Light Space

a Sci-Fi Adventure by tsmpaul

Commended by BerkaZerka on 9/21/2019 9:01:24 AM

Player Rating6.32/8

"#32 overall, #3 for 2007"
based on 2298 ratings since 03/21/2007
played 32,582 times (finished 2,044)

Story Difficulty5/8

"run through the jungle"

Play Length5/8

"Not going to lose any sleep"

Maturity Level4/8

"need to be accompanied by an adult"
Contains content that may not be suitable for persons under age 13. If this were a movie, it would probably be PG.

light space cover.jpg

Light Space - a dimension outside of our own, a layer of existance beyond what we can see, touch or feel. Equipped with a Light Space Jump Drive (LSJD), a starship can leap into and out of this extra-dimension in an instant, appearing in another star system many light years away.

However, a successful jump requires detailed computations to avoid something going wrong. A few times each year, somewhere across explored space, a star ship will make a Light Space Jump and simply vanish without a trace. Sometimes ships appear, exploding into millions of pieces as they emerge from Light Space. However, the chances of such an accident are too small to bother most travellers.

A routine Light Space Jump is about to go terribly wrong for a starship's crew - and one of them is YOU!

Danger and sudden changes to your surroundings await you at every turn, and you never know what lies beyond each door in each time, and what actions will kill you in the blink of an eye...

Readers leaving comments: As I've said before, I like hearing comments from people, whether good or bad. Feel free to say you love this, or hate this, or to leave constructive criticisms - that's what comments are for :)

Player Comments

I write this review, knowing that it is now 12 years after the story was published...

A few days ago, I reviewed another story by this same author that was too obviously a Star Trek knock-off, with all of the same tropes and hardly any ingenuity. The previous story by the author had reminded me of Robotech, or one of those similar weekday cartoons from the mid-1980s. While I could relate to the nostalgia aspect of those stories, I otherwise derived little entertainment from them.

This story was somewhat more original, and it at least didn't have me thinking of which sci-fi series this reminded me of the most. That said, despite a few moments of interest, the story was thin and left me wishing for an "end story" link so I could get on with my life.

Nevertheless, I persisted until I reached what I presumed was the preferred ending, and here I am now, recording my thoughts.

The story began weakly, with two characters on the bridge of a ship citing procedural technobabble back and forth to each other. As the reader, I had no clue what the situation was, why I cared what I was doing, or why I should shed a tear when my copilot Karl slumped over in his seat.

Then begins a nightmarish sequence in which the "story" has me wandering up and down a corridor looking for a room to enter. Besides the bridge, there are only four other rooms to enter, as it turns out, and only two are interesting.

Why do so many writers of these storygames think it's so damned interesting to enter and exit rooms? Is that what they do in real life for fun? "Gee whiz, this room is empty. Should I go back in the hall? Should I enter this room again? Should I go in the door directly across the hallway? Do I seriously believe this is an engaging form of storytelling?"

There are moments in "Light Space" when I began to have hope that a real story might start to unfold. One began with this line:

"Firstly, the bed is made. You can't remember ever having made your bed. Secondly, and more disturbingly to you, the sheets are bright pink with little white bunny rabbits on them!"

I LOVED that I was upset by the discovery of bedsheets with white bunny rabbits! But this sequence led directly to the introduction of a somewhat interesting character. Without giving away any details, there were interesting implications to the presence of this particular person that could have been explored more deeply. Doing so would have also enriched my character, as well as the relationship to the Andromeda, which at a subtextual level seems deeply profound the Dobson family.

But instead of going that route, the author thought it would be more fun to have me going from door to door, desperately hoping that something different might happen the eighteenth time I enter cargo bay, or Karl's quarters, or the galley, or the bridge.

When something different did finally happen, I had no idea why. Not that I was ungrateful to have the story advance after being pointlessly stalled for so long, but I was disappointed that a story that had an inkling of promise ultimately proved to be overrated.

I gave a few points for grammar and sentence structure (the author is apparently from one of those countries with Queen Elizabeth II on the currency, because "realize" is consistently spelled "realise," and "meter" is every now and then spelled "metre") but in the end I found this to be an unsatisfactory storygame, because most of the options led absolutely nowhere.
-- Bill_Ingersoll on 6/5/2019 8:38:50 PM with a score of 0
This game deserves every bit of praise it gets. Despite the plot being fairly linear, there was a surprisingly good amount of freedom and exploration options. The diction was very good, and some of the best I've read on this site as far as the lighter reads are concerned. The idea of something that isn't just normal time travel is a fascinating concept, and you made a great adventure of it here, making it accessible to anyone reading it. Also, I am probably in the minority about this, but I am fond of the ending's ambiguity. I enjoyed the memory idea very much.

That being said, I did have a few problems with it. There's at least one page that did not have any links on it. (Thank goodness for the back option.) It also didn't have as much emotional weight as I expected, although, I give that a pass, as I don't believe this is the type of story meant for that. Other than that, this was a great storygame and easily one of my new favorites.

And for the record, the art were great, too. Simple, but effective for describing what's being seen.
-- TaraGil on 10/15/2014 6:49:24 PM with a score of 0
Beautifully written as always tsmpaul, but I think this story is your best based on sheer creativity and smart execution. Tackling time is no easy matter and you pulled it off brilliantly! I also love all the pictures you created - they have this muted feel which adds to them somehow. Plenty of choices, just the right length, felt very satisfied. One of, if not the best, stories on the site.
-- madglee on 3/30/2007 2:51:21 PM with a score of 0
The story wasn't bad, but it didn't really feel like the choices had much impact on what happened.
-- czufelt on 7/30/2020 11:22:31 AM with a score of 0
it was kinda boring ngl.
-- Ben Dover on 5/10/2019 9:23:03 AM with a score of 0
Not Bad.
-- Miles on 4/24/2019 6:45:50 PM with a score of 0
This was a really interesting story game. It was fairly linear, but there were still a lot of choices. I really liked this. 7/8
-- C6H8O6 on 4/24/2019 1:03:25 PM with a score of 0
-- Kuro on 3/16/2019 4:12:50 PM with a score of 0
they should never open the door.
-- doneshia on 2/21/2019 2:56:40 PM with a score of 0
It was bad. Too complicated waste of time
-- emma on 11/28/2018 10:09:28 AM with a score of 0
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