Reviews by Andrew Schultz

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Star Tripper, by Sam Ursu
3 of 3 people found the following review helpful:
The universe: big, cold, hostile, random and ... strategically interesting, January 31, 2023
by Andrew Schultz (Chicago)
Related reviews: IFComp 2022

There's a lot to explore in Star Tripper, a homage to a sophisticated old phone game, and I don't think two hours was enough to explore it fully. The author knew this, too, but all the same, I was immediately intimidated by starting at sector 99. With a two-hour judging time, my immediate reaction was "oh no, 20 minutes to get acclimated, then maybe one minute to explore each sector?"

That said, it's a well-constructed trading game with a lot of neat bells and whistles, and the procedural generation works. You start with a small ship and look to boost it by learning which planets are where, etc. I found it neat how you could visit a bar and buy drinks and the prices of goods would change, which leads to a lot of game theory based on tracking prices. But the problem from an IFComp setting is that it takes a long time, way more than two hours, to nail things down, and you've already guessed at the strategy, and I was faced with the prospect of, okay, how many sectors do I need to explore before continuing, and how many bars do I need to buy people drinks at? The thing is: you want the game to have surprises, so it doesn't get boring, but with a time limit on playing and an inability to save, you realize you're going to get blindsided. It's fun to get blindsided a bit, of course, but with only two hours, it's impractical.

So I'd like the opportunity to cut out the bit at the start, as the choices don't seem to matter. That might not sit well with the author. The player can just keep rolling for favorable scenarios, e.g. ones with places near the starbase where you start where you can run quick trading routes that don't waste fuel–but on the other hand, you need several tries to really look into things, and it's possible to get bad luck early on, and restarting is frustrating. That and other keyboard shortcuts (beyond being able to hit tab end enter) might go a long way to help people who need to get their feet wet. Also, saving would be nice, especially for a long game. Again, closing a tab inadvertently and not being able to recover was frustrating for me, which on the whole seems more important than preventing save-scumming. I also have some worries, after several replays, that there's a lot of luck involved in finding a good trade route. Getting hit with the same RNG on replay loses a lot of excitement.

So I see there's a lot there, and I'd like to see more, but some of the less important and absorbing features were pushed to the forefront. I'd like to be able to enjoy even more of the cool coding and world-building the author did, but more in the overview sense. Stuff like just being able to buy information quickly after you did so the first time would be a big help (note–sometimes you waste money on beer, because you get thrown out after ordering one drink. I'm okay with that. It's just that sometimes the repetition caused my eyes to glaze over, and I missed vital information.) And then there was the mining sub-game, which was pretty painful on a desktop, even being able to hit TAB a lot.

These are some harsh technical quibbles but I think the author showed they've grown a lot as a game designer and programmer since last IFComp, and shoehorning the game into ChoiceScript is impressive, but ChoiceScript's limitations come through a bit, so it's not as streamlined as it should be. But – in the big picture, I think I see it, and I get it, but I'm too exhausted to look into details. I do, however, wish I'd enjoyed ST's predecessor many years ago, and I feel a sense of loss over that as well as the author requesting ST to be removed from IFComp. ST definitely felt like a bad fit if it wanted to place well, but I'm glad it was there. It does a lot for me technically if not emotionally, though I really would find it most ideal if someone else hacked through to find a win.

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A Long Way to the Nearest Star, by SV Linwood
3 of 3 people found the following review helpful:
An odd not-quite-friendship, big picture tech-futzing, deep-diving anthropology, January 30, 2023
by Andrew Schultz (Chicago)
Related reviews: IFComp 2022

I left some really good entries for the end of IFComp 2022, and LWNS was one of them. I confess, I bumped it to the back, because the subject seemed flat to me. Science fiction? Near-vacant ship? A sabotage mystery? Not my cup of tea. Plus there was an indication you had to deal with an AI. I put on my jargon-ducking helmet, only to find I didnt need it. LWNS wound up reminding me more of a buddy-cop sitcom than anything else. Not that it's full of jokes, but there's great interplay between the player-character, a thief whose own spaceship is on the blink after a hyperwarp to escape galactic police, and SOLIS, the AI in a host ship that the thief finds as fuel is low. SOLIS has kept the host ship going– well, sort of–with all the occupants dead. So there's a whodunit in addition to technical footing.

