Self-aware games about looting castles and adventuring for its own sake and such are relatively common and generally do pretty well. Titles that pretend they didn't try, or at least you hope they are, but you're worried they actually didn't try. Some are forgotten, because they didn't try. Some, like Yet Another Game With a Dragon. Yon Astounding Castle (of Some Sort), obviously put effort into the title and wound up successful. Steal 10 Treasures quickly earned its way into their ranks, with the suggestion you're not a VERY heroic adventure, but it offers a new parser experience with the expected assortment of meta-humor and misdirections and efficient gags. My overall impression is that it should appeal to everyone: classic parser fans, people who don't like parsers, and people who are trying to learn parsers but don't want to have to memorize a bunch of commands.
S1T is the sort of game that puts its tongue in its cheek and keeps it there, all while being very intelligible. It's what I imagine the administrators of ParserComp hoped for 2023 when they created "freestyle" and "classic" divisions, and it paid off right away. I imagine the author felt very welcome to create this sort of work. Some of the one-letter commands step over themselves a bit, so there's a small learning curve, but the game's supposed to be a bit absurd, anyway, so it's easy to laugh off. For instance, P is push, but Y is pull, since P is taken and YANK works well enough. But then yell is B, for bawl. T is dedicated to turn, but the period sign is used for take, which I found really handy. C is climb, and V is conVerse. The arrow keys are used for compass directions (and there's a compass up top showing you which ways you can go,) since the letters need to be saved for other things, and it works terribly well, better than standard parsers where arrows are used to move around inside or between previous commands. Here, you don't need to tweak previous commands. There are even a few commands you pick up along the way once you found a few items. All are labeled in the help and thus eliminate guess-the-verb. So the parser organization feels like a huge success to me, with a small learning curve.
The plot is pretty self-explanatory. There is a castle (33 rooms, according to Trizbort) with 10 treasures. Some are hidden. Some are in plain sight, but you can't take them right away because you need a special tool. The first one I saw seemed way too heavy to carry, but the game's internal logic shortly rendered that worry moot. There are all the elements you'd expect for an adventure, with monsters and things that can kill you: a dragon, of course, and a griffin who gives you a trivial riddle you can't solve on your own, even though you've (quickly) tried all the reasonable guesses. Oh, there is a maze, too. Of course, this being the 2020s, you don't have to actually map it out. Once I saw the solution, I was surprised no other game had thought of it before. I was amused at the overconfidence the game makes you feel with the most direct try. Then it pulls the rug from under you. Then--oh, THAT's what you do.
But if S1T was just about meta jokes, it would just be a moderately fun corny time. The puzzles are legitimately interesting, where you have something in one room that affects another. And you have an NPC you must rescue who helps you later. It's pretty clear how, and even when he does, the conversation that ensues would actually be kind of annoying in real life. The author keeps that bit short, and it works.
Perhaps the most memorable bit for me is a puzzle that might feel like busy work, if it were thrown in with too many others, but because it is part of the game with a lot of quick jokes, it's a neat abstract exercise, and you feel smart doing it, even if you don't have to do any huge calculations. It reminds me of another Infocom classic game, but it's good enough that I don't want to spoil it. You'll know which one once you play it, and you find the treasure. It's technically impressive enough that we can picture the author thinking, hey, should I show off a bit like this, and the answer is, yes, they should have. The misdirection here is that the maze is quick to go through, but this is more involved. Yet at the same time, there's little or no painful trial and error.
Though some of the puzzles do force you to say, "can I really trust the author?" One such example is an NPC you can't defeat by yourself. At first I assumed I couldn't get past it, and attacking it meant death, so when I ran out of stuff to do, I thought "hmm, I'd like a funny instadeath." And I walked right past! Though actually there was nothing behind it, used to defeat it.
S1T also sands a lot of details down. I'd also like to give the author credit for what was a really nice soundtrack. I'm not a fan of soundtracks, usually, but the music was, well, sort of like elevator music wants to be. It changes up. It reminds you not to take things too seriously. And when I was stuck on a puzzle, at least I had the music to listen to. It also has a very nice hint system, where you can ask with just one key push, and it pops up, saying there's nothing more to do here. And the clues themselves don't completely spoil anything. And I also enjoyed how directions were implemented, even if you couldn't go a certain place. For instance, if you don't go north to the castle in the forest at the start, The Game says, oh, come on, there's treasure ahead, don't think out! This is something that I always bug writers about when I am testing, because I think it's a really easy way to round out the world and author has built without going into detail, and too often the restrictions on what we can do make you feel small. Here, it opens up possibilities, or it just has several variations on the quote hey, doofus, stop walking into walls. "
One thing I may remember most about this game, though, is that the blurb mentioned some rooms, and I missed one of them the first time through, and even though I saw the game, I wanted to see that special room. I wound up doing so, because originally I had just said, okay, I'll get through the maze.
