Reviews by Wade Clarke

IFComp 2012

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The Island, by Old Andy

3 of 3 people found the following review helpful:
Not bad old-style puzzling for its own sake., July 18, 2016
by Wade Clarke (Sydney, Australia)
Related reviews: Inform, IFComp 2012, fantasy

(I originally published this review on 11 October 2012 as part of my blog of IFComp 2012. This was the 14th of 26 games I reviewed.)

With its blurb which consisted not of a blurb but of a few weird, terse pieces of advice–

"to switch on walkthrough you must type "ftang" then "walkthrough" "shazam" will fill your inventory with useful things... "ftang" toggles cheat mode"

– I initially thought that the goal of The Island might be to mock the player. The game opened without a title page and dropped me on a clifftop from which I seemingly couldn't move. It also kept insisting: "This is a miserable place."

A few moves later I managed to unstick myself, began to explore my surroundings and realised that I had gotten off on completely the wrong foot with this game, just because of that peculiar blurb. The Island is in fact a straight, compact and sincere adventure-adventure of easy to medium difficulty, filled with the paraphernalia of fantasy adventuredom eternal. You find yourself on a creepy island; why are you there? It seems likely that you will find out if you do what adventurers do best: go around overcoming obstacles by solving puzzles. To seek more or less reason than this is misguided in the context of this game. The practical minded prose (though dotted with random atmospheric additions) and design make the game's mode apparent, so if you demand long descriptions of everything you see or elaborate in-world reasoning, this game isn't for you. The Island is like a kinder Scott Adams adventure, though a very typo-laden one, presenting the fun of this genre without the arduousness that is sometimes attendant upon it. UNDO is blocked – unnecessarily in this game, I feel – but I confess I didn't notice because I had been saving occasionally, which is all that is required.

The Island is more interesting to talk about if I leap immediately to its ending, so ahead is absolute spoilerage: (Spoiler - click to show)The game has a great conclusion. After you've solved all of the island's puzzles, your mode of escape from it turns out to be a ferry summoned by ringing a bell. It's also a ferry piloted by a guy who is clearly Charon / Death, who has perhaps grown weary of shunting English tossers around over in the world of Eurydice. Death takes you out to sea, only to deliver you back to the island, where he shuffles you into his set of adventure props as a pawn. The man you murdered earlier with the dagger (he was tied to a post, screaming madly, and there was nothing else you could do for him AND the game assured you that stabbing him brought him peace) becomes the new corpse in the coffin which contained the bell for summoning the ferry, and you in turn are tied to the post to become the new man who will be murdered with the dagger by the next person damned to this place. The cyclic inevitability of such a fate was signposted by the clues scratched onto the altar in the temple, which is why it pays off well.

The murder of the man tied to the post is probably still the weakest moment in the game, since it seems a far more obvious thing to do would be to try to cut his bonds. Even a message explaining that it would be impossible to do so for some reason (super tough bonds?) would fortify it, but I couldn't find any bond props or messages implemented. This still didn't bother me as much as it will bother some folks, as I've sacrificed NPCs for way less.


The Island's puzzles will be very familiar in nature for old school pundits, but the performance is the thing, and apart from all the typos making the game look weaker than need be, the performance is good, emboldened by the ending. The design is clear, simple and satisfyingly. It's fun to be able to have an adventure like this without it being too taxing.

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J'dal, by Ryan Kinsman

4 of 4 people found the following review helpful:
Ambitious mini dungeoncrawl., July 18, 2016
by Wade Clarke (Sydney, Australia)
Related reviews: IFComp 2012, Inform, fantasy

(I originally published this review on 14 October 2012 as part of my blog of IFComp 2012. This was the 18th of 26 games I reviewed.)

J'dal, heroine of this adventure, is a dark skinned girl in a whitey D&D world. She brings moxy, wide-ranging resourcefulness and mad vision skilz to the four person team consisting of herself, her adoptive dad, Roderick the thug and Stolas the mage. You control J'dal, who narrates in the first person, as she and her mates venture into a mine looking for a magical artifact.