SOLIS's sarcasm and reticence to help with simple tasks suggests malfeasance, but unfolding the big answers isn't that easy. Fortunately, navigation is. While it's ostensibly a big ship, there are areas shut down for security purposes, so that helps with focus. You can visit the living quarters, but the core is off-limits. You need to not only butter SOLIS up the right way, but you need to discover evidence in datapads left by crew members. There's some finagling here. SOLIS knows who you are, being AI and all, but if you have the right passwords, there's not much it can do. It understands deeper things may be at work, and it understands there are things it doesn't understand. Oh--and passwords are inventory items you don't have to remember. Yay, anti-pedantry.

So you can focus on big picture stuff, like cleaning out the lab, where there were some important experiments. It's nice that things like getting the flashlight to work are done from an intuitive item menu. You use something, and if it's in the right place, it works, and unneeded items are discarded. The cluing's pretty good, too–at one point you need to fix a janitorbot, and even though there's a lot of futuristic technology, the puzzle's very much big-picture. The Internet having manuals for download is great, but here

It becomes increasingly obvious the deaths were not accidental, and as it does, your ability to call SOLIS is hampered. The game often suggests you may not want to ask a potentially hostile AI about THAT. And you don't, and there's usually a neat workaround. Then an action sequence at the end to defeat a weird monster provides an unexpected opportunity to cooperate with SOLIS, where it quite believably can't grasp what you're doing, or why, probably because its AI wasn't built for quick-thinking combat.

It's only near the end that you learn what SOLIS stands for. It doesn't really matter, and this is reiterated beforehand, but by that time you've gotten to know it well enough, you feel you have to. The ending put SOLIS's early actions and words in a new light for me, too. It reminds me of that scene in Hill Street Blues where Becker, the tough cop, finally finds the real name of the guy who keeps giving aliases like William Shakespeare. And I walked away with a very human perception of what SOLIS was, what they did, and why they did it. I've, well, been there. It's a human experience we've all had, and here it's done with almost technological detachment, until you realize what the guilty party did, and how it would be wrong to do to a person, but they probably felt clever doing so to an AI. Cognitive dissonance for AI's is all I can say. And I find it interesting LWNS was written in 2022, before the 2022 Merriam-Webster Word of the Year was rolled out. As I see it, SOLIS understands snark, or at least the mechanics of snark. But it doesn't understand deeper, darker stuff. It was emotionally hard, having to explain that through LWNS, even though I just had to click on and option and didn't have to think up the words.

Long Way has, according to the walkthrough, several endings. I did not see them all. But the one relatively neutral one I found provided me with enough food for thought. I've certainly sat through a bunch of "two lovable rogues" productions that made me groan a bit, where I didn't love either, whether it's in science fiction or an action movie or whatever, and I got the feeling they'd not really bonded, or the parting was too melodramatic or whatever, or there was humor, which got laughs, but it missed profound stuff. I can't call Long Way super-profound, as it doesn't want to shake you with its profundity. But at its heart it's about two entities who didn't expect the improvement and understanding that they wound up getting from the experience. Neither did I.

Note on similar works: it feels like Star Trek: The Next Generation is low-hanging fruit, where Data tries to understand what it's like to be human. The computer makes a good, if unemotional, limerick. And there's definite tension as we see whether SOLIS is more like Data or Data's evil twin Lore. But I was surprised how much it reminded me of Tunes for Bears to Dance To, by Robert Cormier, maybe my favorite young adult author. Henry, the protagonist, experiences some very troubling things indeed, despite a lack of melodrama. I rarely have an IFComp entry cut across genres like this.

