I have fond memories of grinding away in RPGs when I was much younger, but all the same, I don't want to do too much for that again. There are other goals. I'm no longer just grateful computer RPGs exist. Zenith is not a grinding RPG, or even close to one, but it brought back those memories. It helped remind me what I liked about them.
In Zenith, you simply climb up a mountain. The rooms you go through are designated at random, and sometimes in these rooms, you find special items. Then, at the top of the mountain, you have a chance to chase your real quest, to fly to the "real" tower. You can just take a cheap glider back down the mountain if you think you're not prepared enough, and the game gives you some idea of how far along you are. The penalty for failure is losing all your items. The more items you have, the better chances of success.
This usually takes several times, and at first, you're not sure how many items could be in the backpack. You only know how you feel based on the place where you're given a choice (fall or jump,) this being an entry in the Single Choice Jam. Eventually you'll get to where you're not getting new items. That's a clue jumping may be a good idea. It's not hard to go back up the tower, as you just mouse-wheel down and click the link at the bottom. I sped up, so things seemed to blend together for me, while I noticed the room descriptions themselves were generous, with the exits different. There's a paradox here, of course--you want to get back up the tower quickly, but go too quickly, and you have less hope of finding new items to help you make your jump!
So mechanically Zenith can be expressed as "just keep clicking until you have enough items," but that's really unfair. First, the writing is too good, and second, I became conscious of several things while playing, both related to play and not. One was that even during a short grind, my mind wandered a bit as I quickly said "hmm, give. Items. Now." But there were others, and you may think back to lyour own long-term can-I-or-can't-I because-it-is-there accomplishments you had.
My other goals were getting a certain rating on a chess website (did I study enough? Jumping might mean pulling an all-nighter and possibly failing and giving up on chess for two weeks.) There's more random stuff than you'd think there, based on opponents' relative strengths and openings and so forth.
There was also my city's bike-share program, where you can ride for free for 30 minutes between any two docking locations, but after that, you get a charge. So I had a goal of making it between two seemingly distant locations without having to dock and start another ride. I would get closer, and finally I could do it. There was that faith in the final leap, when I didn't need that alarm saying I'd been riding for 25 minutes, so I'd better dock soon..
I wound up playing Zenith a few times more than I anticipated, because first of all, there's a high score listed at the end, and I managed to mess things up and not put my name on. (I thought I had to hit enter, instead of ... as happened through the game ... clicking on "enter your name." The author kindly obliged me by adding a feature.) But even if they hadn't, I wouldn't have felt my time was wasted. Obviously you can overdo the description but it wasn't, here, and if the descriptions were dry, perhaps my mind would not have wandered so productively. Even if I didn't know the strategies and number-crunching, it still reminded me of other times I was pretty sure I got things right, and other times when I really should have been sure I got things right, but I didn't jump, because I was a bit scared of other things that didn't work out.
Zenith reminded me, too, oddly, of Dragon's Lair, where you had those three parallel trips through the castle before meeting the dragon. That was more deterministic, but the randomized bits still scrambled things well enough that replays were fun and surprising, and I felt like I was navigating the randomness, which I don't feel in real life sometimes. Or it could just be like building levels and items needed to win a boss fight, or even memorizing a poem ("Do I remember how all this links together?")
It's a tricky thing, writing something that efficiently condenses longer works without getting too brief, and everyone's sweet spot will vary. But it worked for me, and rather quickly. It's one of the few Single Choice games that used randomness, and I think it did so very effectively. It could be done in other contexts. For instance, you could have a "prepare for a marathon" game where all sorts of factors on the day of the race could affect things. But the choices would be hamstrung and maybe artificial. (Eat nutritious or not? Train too much, enough or too little? And so forth. How much are you willing to put work and social life aside? The choices feel artificial, stated so. You know what the game wants, so it feels like a loaded quiz.) Perhaps even having Zenith with "you can go left/right" would be artificial. The first time, after failing, it was neat to succeed. On replaying Zenith I had that faith the RNG would work out in my favor even after not getting items on an early trip through. And it reminded me of times I thought or hoped I'd tweaked life's RNG in my favor to get things done. But I also saw how, once I succeeded, I thought "I'd better not fail--I need X items!" (I encourage you to find what X is.) It was empowering and revealing in unexpected ways. I think this was probably the author's intent, since they avoided moralizing and such. It seems like it could help push you away from some mindless RPG-based game (say, on Facebook) to realize, no, THIS is what I really want, if I go look for it.