I played S1t the same weekend I played Cheree: Remembering my Murderer. I wound up replaying them both in short order. They are the biggest successes for the new "freestyle" group. They're two totally different games but really show how we can do more with the parser than what Infocom or Scott Adams could, with their 64k limitations. S1T pays homage to the old games and seems to note their shortcomings. CRM tries for much more wide-open stuff, with a more serious plot, and contrasting them makes me feel the administrators' decisions were a success. They're not for every writer to do, or try. In fact, most of us will never get close, and some may find the classic parser better shows the world we've created. But seeing two radically different works that break the mold renews my faith in the community being able to find these new ideas consistently. There must be more.
The author has found an interesting way to give the parser experience without having to hit your head over a lot of weird and abstruse commands. Perhaps there is latitude for having, maybe, two letters for a command. And the parser can work that out. I don't think that would have worked here, because it would have interrupted the pace of the jokes, but for a more serious tone and bigger game, it would be neat to have that autofill so that people could plow through. So I think this was a success both technically and creatively. It reminds me of the best skits or movies of Cheech and Chong, which don't seem VERY clever, because it's just two idiots arguing, right? But they know what works, and they know why those idiots are funny and show us more than "geez, people are idiots sometimes." They want their absurdism to make sense and not have lots of levels of abstraction, and they know when to play dumb. So does S1T.
Works that mention certain things almost always invoke certain reactions in me. In this case, it’s a relationship that went on too long, for 11 years. I was wondering briefly if it was someone who turned 11 and felt they were too big for certain things, or even friends who found each other when they were almost 11 and broke up in adulthood, but – well, it’s 11 years of sort-of stability. And of being in and out. As happens with friends, because life happens. The interactivity is based around rumination about things that could've been done differently, or things we didn't notice until too late--or things we didn't notice
I’ve been sucker punched by people who told me I was lucky to have them in my life, not I, like the narrator, was being used for someone to lean on and then run away. There were people I was just glad they didn’t point out how unexciting I was. Or if they did, they provided ways to become more exciting!
But they never really asked me what I cared about. They just assumed their needs and wants were more important than mine. But they did come with a few superlatives, which it felt rude to turn down–before the next long rut. I felt I was ripping them off, since I could not offer superlatives back.
I took a while to realize these quasi-friends were in the way of what I wanted long-term, which was different from what they were pretty sure I wanted or should want, because friends help friends find what we really want, right? And of course some of them let me know I interfered with their long-term goals. Perhaps they implied they no longer had enough time for me, and my response was to do a complete reflexive 180 and make time for them to live, as kids these days say, rent-free in myhead.
And it cut another way, too. Some people, I wanted to be better friends with, but suggesting I'd be interested seemed an implication they were not that exciting. There are also some people whose lives I went in and out of because I figured they had enough friends, and it never struck me until recently that they may've thought I thought I could do better than them or felt brushed off. Then there are the people I haven't seen for, say, eleven years, wondering if I should've done better, or trying to place down a detail that makes me feel better about not wanting to be around them.
It’s tough to remember these things, but not so tough as it used to be. I have my own examples that parallel this work, and I wrote down a few more after. Some featured periods longer than eleven years, some less. "I took notes on this" seems like backhanded praise for an emotional piece, but to me it says, I experienced more or better than just an emotional spike.
The language in almost eleven is straightforward, but meaningful. The lack of melodrama works well enough, I’m worried this review may be way more melodramatic than its topic. But I hope this review is somewhere around as illuminating as almost eleven was to me.
Some games in the Neo Twiny Jam seemed like they might have had to leave something out due to the word count, and the authors did a good job of packing the right stuff in.
Palazzo Heist does that and more. It works both as a standalone puzzle and something greater, and of all the entries I played so far, this is the one I most can see and, maybe, want to see expanded into something much bigger. You may guess that 500 words is too much to describe a full heist, and you'd be right. It takes a bit of time explaining what you want to steal and why (not just riches.) Then it simply has you try to enter the palazzo.
It's a neat puzzle, with all concrete details and no knowledge of Venice needed. But it has misdirection which adds to the atmosphere without being unfair, and everything you need to know is pretty much contained in the description. It has the feel of a parser game where you need to examine everything. And I mean everything!
There’s also a way to sort-of fail that I found amusing. I didn’t try it at first, because I was trying to get through, but I was glad to expand the author's world a bit.
