
A text adventure about a wonderful swamp crab. You choose the destiny of this gentle crab.
Coded in Inform 7, you can play online or by downloading the .zblorb file and opening in Gargoyle.
You are a piggy. You really want to eat carrots for lunch. Uh oh! There is wolves running around! Good thing they are stupid! However, sometimes they catch your scent and come running! Look out! Get as many carrots as you can before your inevitable death!

Alright this game is mostly pointless. Just try to get to the top with a combination of shooting the walls and exploiting glitches in Multimedia Fusion's platforming engine.
CONTROLS: arrow keys to move, shift to jump, ctrl to shoot, crashing into a wall while on the descending part of a jump while holding shift and then probably pressing the arrow key in the opposite direction of the wall immediately after collision/during collision to wall jump, which can be repeated as many times as you want if you figure it out
MUSIC: Made by Safety-Based Rope. He lives on soundcloud.com
SOUND EFFECTS: The sound of the gun shooting is some guy pronouncing a click, the kind that are found mainly in African languages. The sound of a block being destroyed is a voiceless velar fricative, which is a German ch or a Russian x or a Chinese h or an Arabic kh probably or whatever transliteration is being used at the time or Scottish ch. Yeah.
Okay have fun.
I've noticed that a good deal of variable usage in Twine is simply employed to track whether or not you've visited a certain passage previously, or done so a number of times. This script code provides you with a function that can give this value straight, without needing to use the <<set>> macro.
window.visited = function(e) {
var ret,c;
for(ret=c=0; c<state.history.length; c++) {
if(state.history[c].passage && state.history[c].passage.title == e) {
ret++;
}
}
return ret;
}
To use it, use "visited("Passage")" as a value in a <<set>>, <<if>> or <<print>> macro. It will equal the number of times you've visited the passage whose name is between the quotes and parentheses. For instance:
<<if visited("Store")>>You've been to the store.<<endif>><<if not visited("Firepit") and not visited("Maggotpit")>>You've not yet been to the fire pit or maggot pit.<<endif>><<if visited("Trap Floor") gt 2>>Your repeated stomping is making the floor weaken.<<endif>>You've visited the chasm <<print visited("Dark Chasm")>> times.<<endif>><<set $count = visited("Jewelers")>>You've visited the Jeweler's <<print $count>> times.<<endif>><<if visited($bossPassage)>>If only you'd had this when you'd fought the boss!<<endif>><<set $beenToMyHome = visited($myHome)>>In addition, here is a function called "visitedbefore" which can be used to tell you if a passage has ever, in the course of the game, been visited before another passage.
window.visitedbefore = function(e,f) {
var h,c,ret;
for(ret=c=0; c<state.history.length; c++) {
h = state.history[c].passage;
if(h && h.title == e) {
return true;
} else if (h && h.title == f) {
return false;
}
}
return false;
}<<if visitedbefore("Firepit", "Maggotpit")>>First the fire pit, then the maggot pit, now this?!<<endif>><<if visited("Armory") and visitedbefore("Firepit", "Maggotpit")>>First the fire pit, then the maggot pit, now this?!<<endif>><<if visitedbefore("Dragon Hoard", $myHome)>>You must've left it at home after meeting the dragon.<<endif>>Some notes:
<<display>> macro as a visit.visitedbefore() will return false.
ZOMBIE PACK
Two nights ago, I had a dream about going on holiday with my family. At the end of the week, they all packed their bags and left, while I arrogantly sat in the empty cottage surrounded by dirty clothes and books and stuff. I thought I would have plenty of time to pack my stuff up, but little did I know that the owner of the cottage had arranged for a horde of zombies to swarm in at 7pm and devour anyone who hadn't left yet! I guess this was to discourage lazy bums like me from hanging around after check-out time. The remainder of the dream involved picking up all my junk from around the cottage and its garden, while evading or fighting off zombies.
This is the game of that dream, created in Game Maker 7. Your goal is to pick up your five remaining t-shirts and stuff them into the bag before the zombies get you. There is no sound because I wasted far too much time drawing zombies. The game maker file for the game is included in the zip, in case anyone is interested in checking it out for some reason.

I was going to make this for this weeks Themed Trainwreck Thursday but oh well. It's the latest game by SoftSoft.

My first level! Originally it was full of ghosts, but that didn't work out. So Gretel it is!
It is a boss fight level, but an optional one. You can just run past her and finish the level, but you'll have to kill her if you want 100% treasure!

Nomemoriman explores the land. Unfortunately he forgets every location as soon as he leaves it. Help nomemoriman gather 6 coins for his brain medicine.

Find all bottles to move onto next stage. Avoid skeletons.
Use arrows to move, space to jump.
A tribute to Sinclair ZX Spectrum games.