Being a Cat Person, I'll play any game featuring a cat, especially if it's on the cover. And it's not just on the cover. It bounces around a bit in the game and on the screen, in line with how you the powerful villain just can't bring it to heel.
This one was submitted just before the deadline, and it's one of those very happy entries that feel more like the author spent a lot of time wondering if it was worth the bother, because maybe it was too silly, but perhaps all that time thinking pushed forth a few ideas that made something funny. Whatever the reason it snuck in, I'm glad it did!
I enjoyed the expressive white line drawings on black, too, which it reminded me of times cats were being slightly impossible and there was not much I could do about it, but of course there were good special memories and I was sort of bummed I didn't have a camera handy.
There are three endings and not many choices to get there, this being a Neo Twiny Jam submission. I enjoyed comparing them a lot, and I think you will, as well.
If you got through the first pages of Recherche du Temps Perdu, you may remember Proust once talked about madeleine bringing back a bunch of memories. You may remember it even if you didn't. It's become one of those literary cliches.
Here it's root beer. Root beer, the poor neglected cousin of Coke and Pepsi, and I've always preferred it, too, and I suspect I have more brethern or sisters than could be polled. (I in fact made a far more flippant reference to it in Threediopolis. It made a tester laugh. I'm still proud of that.) But the root beer is sentient! It's hidden under a porch, and it'll bring back memories. Like the meat in Douglas Adams's Restaurant at the End of the Universe, it's okay with you digesting it. And yes, it's a bit unnerving, too, but it all makes sense. Sadly, this state will only last for twenty to forty minutes.
That's more than enough for a lot of memories for you-the-character, and it brought back memories for me as well. Memories of chugging one two-liter bottle too much while studying, or of a pop can with the Minnesota Golden Gophers logo and 1984 Big Ten schedule on it. Or maybe of leaving root beer so long in the fridge, proud of my restraint, it went flat. Memories of mixing root beer with different types of ice cream to make a root beer float. (Don't get me started on ice cream flavors. Seriously.) Heck, even Red Bull drunk once every two years brings back memories beyond "this is why I don't drink Red Bull."
The character has different memories, of course, combinations of happy and sad. Alcohol is briefly touched on without judgement from the root beer or narrator. As a teetotaler, I felt a bit superior, though.
I didn't once I had The Choice. What is it? Well, you can be selfish. I saved the game and took the selfish one first, then took the selfless one. I immediately rationalized that I could do what I knew from the selfless one once I went selfish, or it would have happened anyway. I'd like to think I would, in real life. But things probably don't quite work that way.
I think the final choice is strong and well-placed enough not to spoil here, and MNiS would have been well-done without it. I place a high value on games that let you think in your own way without being all "I'm making you think" or being too unstructured and general and MNiS hits that spot for me.
Thicket certainly leaves an odd impression at first. There's a short sentence, where different fragments are underlined. You click on one, and then there's a "wake into the tower" link back. Clicking on enough (or the right ones) opens up more, until there's a full story on the hub page. Then you wake up for good, with a "wake into the tower" link on the main story page.
This seems relatively tidy, perhaps even pedestrian, but the links are to odd dreams, which frequently result in death, or in capitulating to dark forces. I found this effective, and it often reminded me of times I rolled over and kept having different dreams, or what seemed to be dreams within dreams, some of which I wanted to remember and some I didn't. Mine were about far mundaner things, but they still had the sense of dying just before I woke up, but -- well, describing my own here wouldn't be all that interesting. You know how it is.
The author tends to link up the sort of hot night where your air conditioner doesn't work with more fantastic settings, and if I didn't connect all the dots, I was at least able to flow with the writing, which I enjoyed. The stories are kept to a page in Twine Chapbook format, and they vary a lot.
A tip for lawnmowering through: as Thicket doesn't change the link colors once you visit them, you may wish to click on a link, then hit tab and enter once you're done reading, so you know the next link to click. The sentence fragments are somewhat related to the stories that launch, but the stories will be involving enough, you may forget where you were in the main sentence. Not that repeating any one passage is exactly punishment, but just a note for convenience.
"So, what is this work about?" is the first question people ask, if deciding to look at something. In the case of Iaia, well, I think the meaning is surreal and open to interpretation, not in the "the author was lazy and wanted to get something to the jam before the deadline" way (they made it by about a week) but in the "this is genuinely disturbing-in-a-good-way."