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Seeker of Magic, by Garry Francis
1 of 1 people found the following review helpful:
A solid, no-frills, linear magic treasure cave jaunt, January 29, 2023
by Andrew Schultz (Chicago)

It's weird, stumbling on Adventuron late and still having a backlog of stuff I really want to see. I've seen writers' more mature works first, with the earlier ones coming later. All sorts of factors, then, blunt ambition. The new authoring system is tricky to learn, there aren't resources, parts of the syntax may not be ironed out, and maybe there aren't as many great shortcuts or examples yet. People just want to get a nice game out there. And in the case of SoM, Garry Francis did. And went on to even nicer.

Overall I think the only possible point against SoM is that it is relatively unambitious, as a cave exploration game. As a thief armed only with a knife, you get by a gross troll (a highlight of the graphics, both when it is in your way or defeated for good,) make fire, solve a riddle, and pick off a slightly unexpected treasure. Hence the twenty points in the game, with only four actions. The map is linear. You get in and out. There's a quite sensible inventory-capacity (well, sort of) puzzle.

It's all over a bit too soon. I wondered if I'd really earned the treasure I found, but maybe part of this was due to the nature of the treasure and my enjoying the ride.

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The Cave of Hoarding, by Dee Cooke
1 of 1 people found the following review helpful:
The reverse of a treasure hunt, January 29, 2023
by Andrew Schultz (Chicago)

It's always amusing what authors can come up with when given a theme for a jam. I mean, some of us (like me) will probably play it safe and not take any big risks or even try to shoehorn their own specific knowledge into their effort. But others are better at saying, okay, how can we subvert this meaningfully, in ways the next entrant probably won't, either?

This is what happens in CoH. You'd think, with a title like that, it'd be a romp through a cave with a lot of treasure. But really it's about hiding treasure for later, as in, finding a place it can sit so people won't see it and eventually forget it's missing.

Such is your task from one Mr. Lo Kingdom. You and your not-really-friend Msndy (you're more like a chauffeur) need to find a way to hide things. Mandy's a bit absent-minded and can even get killed, which detracts from your point total even though Lo Kingdom mentions she was a liability if you fail to protect her. She manages to kind of mess things up along the way.

There aren't very many puzzles here. It's pretty obvious who is guarding the item you need and what you need to do with them. So burying the treasure is not too bad. It's turning things back to as they were beforehand that's the tricky bit. This is nowhere near as complicated and intriguing as Sub Rosa, but it's still a bit of fun. There's even a bit where Lo Kingdom gives you money for something special you have, because he's "persuasive" like that, but it's something you wanted to keep. This costs one point at the end. The points aren't displayed in-game, and given the author's later works, I like that she made the switch from points to achievements.

CoH does feel a bit less substantial than the author's later efforts, and I don't think this is general "oh people always get better" revisionism. For instance, Day of the Sleigh may have fewer rooms, but it feels like there's more to do, and the jokes are more focused, and the alternate paths and odd achievements feel more logical. Nevertheless I was glad to see there was a game of Dee Cooke's I'd overlooked, and I enjoyed working through the branches. Maybe it's a bit on the silly side, but given that the game's general intent is to do things backwards, it should have leeway for that.

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Century, by Zuuri
1 of 1 people found the following review helpful:
Avoid the bugs, and it's a quick affair. Neat graphics., January 29, 2023
by Andrew Schultz (Chicago)
Related reviews: Adventuron 2019 CaveJam

So, okay, I went to Garry Francis's walkthrough up at CASA/Solutionarchive.com pretty quickly for this one. Which is sad. The graphics are cheery and colorful. But it hits the "you have amnesia and are not sure what you're doing" a bit too heavily--and unintentionally, in the case of some verb-guessing.