Looking at the relative popularity of items in the jam, this one slid way behind the other's work, *Eviscerate This Girl*. DCYOA seems a lot more my speed, and I'd like to encourage others to give it some love or thought, too, if you haven't. You could simplify it down to just choosing 3 tarot cards from a pack. Instead of double-edged, murky, stuff like Death or The Wheel, though, it's odd gifts like a Celestial Pillow, which helps with Lucid Dreaming. Or you can visit a paradise resort, but you have to pay for a room. Nothing practical or earth-shattering, but always fun. You choose three, then at the bottom, you click at the end, and said three cards are together.
It's interesting to re-read through and see which is the best fit, but I was amused by how I quickly said some at the top were the best, or if I was offered them take-it-or-leave-it, I wouldn't wait for the next ones. They were too good.
But at the bottom is a choice that might expose my reflexive gratitude as selfish. It's a choice that allows gifts for others. You are less powerful. It's double the height and width of the other cards--whether the author just wanted to leave relatively little white (well, dark here) space or kind of unsubtly point out what they feel is the best gift here, I certainly had a moment of reflection. I'd been slightly enchanted by the possibilities and then felt like a bit of a bum, nothing to ruin my day, but I realized that even with gifts that seemed benign (as opposed to the ones from a Djinni that cause bad things to happen elsewhere) I hadn't thought much of ramifications, or What Was Really Important, or I assumed my gifts could cover WWRI later.
So whether or not it was intended to be a psychological experiment, I found it to be an effective one.
Piele is a work that probably isn't intended to make sense the first time through, but it was rewarding to make sense out of and figure what was going on. Even if I didn't already trust a work by Kit Reimer to Go Somewhere Interesting, it was pretty clear the confusion was 1) intentional and 2) added to the experience.
To overgeneralize, there's a small page text in a language you probably won't guess. I had fun doing so. It's not from a huge country, but not an obscure one either. The point is that you go through the process of deciphering stuff, not just translating, but understanding what the words mean. The writing is poetic in nature, with two poems of four lines each, and sometimes, when you click on it, the literal interpretations appear first before the translated ones do. So the meaning slowly pops up.
This feels like a work you should experience for yourself, as explanations or critiques on my part would either fall short or be just plain wrong. So I’m just going to mention that clicking on the ending twice kicks you to the end of the work, so avoid that if you want to see it all right away!
Hint for the language: (Spoiler - click to show)look at the accents. They are unique (AFAIK) to a reasonably-sized country. If you're stumped, (Spoiler - click to show)cut and paste and use Google Translate. I think it’s a good choice for what the author was (I think) trying to accomplish. And I think it was successful, and that’s why I’m only semi-revealing the spoilers.
One other thing that makes more sense after the first time through: (Spoiler - click to show)the cover art.
It's always good to see IFComp authors pop up somewhere else. Whether these people are publishing books or just clocking thousands of rep points on stack overflow, it's a reminder to me that while I enjoy having a corner of the internet, but I don't need to stay in a bubble. In fact, I should not.
The author wrote Flattened London for IFComp 2020 which was a combination of Flatland and Fallen London, and it was a pretty big and amusing parser game. Then for IFComp 2021, they wrote My Gender is a Fish in Twine. I thought it was an effective and succinct counter-measure to those who used gender pronouns as a joke, and it never got close to over-earnest crusading.
This is about a slightly supernatural cycle of life where someone's body is repurposed following death. It branches to three stories, then a conclusion. It has the odd effect of making, for a moment, (Spoiler - click to show)cannibalism seem almost natural, each small story in a way reminiscent of how I read Native Americans performed rituals after hunting certain animals for food and made sure not to waste as little as possible out of respect for the animal's life.
But in our brief glimpse into Jacob's world, even what is not used, is used. And what is not used to clear constructive purpose has its own use in a way. It makes a clear case for content warnings, but paradoxically, the stuff that causes them is potentially the most uplifting or hopeful.
I hope Carter Gwertzman is writing other stuff, too, outside of comps and jams. I'm pretty sure that is the case.
(Note: Manonamora's review mentions the first sentence, which left an impression on me, too. Maybe you as well.)
This is a short story that takes an idiom and turns it on its head effectively. That idiom is "may I have your name," except, well, it’s literal in this case. It’s hard not to feel a bit defensive about all this. You get some interesting deflecting responses. You shouldn’t have to say them.
I don’t think there's any way to do as the fairy asks. But it’s a really neat look at invasive, unwelcome questions and having one’s personal space breached in a way that doesn’t make me need to go wash my hands after.
They way it ended for me, I wondered if the fairy ever had any intentions of taking your name, or it just wanted to be annoying, like a low-key catcall. Maybe it had no power to do anything.
It’s an interesting clever twist on chance encounters where someone was rude to you for no reason at all and you are left wondering "what did I do" and wondering why you feel just a bit icky even if you can't put your finger on what the random passer-by did to annoy you.