What happens is simply that you are walking along the street and reflecting on a very odd life and choices made. Which has been done before, but it pushed the Talking Heads' Once in a Lifetime into my head, and also, it had an epigraph from Leonora Carrington's The Hearing Trumpet, which I hadn't read, but based on what I saw here, I'm interested.
Given that this was for Single Choice Jam, there is a choice at the end, a surprisingly normal one, which makes sense. It's a good one to have after surreal reflection. I will keep it in spoiler tags, so if you want, you can have a quick play-through (there was some tension as to what the choice would be, and I don't want to ruin that,) but even the response is not what you'd expect.
Iaia has no back button, so you have a lot of text to re-scroll through first, but that's more than okay here (I just repeatedly hit tab and enter.) The first time through I wondered if some text was randomly generated, maybe because the author tried this trick before with Phenomena, and it worked well. But the images are deliberately chosen, and they feel well above "throw stuff at the wall."
So what is the choice? (Spoiler - click to show)You buy a drink at the vending machine. I like it a lot, because I think back to when I bought stuff at a vending machine, and I knew it was overpriced, but it looked very good. I was reminded of the vending machine in the high school social lounge, how I wanted to order one of each, and it would've been easy to do so if I planned things out, but I never did. The magic of vending machines died early for me, which is good for my pocketbook, I suppose, but I missed that. I was surprisingly disappointed on the first play through that (Spoiler - click to show)root beer was sold out, and it turns out it always was, but I still played through to buy root beer. It mattered to me much more than it should have, which on reflection was really, really neat.
Anyway, the next time I (Spoiler - click to show)drink root beer, I'll think of this game. Maybe I will even replay it at the same time. That'll, like, totally show it it can't stop me from doing what I want!
Toast is a funny little game in HTML5 (it has source code on GitHub, too, which I found educational) where, well, your choice is whether to make toast or not. It's quite attractive with its minimalism, which works well to assure you it doesn't expect you to find deep meaning.
You simply choose yes or no, and then you keep clicking. There's also the choice to click on the bread or the toaster, which gives you a funny little story that unwraps. It's all pretty surreal, of course, and I think it might be lesser if it were dragged out. It's the sort of effort that leaves you wanting more (in a good way,) because it's well done, but at the same time, you wouldn't see a way that *you* could extend the joke. Well, I couldn't. But I was glad to enjoy it and take it for what it was. It feels like something to replay between more serious entries.
I read this at a particularly odd time, having just made a lot of toast from bread that had been sitting out for a while. It provoked interesting thoughts in me, even though I knew it was deliberately surreal. You may or may not choose to eat toast before or after checking this out. Perhaps there would be a sequel where you eat toast at the computer, and weird things happen as crumbs get in the keyboard. Or maybe you drop the toast, and there is drama as you wonder if the buttered side will land up. I'd play either.
Demon Hatching is a story-over-puzzle effort with three links in it at one critical point. You are, unsurprisingly, a demon who hatches in a forest, and you run up against a human much bigger than you are. You have three choices, to run away, to fight or to scream. Of course, there's a bit of buildup beforehand, describing what you are and what you are doing there, and at least part of what you want and fear and so forth.
The narrative breaks make it so that nothing is spoiled, and you get to see the story unfold at a good place. It's well worth it to cycle back and try in the other options to get a better character sketch of the main character and the human.
Ink games do seem to have that little something extra focused on the craft of writing, and that was evidenced here, and it certainly made me interested enough to try and follow the Tumblr snippet it mentioned it was based on. I can certainly see it evolving into something larger, and I'd be interested in that, too.
If You Had One Shot is an ideal entry in the Single Choice Jam. The jam allows for one actual choice but as many click-throughs as you want. It hoses all the parser commands, even EXAMINE-ing, for four directions. You are about to give a speech at your brother's wedding, and all four choices are drastically different.
But here's the problem: you pick one, and you try to restart, and you're not back at the wedding. Whichever direction you pick, you get an immediate story. Then on resetting, you look back at what you did after some time.
This is one of those efforts that definitely should be done, and of course it can't be done too much. It's an effective gimmick, and the writing is good, as you'd expect, since everyone writing has won or been nominated for an XYZZY award. Maybe multiple ones? But they're all well-known. I have my guesses, but I don't want to share them, because guessing is part of the fun, and I don't want to spoil my reasoning, right or wrong. Who wrote each piece is not obvious.
Yes, I did find a way around the "only one ending" bit, but it's an entertaining concept well-executed, one that might not have popped up so quickly without the jam. Each wrong way builds into a story as well.
