Reviews by kqr

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Firebird, by Bonnie Montgomery
2 of 2 people found the following review helpful:
Great story, many details missing, May 13, 2025
by kqr (Sweden)

This was the fourth parser game I played. Having now gotten a grasp of some of the conventions of the genre, many of the early puzzles had solutions that came to me fairly quickly. When they did not, the game allowed me to bumble about until I found the solution. However, while the first puzzles seemed fairly logical to me, the later puzzles were more difficult – mainly the ones of the sort where one just has to guess at both nouns and verbs.

In some of the more critical plot points, the author has done an excellent job of allowing multiple solutions. I thought I had found the way through the game, only to discover when reading more about the game after finishing it that there were many more ways to go through it. Some mistakes will get you stuck (and the game tries to hint at this although I didn't catch the hint...), but other mistakes simply let you pick a different route to the end.

I also liked how even some of the more obvious failure states are not complete failures – the game takes the opportunity to teach the player a mechanic by allowing some observation after death. I know this is frowned upon in modern design, but it worked well for this game.

I enjoyed the setting greatly, even when it took a turn for the more mystical or abstract. I think this is a tale I will carry with me for a while. That said, there are a lot of details that yearn for implementation. Many things mentioned don't exist in the model world and cannot be examined. Some solutions that seem logical do not work unless the exact right verb is found.

In all, a very satisfying game with a compelling story and neat mechanics. If a few more details were implemented, this would get a five-star rating from me.

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Inside the Facility, by Arthur DiBianca
5 of 5 people found the following review helpful:
A well-executed abstraction with fun puzzles, May 13, 2025
by kqr (Sweden)

This was an odd one. It almost managed to capture my imagination with its sparse descriptions and limited scenery, but there was still something missing. Maybe the vast number of rooms and large amounts of cycling dialogue made it tempting to start skimming and miss out on some of the setting. I think this is a game played for other reasons than immersion.

I played this as my third parser game -- although with just four cardinal directions and two other actions (wait and status) it doesn't strictly need parser input. I really appreciate the way this game streamlines and automates the parser gameplay to the point where almost all actions happen automatically. And it still manages to set up some good puzzles!

I played this on a phone with the auto-map. In hindsight, I think it would have been a better experience with pen-and-paper mapping. With the auto-map, it was easy for someone with my lack of willpower to thrust through to every unexplored room, missing subtle cues and geographical hints along the way.

I definitely think you should play this one, because it extracts one of the cores of parser gameplay while peeling a way a lot of other things. It's a fun puzzle, but perhaps even more interesting as a very well executed abstraction.

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Aisle, by Sam Barlow
3 of 4 people found the following review helpful:
One-turn games are difficult to get right, May 13, 2025
by kqr (Sweden)

I like the idea of telling a story in disjoint pieces -- it can be done really well. But it is harder than telling it straight (because there are fewer conventions to lean on).

In this case, the story parts seem somewhat disconnected from the actual choices made, and in combination with trying to guess what commands are accepted, I get a little tossed out of the story each turn. The narrative is intriguing, but not intriguing enough to keep me in it. Maybe I'm just incompatible with one-turn games.

Either way, you should give it a try! Clearly some people like it a lot and the investment is small.

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9:05, by Adam Cadre
4 of 5 people found the following review helpful:
Realistic, short, and intriguing, May 13, 2025
by kqr (Sweden)

There was something surreal about preparing the childrens' breakfast at 5:50 in the morning while playing a game about someone living alone being woken up by a phone call from where they are needed at 9:05. I've been that someone (well, not exactly, but still), and it feels so far away now. I really appreciate getting the opportunity to relive that.

There are some immersion-breaking omissions in the morning routine[1], but in the end, the strange narrative that unfolds compensates for that. This was the first time I decided to re-play a parser game to see multiple endings! Its short duration helped with that, too, of course.

[1]: (Spoiler - click to show)I did not get to wash my hands after using the toilet unless I took another full shower. I never put my shoes on. At first I was worried about not being able to lock the house in a shady neighbourhood, but then I realised I didn't care so much anyway.

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Glowgrass, by Nate Cull
4 of 5 people found the following review helpful:
Very immersive, too short, May 12, 2025
by kqr (Sweden)

This was the second parser game I played. The puzzles were fairly easy (minus a couple of parser beginner gaffes – I forgot to examine thoroughly enough in a couple of rooms, and I failed to find a relatively conventional verb for an action I wanted to perform[1]).

The game is barren in terms of interactable scenery, but this amplifies the ambiance rather than frustrates. Indeed, what stands out about this game is, I think, its presentation. I really appreciated how the foreign environment slowly turned more familiar as the game progressed, but still retained its eerie feeling. I liked the seriousness with which the narrative was treated.

Unfortunately, it feels like the game is the first act out of a three-act play, and the other two acts just aren't there. It ends just when it has gotten me invested into the story. It's definitely still worth playing though.

[1]: Interestingly, I did not have any problem with throwing things or manipulating cables, which it seems like some other people may have had.

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Lost Pig, by Admiral Jota
3 of 3 people found the following review helpful:
Solid first game -- deceptively small, May 12, 2025
by kqr (Sweden)

This was the first parser game I played (beyond entering some commands into Adventure and Zork ages ago), which means I suffered from some parser-related beginner mistakes that delayed my progress quite a bit (and required walkthrough lookups[1]). I have since come to understand these conventions and doubt I would get stuck the same way.

My playing time estimation is very approximate because I switched between three devices as I played the game, retracing my steps on each. This is possible thanks to the small size of the game. That said, calling it small is a little unfair, because it is incredibly responsive. Almost every action has an interesting reaction, if not effect. This was both a blessing and a curse for a new player; it made exploration satisfying even when I was stuck, but it also made it a little difficult to know when I was barking up the wrong tree. The scoring system to telegraph progress was nice for that purpose.

The puzzles were (not counting parser game beginner gaffes) absolutely solvable and logical. Some puzzles were solvable in parallel, which confused me as a beginner but again, that probably says more about me.

The only thing I wasn't thrilled about was the narrative, which I found to be a little on the shallow end. The game introduces a setting with a backstory, but it is only used as a set for the puzzles.

[1]: I didn't think to examine things as thoroughly as I should have, it took some time until I figured out how to use a thing with another thing, and I didn't think that if (Spoiler - click to show)something has a barely interesting effect, doing more of that thing might have a more interesting effect! (spoiler only in the sense that it explicates a parser IF convention that is a puzzle solution in Lost Pig.)

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