Being stuck in the cave isn't so bad. This part is decently well-contained, though why and how the combination to a safe is scattered in parts about the area is a mystery. The puzzles are sensible. You find a key in the safe. You get out and climb a tree and even hunt for food! (This part is random and frustrating and chases people off. The next puzzles seem like arbitrary guesswork, unless i am missing something.)

You then find some treasure, except ... except ...

Well, the ending had me shaking my head a bit, too. I felt heckled. Not that that's a bad thing, and not that it was particularly abusive, but the shift from "what's going on here, anyway?" felt as helter-skelter as the game itself.

Given the chaos that transpired even with a walkthrough, I recommend you have one close by if you take the plunge with this game. There's a certain eagerness to it, to give you some standard adventure-game locations with weird twists, along with some puzzles that should feel good to solve. But they bounce from perhaps too obvious to "whoah, that was weird" too quickly.

However, if you're one of those people who can get into playing every game in a comp once you start, take solace in this game having enough heart that any frustration endured because of these puzzles is not lasting. That's how Adventuron rolls.

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A Mission in Time, by Soso
1 of 1 people found the following review helpful:
Explore forest, avoid beast, find relics, January 29, 2023
by Andrew Schultz (Chicago)
Related reviews: Adventuron 2019 CaveJam

"Astronauturon" feels like the sort of word a native thinker couldn't figure out, or that we might dismiss as too odd. But it works, a portmanteau of astronaut and Adventuron, presumably. It's far less plain than "A Mission in Time." Though the execution itself isn't especially snazzy, for better or worse: you're in a dark forest with a lot of rooms, but it's not really overwhelming. You're an astronaut coming back down to Earth, which humanity fled when it was irratiated, but after a hundred years, it's relatively safe again.

Well, except for that bear chasing you around the map. I didn't get caught by it, but some red text indicated it was nearby, as I took photos of artifacts with my camera. Then I went back to the ship and uploaded them, which presented the main game puzzle: there's a time capsule hidden outside the initial rooms you can view, and since your inventory capacity is two (three, if you drop the camera,) and there are six items on the photograph which you now recognize, you need to decide what is most practical.

This part is not very taxing, but recovering the time capsule is effective, and of course, when you win, you see what's in it. The ending is a bit cute, maybe too cute for the general mood, but it wrapped things up nicely.

Astronauturon is not a crushing experience, nor an unfriendly one, and the mapping goes quickly. But it feels like there could've been more puzzles with the items you find in the house, and the camera mechanic could have been used more. I feel like I may have missed something during my quick playthrough. I quickly went from being worried the map would be too tangled to wishing there was a bit more to do. But it works, and the black and white graphics are a neat touch that help emphasize the red text without overdoing it.

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According to Cain, by Jim Nelson
4 of 4 people found the following review helpful:
Alchemical Biblical story, hold the excess moralizing, January 29, 2023
by Andrew Schultz (Chicago)
Related reviews: IFComp 2022

So I was worried AtC would go heavy on the Biblical stuff. Fortunately, there's more alchemy than Bible verse grinding. On the surface, you may be able to guess what happens. Abel feels like that guy back your one high school who'd laugh at other people making mistakes or at people who knew a bit too much, and the teacher never quite caught on. You wondered how he got such good grades, but the teacher liked him! Murder, of course, was out of the question, but given that the fifth commandments is more about "thou shalt not hate" than "thou shalt not kill" (boy, I felt guilty about all those fruit flies and house flies for a good long while!) one can see how a person might sympathize with Cain. Abel is perfectly okay with Cain getting some nice stuff. So perfectly okay, all things considered, that Cain had better not lash out at him back. You could even say Abel was the first troll, as he
seems to make a nice* mix of concern trolling, boredom trolling, etc.

The angle is a bit different–there's a neat fantasy/academic element involved with you being able to go back in the past and scrounge around for Cain and Abel, with an envelope you can open at any time to return. In the past you dabble in a bit of alchemy. You find swatches of substances like sulphur and salt and so forth, and at critical points, you blend them together to gain revelations. There's a good deal of crank science that the author knows is crank science, but it has a neat bit of logic to it. It revolves around there being four people and four ancient Greek humors.