As for how I got around? I won't spoil it. I think it's reasonable to expect the player who really wants to see them to do a bit of legwork. So it's neat to have something quick and satisfying like this that retains a bit of mystery.
Four Days of Summer is a funny little game. I'm glad David Welbourn wrote it and sorry I missed it earlier. It's not very big, and it has loads of meta-humor and hat-tips to other games, including Humbug by Graham Cluley, which I hadn't heard of yet. Humbug's a big enough game that this isn't really a spoiler. And it's very consistent that David's game would hat-tip other games, what with all the maps and walkthroughs he's written.
The first part whisks you through some surreal places where you just have to figure one semi-obvious thing. It's kind of hard to mess up, though there are some old reliable gags in there.
Your friend, David, is about as fourth-wallish as a narrator can get, as he provides you with weird items he inexplicably finds. They wind up being useful. It's all tied together with a potato peeler you find at the end. No, really!
I admit I was slightly misled by the cover, which left me scrambling and looking for a green item I didn't need. It is available, but it's a bit of an easter egg. (Also, I was hoping for some partial solutions with the flags. You could make (Spoiler - click to show)Canada's flag or, with the green, (Spoiler - click to show)Mexico's flag. But hey, it's Speed-IF!
And for Speed-IF it's extremely tidy and fulfilling and holds out the promise of a very interesting mechanic worth developing, whether in FDoS's world or, perhaps, another author's completely different one. If you're an author looking for an idea, once you see the idea, you'll realize there must certainly be many ways to riff on it or extend it.
I wanted to try to avoid reviewing ParserComp games during the judging period, but I wanted to make exceptions for works people might miss out on and be sorry they did, due to the subject matter or an unfamiliar author.
In BtLoF's case, we have both, although I should note the author has written in non-English works that seem to have been well-received. (I onl researched this after playing through.) Nevertheless, I was sort of dreading looking into it, because it was about war, and I worried it might drag on, to show war drags on, and it might have more description than I wanted.
Well, I was totally wrong on both counts. It's a relatively short affair, and there are a lot of ways to get killed, and perhaps it would be better that way if you did. There certainly is something awful at the center of it. In the introduction, you know you're going to die. You're not sure how. BtLoF lets you know your protagonist's death is not very noble, and they're cowardly, too. He tries to get the bare minimum of bravery so he won't be found out. All this is done without pointing the finger.
Here's where things are tough for me as a reviewer. I don't want to spoil to much, but you steal something very particular, and it seems both very valuable and not valuable at all. It relates to some things I've seen. But it recalled upsetting moments for me, where I thought "Oh, I have no right to be THAT mad." But I did, because even if nobody stole my soul or wound up leaving me to die, they crossed some boundaries, under pretenses that Things Were Tough and There are Worse People Out There, You Know.
The final chapter is a fitting climax, as perhaps the narrator overestimates how much his fellow soldiers understand what he is trying to do, and it makes for a Tell-Tale Heart kind of moment.
I'll put why I found BtLoF powerful in a spoiler, and it's an oblique spoiler, too, just so if you read it, BtLoF should still have impact. It's not very long. You shouldn't have much problem with the four or five commands needed to pass each chapter. The story drew me in, allowing my character survival, wondering if he wasn't that bad, then slowly realizing that, yes, he was pretty bad indeed, or worse.
(Spoiler - click to show)it reminded me of people who told my story as if it was their own, maybe even interrupting mine to say "See? I told you so! That's what I've been talking about!" (Whom and what they told so is unclear.) Perhaps they even ascribe motives to me, or to antagonists or friends in my story, that weren't there, or deliberately emphasizing points I didn't care about. Perhaps those motives were flattering, or not. But it was my story, and someone corrupted it, by overplaying and underplaying certain aspects, and perhaps it was one I wasn't even ready to tell at all. It reminded me of people who told George Carlin jokes without noting, hey, this was by George Carlin, and they seemed much smarter than they were. There's a sort of spiritual robbery here, though in BtLoF, there's a bit of "what's the matter? They're dead anyway!" And I found myself trying to protest that and failing early on and even remembering when I'd warped others' stories, aloud or in my own mind.
BtLoF could have been done with a supernatural background, or as a slice-of-life game. Other works have done this, and successfully, in both long and short form. But it's a war story I hadn't read before, and I don't think that speaks to my blind spots. There are plenty of stories of ghosts on the battlefield, or of innocent people killed, in war. This is different. It was surprisingly personal to me without, well, being as invasive as the main character.