The content of this game is pretty ambitious, more ambitious than its author had realised, I suspect. It requires solid implementation of four characters who can work as a team or independently. The characters are supposed to be conversant on various topics and capable of responding to J'dal's suggestions/orders. They need to have their own skill sets and inventories but be able to share equipment when necessary. To get all of these features running smoothly across a whole adventure would be no minor feat, and Ryan Kinsman has done well to mobilise them in the first place, but they're mobilised only at a basic level and in a correspondingly small adventure. There are significant programming gaps throughout J'dal, and I found it to be a tough game in spite of its smallness, mostly due to the narrow range of ideas and commands which are catered for. The game that is could use a lot more work, but it's still likeable.

The characters are of above average feistiness, and they swear a lot and their team dynamic is clear, so that the strongest impression the game left on me was of their overall liveliness and interpersonal kvetchings. But there are a lot of game features that don't work as advertised: keywords that don't respond, limited conversation topics, not much puzzle clueing, inventory and scenery bugs. The dialogue typesetting is crowded and when characters follow you from room to room, the following usually goes unannounced. As a result, I mostly stuck to the walkthrough after a certain point, and the linearity of the game meant that this was easy to do.

There's a good practical feel to the adventures the characters have in J'dal, and the game's got ambition and spirit. This all bodes well for the next game from this author, but J'dal remains kind of rough.

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Kicker, by Pippin Barr

3 of 3 people found the following review helpful:
Stoic depiction of the tedious duties of a Gridiron placekicker, November 3, 2012
by Wade Clarke (Sydney, Australia)
Related reviews: IFComp 2012, Inform, comedy

(I originally published this review on 22 October 2012 as part of my blog of IFComp 2012. This was the last of the 26 games I reviewed.)

I would have preferred the last competition game I play to not be about sport, let alone Gridiron. But now that I have played – nay, won! – Kicker, I'm glad it was my last game because it managed to surprise me. This is a game in which you play the placekicker on a Gridiron team, but it's an easy game to play for the sporty and the unsporty alike. It is also, after a fashion, not what either camp would expect from the premise. Or perhaps exactly what they'd expect.

The game's thorough message is that the role of placekicker is tedious and thankless, and close to being a joke in the eyes of one's teammates. You RUN ONTO THE FIELD, GIVE THE SIGNAL, KICK THE BALL and then RUN OFF THE FIELD. Then you mill about on the sidelines for twenty turns or so before the coach urges you to repeat the kicking process. In the style of a conceptual art piece, the player has to ride out an entire interminable game of football in this manner, boringly entering the same commands again and again to reinforce the idea as lived practice, with the extra joke that any and all attempts to find stimulation on the sidelines, whether through conversation or action, are doomed to failure. Other players shun you, a film crew ignores you, cheerleaders ignore you and there's basically nothing else to do.

Driven to the boredom the game seeks to muster, I tried to bring down my team by disobeying the coach in various situations. For instance, by not running onto the field when he asked me to run onto the field, or by not running off the field when he asked me to run off the field. My stratagems didn't ruin my team's prospects but I was fired twice. Happy to find that the game was not completely unyielding, I undid my tomfoolery and pressed on with entering "Z" or "WATCH THE GAME" a zillion times to see if anything wacky would eventually happen. I had grown quite weary by the time my team won, and our winning was the thing that happened.

The programming of the football game's progress is good and the prose is clean. A few commands I tried weren't recognised, but otherwise this is technically a solid game which is explicit about the commands you need to type if you want the match to keep going, but also relaxed enough to assure you, with good cause, that "You'll figure it out."

I've always thought of Gridiron as that ridiculous game where the players' physical attributes and skills are completely ghettoised. The kind of sport where one guy might have a massive right arm that he spends all his life pumping, except when he's on the field doing nothing but standing on a prearranged spot and waiting for a chance to clothesline some passer-by with that arm. Playing Kicker certainly did nothing to change my prejudices, but what it did do was let me win a sports IF game without understanding or caring about the featured sport at all, and it took a swing at at least one element of that sport while it was at it. For these things I am grateful, even if the game worked its magic by daring me to give up in the face of intense boredom.