Neo Twiny Jam had a surprisingly large (to me) ratio of fantasy-quest games by authors, all of whom really seemed to know what they were doing. There've been a lot of works with emotional impact, too.
But this one combines both, while sneaking in under the maximum word count. I wasn't expecting what the curse was, and you probably won't, either.
Of course, given that it has some narrative, the tomb is not VERY big, or the quest VERY long. There's really only one puzzle and a few things to observe. It's a puzzle you can maybe guess, but said puzzle also has under a hundred states, so figuring an efficient brute-force method is a neat puzzle on its own.
It's a very clean effort, without extra fanfare, and I'm left with a clear feeling the author could (and should!) create something much bigger if they wanted. I'd also like to praise the cover art, which drew me in without grabbing me.
Finally, thanks to the author for including the source, and for telling us to experience their game before looking at it. It's in chapbook, and I used sugarcube in the jam, but several things still made immediate sense to me.
"Please don't take this the wrong way" can be said at least two ways: from a position of power, or not. It can act as a pre-emptive apology all polite listeners had better accept and, thus, let the speaker rattle on for longer than they really should. This sort of conversation is often laced with "no offense, but you know what your problem is?" or "I know I can be harsh sometimes, but people need to wake up and hear the TRUTH!" and other such gems. Or it can be legitimately confused, realizing you see something a certain way and don't want to look down on those who don't, and they don't even have to come over to your view.
The speaker in this interactive essay/poem is decidedly in the "not" category. They've probably heard the phrase a lot from more powerful and confident people, both those who want to help them, and those who don't. They have a pretty clear idea of what they want to say, but all the same, people do seem to take it the wrong way, or they offer pity or other things that don't help. Or they put more stock in certain actions than they should.
One of the key phrases revealed on clicking is "I just want people to listen sometimes." And this struck me: everyone wants someone to listen sometimes. For many non-autistic people, they know how to increase that sometimes until acquaintances find it hard to pull away, whether at the start of a conversation or after thirty minutes of yacking. Whil I can't speak for anyone autistic, they know they probably aren't good at it, and they see the facts, and that's all that needs to be said. But that makes people more squeamish than some narcissistic fool's endless blather about how they had to wait in line too long at the DMV, or something.
The essay itself has words or phrases you click, which let the user expound. If you're paying attention, you'll see roughly where it's going, that here is a person who just wants to be understood and really, clearly, does not deserve to have some "wise" adult pass off some rubbish like "to be understood, first you must seek to understand others" before, perhaps, saying they understand the speaker perfectly, and it ain't pretty.
I've met people who are able to laugh off self-destructive or self-impairing behaviors (a "happy drunk" is a relatively benign case here) and people who feel bad they can't fix things they want to. But there's also some unwritten rule many of us live by, in that if we see something wrong with ourselves or others, we should try and fix it. The narrator here has experienced do-gooders who followed that rule, in various degrees of good faith, and they don't help. Perhaps this can apply to those of us who are not very social but would like to be and fail, or even those who keep making the same programming mistakes over and over again. So I appreciate this work very much.
So I'm the sort of person predisposed to like this author's sense of humor, kicking well-worn tropes when they're down in a sophisticated playing-dumb sort of way, but I think this will have mass appeal. It has pretty much everything needed to make you happy you (sort of) wasted time. Each passage and choice is, you see, one letter long. The actual quest (as I see it) mirrors a well-known fantasy book, but you get there your own way. There are lots of ways to fail. Of course, there is the "sleep in bed and do nothing" possibility. One of them has you marrying a dragon and having a kid. This might not work with long drawn-out passages, but it does here.
There are also audio clues of the “best” choice. Sometimes it's pretty obvious. The right choice is contained in what the voice (the author's, which is a nice touch) says. Other times you have to remember some tropes. But it's non-intrusive, and I very much enjoyed the reactions, especially to one that promoted inclusivity nicely without being preachy.
I'm one of those people who always felt bad that I didn't enjoy 500-page fantasy novels as much s I should have, what with everything to track and the descriptions of scenery which quite frankly got repetitive and tedious after a bit. That's not a problem here, with just 500 words. On the one hand, it's an exercise in efficiency, but on the other hand, it was oh so wonderful for the author to have packed in as many jokes as they did. I was just happy I got things under 500 words, and I was relieved to get rid of some of the more flabby sentences. The author did me one better.
I'll likely enjoy said novels even less now, maybe because OWW (which may be an inappropriate acronym, yet it could fit into a passage or a choice!) puts things to a much higher standard. I hope more people see and enjoy this. The author's work is always good and funny and enjoyable to me but this, to me, is a spike up from his usual high standards.