no optimal ending, "Prelude" instead opts for a technique vaguely reminiscent of the ending of Terry Gilliam's 1985 film "Brazil" in which the protagonist finds himself in a fantasy state in which all his dreams come true, only for his delusion to pass and reveal himself strapped to a chair for the purposes of being tortured. The 2010 film "Repo Men" uses the same technique, however much more insultingly to the viewer, in which everything turns out to be a dream, and Prelude's rug-pull in which you arrive at the final encounter to find that everything you were working towards is a farce reminds me more of the latter. Its denouement does not inspire a sense of helplessness in the face of failure like its rival contest entries but instead disappointment and perhaps anger at being cheated out of what could have been something much greater.

Much like the other contest entries, Prelude sets a high bar for itself that it often struggles to reach. If the contest deadline had been extended, and more effort poured into various aspects without as much consideration of the "failure" theme, "Prelude" could have set a precedent for every subsequent d-mod, with its name instead referring to an era of d-mod development where features such as full soundtracks and alternate combat systems were the norm. Unfortunately, it didn't, with its novelty extending no further than a few explicit instances mostly occurring at the very end that aren't used to their full potential. At best, this relegates it to being a one-off aberration in the world of d-mod development in which new paradigms are explored to create a compelling atmosphere. At its worst, however, it comes across as a tech demo with a game tacked onto it.
October 19th, 2006
v1.1
Score : 9.3 exceptional
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cypry
Peasant He/Him Romania
Chop your own wood, and it will warm you twice. 
This was one of the 8 entries in the Failure DMOD contest, and on my opinion it would be the second, after Fall of Tahmar(whithout taking my entry into consideration).

Story: 9.0
It starts with a nice introduction about the moon, then it shows us dink running, then it jumps to action(which isn't too much related to the moon).

Map: 10.0
This map really looks awesome. Even the caves.

Gameplay: 9.5
Old monsters, new monsters(red boncas and more), a complex shop, they all make the game pretty balanced. A bit more hard than easy, but still balanced.

Style: 9.0
What I liked the most at a DMOD is when the author creates inovative and original things. Joshriot did some: My favorite was the inventory menu, which looked outstanding. I also liked the saving scrolls system, because I'm tierd of the old classical savebots.
I also found two pretty annoying bugs(one of them didn't let me finish the game, I had to read the source to see the ending), but I think they're fixed in the new version.
What I didn't like is that the DMOD has only one ending(at least I think so), and that there are just few and long dialogs.

Overall: 9.3
Very good DMOD, worths playing.
September 29th, 2006
v1.1
Score : 7.2 good
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wesley
Peasant He/Him United States
 
We begin with a very stylish opening. There are some cool effects graphics, however the opening monologue does perhaps run a bit long. Toss in some humor and you start off your quest.

You begin by stumbling on a destoryed village. There are tips most of the way directing you on what to do next. It is a well implemented system that keeps you on track since there is minimal interaction with NPCs (although when you do talk to a character, the dialogue is quite long).

There are a few simple tasks to accomplish, and lots of exploring to do. The balance of fighting/leveling and finding potions seems a bit off. Sure, it is nice to find the occasional strength potion, but when you find 4 mega potions so early and openly in the game, it makes me wonder why not just have the player start off their game with the stats in the first place.

Anyway, there is an obscure story that would have been better suited for a longer DMOD, although with such a short duration for development it is understandable.

When you do reach the boss (suddenly as it occurs) you begin fighting him. Seems pretty easy until he starts unleashing his minions upon you. Unfortunately, the game froze up on me as I was fighting him however I read the source code to read the ending, and I might say that it was pretty good. Perhaps a bit of a cop out, but again, citing the short development time (which is referenced quite nicely) it makes for a good humorous and 'failed' ending.

Overall, this DMOD has plenty of style, some neat graphic effects (although I wondered why entering a cave that was lit with a torch led further underground to a well lit level) and an interesting plot line (if not completely developed).

This DMOD was an entry into the Failure DMOD contest. My ranking (excluding my own entry for objectivity) #3 of 7