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A Killer Headache, by Mike Ciul

6 of 6 people found the following review helpful:
If you think being alive is tough, try being undead., November 7, 2012
by Wade Clarke (Sydney, Australia)
Related reviews: horror, IFComp 2012, Inform

(I originally published this review on 15 October 2012 as part of my blog of IFComp 2012. This was the 19th of 26 games I reviewed. The game had been updated once during the competition before I played it.)

A Killer Headache casts the player as a zombie in a posthuman world with the immediate goal of ridding oneself of one's blinding headache by finding and eating more brains. It's truly a sad time to be a zombie when you have to live off the grey matter of animals and other zombies, but what saddened and maddened me was how excruciatingly difficult I found this game to be. In common with Changes, also from the 2012 IFComp, A Killer Headache has a world model of great sophistication, but it's even harder than Changes, and its nested hint menus almost induced apoplexy in me.

A Killer Headache was apparently inspired by a long and existentially discussion about zombies on the intfiction.org forums. I sped read the discussion after playing the game and can say that cumulatively, the participants knew their zombie stuff, as I claim to myself. Author Mike Ciul has considered the gamut of post Night of the Living Dead ideas and come up with his own version of the zombie mythology. The zombies range in sentience from below average to above, but they are all still possessed by their hunger, which can blind them to almost everything else. They specifically want brains, a schtick begun by the film Return of the Living Dead in 1985, and some of the humour of this game is also in keeping with that film's supposedly funnier aesthetic. (That's to say that RoTLD marked the arrival of "funny" zombies in zombie movies, but that I didn't find that film very funny myself; no slur on this game's humour intended.) An example would be the pathetic, moaning conversation you can have with the severed head of your friend Jim in the game's first location, your trailer.

The practicalities of being undead are foremost amongst this game's interests. The first puzzle is just getting out of your trailer. Your lack of coordination makes fiddling with the doorknob annoying and your lack of strength means that using brute force tends to destroy parts of your own body. Various enemies can tear your hands and feet off, hampering your future hazard-negotiating abilities. Falling down a ravine on your stupid zombie legs could result in an eternity of being pecked at by vultures. The game's commitment to the hopeless grisliness of zombie existence – assuming zombies have feelings of a kind, which is this game's atypical premise – is unwavering.

The difficulty which ensues is also unwavering. You're constantly being interrupted or killed by enemies while in the process of trying to solve difficult and fiddly puzzles, often under time pressure or with the added complication of your concentration being dragged away into pre-zombiedom flashbacks. This is clearly a point of the game, to convey that zombie "life" is indeed arduous. The point is effectively made and felt, but I don't think the experience should be quite so impractical to move through as a game. When you die, it tends to be several moves deep into a losing streak of actions, and to verify your suspicions about your situation often requires exploring several branches of the nested hint menus, paging in and out, going deeper and shallower and reading the lists of topics which are so convoluted that they cross reference each other.

A lot of the difficulties of play are also a consequence of what is exceptional about this game: its highly involved world model. The different groups of enemies interact with each other in complex ways, roving the desert, staking out objects and locations, fighting each other and fighting over you. The behaviour of the hated mob of zombie children is especially impressive. However, the author has not missed an opportunity to turn any particular permutation of circumstances into another hazard for the player, and the hint topics reflect this, reading like a troubleshooting manual for a day in hell. Did the dogs tear your hand off? Did they tear your foot off? Have they trapped you in the diner? Have the children trapped you in the diner?

My player wherewithal was gradually eroded over time as I kept trying and failing to solve my zombie problems. Some solutions were quite abstract ((Spoiler - click to show)put the other head on your shoulder), some relied on the kind of small-scale fiddling that has proved eternally difficult to implement to everyone's satisfaction ((Spoiler - click to show)I had terrible problems trying to find the commands to express what I wanted to do with the pump and gas tank), some were solutions I was too late to try ((Spoiler - click to show)try to keep your limbs in this game; it's better that way) and some were just very demanding. Dealing with the (Spoiler - click to show)mob of zombie kids occupying the diner near the end saw me dying on almost every move. I was spending about four times as much time moving in and out of the hint menus as I was playing. I had also been trying to play using speech-to-text, and being constantly driven back to the keyboard to fiddle with the menus was intolerable in my trammeled state, so this was where I gave up, unfortunately missing out on some existential ending, according to other reviews of this game.