You need to learn what sort of person Adam, Eve, Cain and Abel were, and each time you figure what combination of reagents to use on a special item, you access a new memory. There are sixteen total, which makes for a good deal of symmetry, good to have for such a big work–the memories themselves have mnemonics or feel organized. That extends to the spellcasting you have to do, which contrasted with Adam tried to use magic to find a way back to Eden. You also learn some basic spells, but thankfully it's nothing like, say, memorizing the Ten Commandments and its explanations to the word. (I so hated that in confirmation!)

Two risks with this sort of work are that they may feel too "look, I'm being accurately biblical" or "look at how brilliantly I'm reinterpreting things" and it never really got that way for me. I think using known and anacchronistic pseudoscience worked very well to establish a fantasy feel without going fully silly mode, and I enjoyed how the pacing of revealed memories worked, and I confess I sped things up with the walkthrough to see what happened next. It's almost like the author has done this sort of thing before but in a different medium! Near the end, one of the moments I thought could happen and be very heavy-handed felt appropriate.

AtC ran the risk of being slapdash and smart-alecky all along, in that "THE EVIL GUY WAS THE GOOD GUY ALL ALONG AND VICE VERSA, HAHA" manner, but given the revelations are more gradual and nuanced, there's no chance of it being a hot take. Certainly I wound up thinking about "nice" (well, I couldn't prove they were mean) people from my past I should've been closer with. Nobody got killed, but certainly there was a good deal of maneuvering from people who said "you don't deserve something this nice, but I do, no offense, I'm not looking down on you or anything."

Unlike Sunday school or confirmation lessons, I never felt pressure to remember silly details I didn't think I would use. I was grateful for I would actually want to learn things, to fill in the holes that aren't there, on replay, and I certainly wouldn't feel obliged to memorize things. So AtC brought up an angle beyond "yep, some people who should've been figurative brothers weren't, and whose fault is that?" And it also addressed things I figured I'd better shut up about or get excommunicated ("for the first people ever, wasn't incest necessary? And isn't that a sin?")

TADS entries in IFComp are very rarely middling, and this is probably a function of the Inform community being bigger than the TADS community, and how people may either choose TADS and not get as much support as they would with Inform, or they may look at TADS and Inform and decide TADS has some features Inform doesn't, and they get a lot of help in the forums because people have been waiting for someone to share with. (I just stuck with Inform, and I know I've had "well, it works well enough" moments where someone pointed out, yes, here is one way in which TADS is more robust.) AtC is clearly on the upper end, and for all its being steeped in the past with its plot, it leaves me looking forward too, well, a future where more TADS games are written, and there is a bigger TADS community. There could be so much to gain.

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The Witch's Apprentice, by Garry Francis
1 of 1 people found the following review helpful:
Peak Adventuron, January 28, 2023*
by Andrew Schultz (Chicago)

I played Santa's Trainee Elf recently before playing WA, so my cynical first reaction was "Wait! Garry's already done this before, but for a different holiday." But of course WA was released in 2019, STE in 2020. And, well, it's a very good thing they're similar. Both have neat graphics and are really sensible and entertaining fetch quests that fit the season. If you forced me to decide, I'd say STE is a bit richer and handles the whole "find stuff to make something special for kids" a bit better. But I liked them both a lot.

In WA, you are an apprentice who must find eight ingredients for the witch, for a potion to keep kids safe this Halloween. Some require more creativity than others. One even requires you to remove a cat's bell collar so they can (Spoiler - click to show)catch a rat. It's well-timed and paced, too, with the run-up to entering the Witch's mansion being just a bit spooky. There's no response when you knock, and the author deserves full credit for the joke/minor puzzle therein.

