The worst video game ever returns! DrinkQuest 2: FoodQuest is the latest-latest in text-based drink food obtaining games! Navigate the nameless and drinkless foodless someone/yourself through the perils of several common household objects and/or a person and/or yourself in order to obtain a drink food and quench their/your thirstHUNGER!

Now includes the original INFORM 7 version, written itself as a crib on Thy Dungeonman and MS Paint Adventures style text formatting (with all new and improved dogwater CSS!), and the new, less-improved, downright terrible and short version, a Graphic Bitsy Adventure about you trying to get someone ELSE a Food! Play one or both if you want! Or don't, I'm not in control of you.

Made as Project 4 for CDM 176: Narrative Game Studio @ UC Davis Spring 2024

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Had a very interesting time playing the Informed version of this game, especially with the turn counter. It sort of made me realize each turn mattered. Funny thing I mention that because just as I am trying to play it strategically, I end up going to bed. Welp that was a surprise. Loving the humor you've put into each of your games.

It is really unfortunate that I collected every single can in the bitsy game and had to skip through each of the messages for no reason. But also very funny cause I did it to myself. I really like how you have a variety of endings from neutral to true to special but they all really just end the same way with the player in the same mindset. Perfect way to stick with the comedic tone of the game and also slightly poke fun at video games always feeling the need to have different endings.

I found the special ending where I found bought a burger for $6 (what a steal), but I just wanted to note that I'm not sure if this line was supposed to be in the game:

"*** Run-time problem P10: Since the safe is not allowed the property "locked", it is against the rules to try to use it."

It showed up after the line, "Please enter the code: >5821"

Besides that, I like the narrator's wit / humor sprinkled throughout the environmental descriptions (kinda feels like an evolution of what we all did for Project 1!). I'm not sure if not being able to take / see the keyring or go to the bedside is intentional, cause I've been trying all kinds of words and I can't get the game to do anything.

(+1)

that's probably a result of how i implemented the safe, i'll see if i can't fix that (and the other bugs) before the weekend when everyone else probably plays this. i really appreciate the feedback!