A Killer Headache is dense, cleverly constructed and well written, and its savage entitites show a wide range of behaviours. The whole thing is harrowing. I just wish I hadn't found it so agonising to play. Perhaps the context that IFComp creates wasn't right for this game. Without the desire to try to finish this in two hours and the knowledge I still had a pile of other games to get through, I expect I would have been more receptive to the challenges it posed. What I don't have any kind words for are its nested hint menus. Nested hint menus drive me nuts in any game – it's about the only extreme prejudice I have in text adventuring – and the complex nature of A Killer Headache managed to show this particular method of dispensing information in its worst light.

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Last Minute, by Ruderbager Doppelganger (A.K.A. Hulk Handsome)

2 of 2 people found the following review helpful:
A CYOA about entering IFComp at The Last Minute..., July 18, 2016
by Wade Clarke (Sydney, Australia)
Related reviews: Twine, IFComp 2012, choice-based, comedy

(I originally published this review on 4 October 2012 as part of my blog of IFComp 2012. This was the 4th of 26 games I reviewed.)

You can't fob off the postmodern today, not even if you jab violently at the area directly in front of you with a pointed stick. Last Minute is a hyperlink CYOA about cobbling together a last minute entry for IFComp, and presented with its first screen, I didn't like the look of it. The protagonist thinks in exclamation marks and is equally and constantly excited by every turn of his thoughts as they alight upon different objects in his bedroom. In the long run, I believe that people should be skeptical in general of responses to creative challenges which consist of saying, "Well, I was having trouble thinking of something, so I made my piece about the trouble I was having thinking of something." Which wouldn't be to say that this game is definitely a response of that kind itself – except that the author revealed during the competition that it is. In the end, each object must still rise or fall by its own qualities. The primary quality of Last Minute is silliness, and even if you don't like it, it's over pretty fast.

The game has two halves. The first half is a the part where you scan your room with your eyes looking for inspiration for your IFComp entry. Choices include your games, your DVDs or what's on your desk... The combination of a "my apartment" game with the protagonist's hyper manner began to make my eyes water. But I persisted and reached the second half of the game, where my earlier choices were strung together into a gamey fiction. This section is extraordinarily silly and hyperbolic (EG a blistered blob forces everyone in the world to cannibalism by only letting them eat beetroot otherwise, and you have to stop him) but it's got more messy wit, writing cutesiness and variation than the first half, and might start to bring the sniggers if your defences are sufficiently weakened by now. I played this section a few times and found some different stories, and if you want that explosion of sloppy zaniness that you can usually expect from something in the competition, this could be one of the games to deliver that fix.

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The Lift, by Colin Capurso

4 of 4 people found the following review helpful:
"For God's sake, take the stairs!", November 3, 2012
by Wade Clarke (Sydney, Australia)
Related reviews: Twine, IFComp 2012, choice-based

(I originally published this review on 5 October 2012 as part of my blog of IFComp 2012. This was the 6th of 26 games I reviewed.)

Unfortunately The Lift is not a game based on either 1983 Dutch horror film The Lift or its silly but likeable 2001 remake The Shaft.

"The cover art for The Lift looks like it might be good," I had thought to myself as I'd squinted at the postage stamp sized icon dispensed by the IFComp site. The same automated process which deleted all of the large sized cover artworks from the comp games and replaced them with shrinkies in 2011 did the same thing again in 2012. After playing through this hyperlink CYOA game which involves choosing one of four weapons and then either being killed or not being killed by some zombies and dire rats, I think its cover image (even in shrunken form) is the only part of it I can compliment.

The PC is an amnesiac who wakes up with the obvious goal of survival. After picking your weapon, the next important choice you have to make is which of the four floors of the building you will investigate in hopes of escaping. Give or take the odd exception, that's about sixteen outcomes, but there's next to no variation of choice within outcomes. More problematic is that the writing is bad to unremarkable, there are no dynamics, there is no atmosphere, no suspense, reason, or really any point of interest. The choice you have to make before making the second important choice is whether to avail yourself of some pornography or not. This is potentially a moment of inspired dumbery, but it also might not be.