The mansion has a lot of off-limit areas that help it feel big without the game being overwhelming, and pretty much every sort of spooky location is covered. It's a three-story affair with a backyard, too. The ingredients aren't anything too novel. They don't need to be, though I laughed at needing rotten fruit. But there are amusing explanations for alternate names for mustard seed and buttercups. WA has a lot of small subversions of general witch tropes, and I particularly enjoyed poking at the scenery you couldn't use yet, or didn't know how to, as if to reinforce that you're an apprentice without belaboring the point.

WA just feels like the sort of game Adventuron was made for. You couldn't quite write it in Inform, and the parser bits feel like they'd lose something in Twine. I enjoy Garry's Inform games, but his writing seems to have a bit more character in Adventuron. There seems to be some nice synergy with the graphics.

Which leaves just one question. When's that Adventuron Valentine's Day jam coming? I'd love to see a trilogy from the author, if they had the inspiration.

(edited 1/29/23 5 PM, originally posted 1/28/23 5 PM)

* This review was last edited on January 29, 2023
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The Missing Witch, by Dawn Mary Mac
2 of 2 people found the following review helpful:
Short semi-spooky game with a funny instadeath, January 28, 2023
by Andrew Schultz (Chicago)

I'm really impressed by how unironically good last-place games can be in Adventuron jams, and The Missing Witch is no exception. Perhaps it doesn't soar, but it clearly does more than just make up the numbers, and if you're playing through the whole jam, you won't want to miss it.

You play as a nine-year-old who wants to get into a party and have some adventures. These involve, well, a lost witch. So the beginning is largely reconnaissance. One thing you must find is in your home, and if you dawdle too long, your parents make you stay in. (There's a joke to this. I won't spoil it.) The other things you need are strewn about the scenery, and this might be a pain in Inform with the non-sparse room descriptions, but Adventuron's ability to highlight critical words makes everything easier.

Once you've got a costume for the party, the summoning really starts. I was thrown a bit because I had to remove my costume to reach one semi-hidden room, and I was worried the twins would come after me, but that was relatively trivial. Getting there involves standard item-munging. There's a crypt of sorts to explore at the end, too.

The sorcery involved is decidedly g-rated and, well, it's trivial guess-the-verb. The ending was satisfying. It's a nice balance of kids'-party and minor spoernatural creepiness. So I really recommend playing through. Even if you get stuck, there's only so much to do, and there's one NPC you may forget about that turns out, indeed, to be an obstacle later.

One tip, though: the author added AI art for the 2.0 version now on itch.io, but it's in a 1x1 ratio, meaning you can't see it unless you narrow your browser a good deal. This, however, is worth it, since the graphics do add to the experience.

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The Mansion, by Manuel Sagra
2 of 2 people found the following review helpful:
Short game about skeleton is comfortable in own skin, January 28, 2023
by Andrew Schultz (Chicago)

The Mansion definitely recognizes it's close to cliche. It recognizes it probably isn't going to shake you out of your chair. But it's short and tidy for all that and about as light-hearted as a game about an amnesiac skeleton could be, and it's well-focused. You will immediately see what to do at the end, but that's because the author didn't try to do anything crazy.

You wake up unaware of who you are or were in a locked room, and you slowly make your way around spooky grounds. There's a diary filling in the past, along with a shovel for digging, a spooky portrait, and an empty suit of armor. Perhaps you've seen these before in other games. There are a few small jokes if you examine everything, which isn't arduous.

Given there are maybe six rooms, it's not hard to find the way through, and you may guess what one special-seeming item is for. (I never did figure what the hammer and nails were for!) The game's main challenge is navigating the inventory capacity of two, I assume because you have two hands and aren't very strong.

Every comp seems to have that one game that's very competent and says, hey, here's a bit of fun, take it or leave it. I'm not going to be profound, but I am well-constructed, and you're not going to get lost. The Mansion, down to its generic name, is that, and yet it was spooky enough, even as I was pretty sure of what I was supposed to be doing, and the end had just enough of a twist to make me look back in worry.

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