This is a three part all-text adventure written with the Quill.
Set in the quasi-medieval Dungeons and Dragons era, the
quest is three-fold.
First, find the princess held captive by a dragon, and rescue
her by defeating him. She guides you to the Lake of Fire.
After loading the second part, you find yourself at its southern
edge with a new quest; to find the Golden Key of Seven.
That done, a message is revealed which launches you on
the final conquest of the Dark One, and the destruction of the
Dragonstar Crystal.
I didn't feel tempted to sit for hours trying to unravel
Dragonstar's secrets. Perhaps it's just me, but it doesn't
match other adventures I've seen.
Presenting the user with a series of hurdles loosely linked
by descriptions relies overwhelmingly on his desire to beat the
programmer. For me this is not enough.
The best adventures should surround you in a land of
fantasy, draw you with an intriguing plot, challenge you to
defeat wily foes, whilst holding your attention by rewarding
you with a little success, and perhaps wit. Very few do.