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Lunar Base 1, by Michael Phipps

5 of 5 people found the following review helpful:
Earnest moongoing in 2080., July 18, 2016
by Wade Clarke (Sydney, Australia)
Related reviews: Inform, IFComp 2012, science fiction

(I originally published this review on 5 October 2012 as part of my blog of IFComp 2012. This was the 8th of 26 games I reviewed.)

After the last few games I played, all of them CYOA and none of them spectacular, I was glad of the arrival of Lunar Base 1, a parser-based adventure of more voluble quality. Coincidentally, the last IF game I tried before this competition began was Hallow Eve, also by Michael Wayne Phipps Jr. who wrote Lunar Base 1. LB1 casts the player in the role of Captain Stan Rogers, one of two astronauts commencing a mission in 2080 to inhabit earth's moon for the long term. The game could benefit from more proofreading, more nuanced writing, and probably from the use of a bigger canvas (the base only has a couple of rooms). What it has going for it are the qualities of suspense, earnestness and some mystery, though I really wish it didn't take an average of four commands to get in or out of the airlock every time.

The physical setup on the moon is relatively simple, and the two heroes, yourself and Dr John Klose, are good-natured types strongly connected to their family and their past. This is reinforced all through the game in the dialogue, your own character's recollections and a nostalgic photo which Klose brandishes. The presiding feeling is a likeable one of respect for the history of space travel and the human desire to explore the unknown. That said, I wish there had been more detail about the mission. How were the two men going to exist on the moon? What were they going to do there? My personal hope is that we will have tried to send people to Mars by 2080 (if you're reading this after 2079 - are we there yet?) so for me to get into this game's mythology more plausibly, I would need some reasons and details to be given for the mission, whether real or fictional.

These issues get sidelined almost immediately in the game due to Klose (Spoiler - click to show)entering a state of delirium after seeing something out the base window on the first night. This also made me think that I would expect the people selected for this mission to have demonstrated a sturdy psychological constitution. It's not implausible that a supernatural(?) occurrence would rattle Klose to this extent, but again, it's the lack of detail in the game that doesn't help to fortify plausibility. As in many films, the characters here don't communicate sufficiently when significant things happen. You are only able to try three conversation ploys on the clammed up Klose before giving up, assessing him as thoroughly disturbed and contacting Mission Control.

Accepting the flow of the game's events, the puzzles weren't that difficult and they moved the action forward in a satisfying fashion. I only had to look at the walkthrough once; when I felt adamant that I should be able to give Klose's spacesuit to him at the time when it was crucial that we both leave the base. The game was adamant that his space suit should never be removed from its hook in the airlock. Thus the spacesuit was a source of persistent annoyance throughout LB1. Removing it and putting it on the hook to go through the airlock was fun the first time, alright the second time and a nuisance every time after that. This sequence should have become automated.

On the finale: (Spoiler - click to show)I found the extra terrestrial revelations towards the end of the game exciting as they approached, but somehow mishandled after their apex. Following the captain's amazing Mission to Mars / 2001 / Stargate-ish vision, would he really not speak of it to the other man for the whole trip back to earth? Or rather, if he decided not to, and was able to will himself not to, shouldn't we, in playing him, be privy to the inner struggle that led to this decision? These are the kinds of dramatic details that the game could use to beef it up.

Back on earth, I found the "best" ending to be strange. I didn't clearly understand the import of either of the significant things the debriefing guy said, and one of them was outrageously significant, that bit about us being the first man on the moon. If most humans are actually the descendants of the aliens seen in the vision, how is it that we are a "man", or human, instead? Or maybe I got the wrong end of the Space Food Stick entirely?


Overall I had a lot of logic, plausibility and drama questions about the events of LB1, but it's a smooth playing game for the most part and an enjoyable experience, especially if you're also into the noble pursuit of space exploration.

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Murphy's Law, by Scott Hammack

3 of 3 people found the following review helpful:
Not enough goes wrong., July 18, 2016
by Wade Clarke (Sydney, Australia)
Related reviews: Inform, IFComp 2012

(I originally published this review on 8 October 2012 as part of my blog of IFComp 2012. This was the 12th of 26 games I reviewed.)

Murphy, that loveable rapscallion of misfortune, strikes again all cobra-like in this light-hearted adventure about a man trying to post his last mortgage payment to the bank in the face of a phalanx of obstacles. Games along these lines are ubiquitous in adventuredom and thus tend to make players of even a little experience wary, in spite of the ebullience the games themselves typically bring. This one starts out quite well with some amusing descriptions and puzzles. The trouble is that ultimately there aren't enough obstacles or puzzles to generate the sense that the fates really have it in for us today, which is what the premise promises.

The first hazard sets the silly and harried tone well: a paper cut from an envelope must be bandaged quickly to prevent death. Next, my interactions with the cockroach blocking my path to the garage made me laugh, starting with its description:

A cockroach lurks on the wall near the exit to the garage, waving its antennae menacingly at you.

When I noticed that bug spray was listed on the shopping list attached to the kitchen wall, I started to enjoy the anticipatory sense of Babel Fish like pain which was developing. Would I now have to find a way to get in my car to get to the store to buy some bug spray to spray the cockroach paradoxically blocking my path to the car in the first place? It turned out that... (Spoiler - click to show)I would not, though I was impressed that I came up with the solution of putting a glass over the cockroach myself, and that it worked, just because I do this a lot in real life.

Once I made it to the garage, the problem with the obstacle of the car not starting was its lack of humour. (Spoiler - click to show)It really did just hinge on the hassle of having to read the instructions on the jumper kit then finding the right commands to execute them, boringly attaching the cables to the correct terminals on the battery. I don't enjoy doing this kind of thing in IF where everyday items are concerned; it's just not fun.

The joke of the bank robbery is that in spite of its high drama, it doesn't stop you from giving your check to the teller in the end. And dynamically this is a good fakeout before you drive home and crash into your house due to that annoying kid from next door. (Unless there's an ending where you don't crash – I only got 17/20 points.)
I didn't find the game's destructive finale as funny as I would have liked, probably because the grandness of it demands a bigger and longer build up. The PC should have suffered more first in order to fully milk the pathos. I can read the sketch of the intended dynamics of the game, but basically Murphy's Law needs a bigger, funnier and more drastic middle part for the dynamics to work, and to live up to its title. Though it's also possible that due to the overabundance of this kind of game in IF, no game can live up to this particular title.

The game is decently implemented in general. The only bona fide bug I found was that I was able to pick up the medicine cabinet. The score system could probably use an overhaul, as its structure contributes to the sense that not enough bad stuff happens to the protagonist over the course of the game. The score is out of 20, and your first minor triumph gets you 1 point, making you suspect there may be 19 more hurdles to overcome, but this isn't the case. (Spoiler - click to show)You get 10 points for paying your bill and 3 (I think) for drinking a beer.

Given the premise of Murphy's Law, I mostly wish there had been more of it to bolster its premise.

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The Sealed Room, by Robert DeFord

3 of 3 people found the following review helpful:
Interesting talking creatures premise but too generic a delivery., July 18, 2016
by Wade Clarke (Sydney, Australia)
Related reviews: IFComp 2012, ALAN

(I originally published this review on 21 October 2012 as part of my blog of IFComp 2012. This was the 22nd of 26 games I reviewed.)

The Sealed Room contains two mythical creatures which have the power of speech. Finding yourself stuck in there with them, your goal is to get out, mostly by ASKing the room's inhabitants about its contents and each other. Described by its author as "short-short", the game is indeed short-short, and while I did not find it to be very remarkable, in the context of the competition it was at least a game that I could easily play and complete, and which thus constituted a kind of break. The game is also kind enough to display its title page artwork on startup, making it one of the handful of entries whose cover image I could see easily this year.

The two creatures in the room are a dragon and unicorn who have wounded each other and can speak on the topics of their own natures, their opponent's nature and occasionally the situation of being stuck in the room. Controlling the game is easy; you just keep ASKing whomever ABOUT such and such a topic, and can also get either creature to offer up a list of TOPICS.

Given the game's simplicity, what it lacks are specific details to make its story interesting and to give strong personalities to the creatures. The reason you're in the room is just that an old guy on a park bench zapped you there. The creatures don't know why they're in the room. Nothing is made of the attractive design on the ceiling, and even the potentially interesting symmetry of the two creatures and their pools of blood, a strong image, doesn't figure in the events of the game. The effect, then, is basically in the contrasting responses you get from the creatures when quizzing them on the same topic, since the unicorn is kind and wise and the dragon is arrogant and a bit nasty. A couple of response pairs did raise a chuckle from me, and they do work best when you question each creature in turn about the same thing. Unfortunately it is likely that most players will lawnmower the responses from one creature before doing the same to the other, which will blunt the contrasting effect. Also, the creatures mostly act as symbols of their type rather than giving the impression of being individuals, so you stop expecting them to say anything that might surprise you after awhile.

Something interesting could have happened in The Sealed Room, but its trappings were too generic.

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Signos, by Mauricio Diaz Garcia a.k.a. "M4u"

2 of 2 people found the following review helpful:
Quick quest for wisdom is too rough to play., July 18, 2016
by Wade Clarke (Sydney, Australia)
Related reviews: IFComp 2012, Quest, fantasy

(I originally published this review on 22 October 2012 as part of my blog of IFComp 2012. This was the 24th of 26 games I reviewed.)

(Tech note: This game has sound. If you play Signos online, you'll need to use the Chrome internet browser to be able to hear it.)

Oh inner peace, if only you really were that easy to find!

Signos is a game handily compressing the eternal quest for existential completeness into the compass of about ten dreamscapey locations. It sports some attractive stock photo graphics of locations and colour-changing backdrops that will probably annoy 90% of players but which I didn't mind. It also sports the occasional sound effect. Quest's hyperlink features are present on top of the parser. They are likely to add to player confusion in what is already a confusing game. English is not Signos's author's primary language and complex prose was obviously never the goal here, but the implementation of Signos is so spare that most players are likely to give up on this life quest very quickly.

The game's layout and design ought to speak at least a bit to anyone who has played a console game at some point during the last fifteen years. There's a hub room with a different "world" accessible from it by each of the cardinal compass directions. Each world is generally a single room with a resident wise man (fakir, monk, yogi, etc.) and will feature a puzzle or two. (Spoiler - click to show)Solving the puzzles gets you pages of a book reflecting the deadly sins, each acquisition accompanied by a fainting spell, and when your book is full you get access to the Zen Garden of the big man: Buddha.

This is obviously a path to enlightenment that the kids can relate to, but in reading back my own summary of the game, I recall that all of the knowledge contained therein was hard fought for. Signos understands almost no synonyms, offers minimal clues and has no descriptions for the majority of its content. Ironically, the work involved in nutting out how this game functions amounts to a better simulation of the discipline required to gain enlightenment than the symbolic actions portrayed in the game itself.

As cute as Signos's fast track to wisdom is, its symmetrical layout idea is neat, even if typical for this kind of design. It also occurs to me that if there had been a Scott Adams game circa 1980 about gaining wisdom, it would probably have represented the problem in a similar manner, just without the graphics and colours. As it stands, the potentially hammer-weight powers of Quest give the appearance of overkill to a simple game which is too raw in its current state for players to come at.

Regarding my own quest for enlightenment in Signos... (Spoiler - click to show)I did find four pages of the book under my own steam, then I took to reading other reviewers' reviews for clues. Once I had all the pages I got stuck again and let the game show me the complete walkthrough. It hadn't occurred to me to try to smash the mirror with the stone because I'd been obsessed with trying to light fires with the cross (steel) and stone (flint). My gaming abilities continued to go downhill in Buddha's garden. After guess-the-verb and inventory limit troubles, I found myself stuck in a way that the walkthrough seemed unable to remedy, and conceded defeat. I guess the path to wisdom isn't so easy to tread after all.

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