Reviews by Andrew Schultz

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Pascal's Wager, by Doug Egan
2 of 2 people found the following review helpful:
What if God was one of six? Play this game and get your fix. Bleebleebloo, January 23, 2023
by Andrew Schultz (Chicago)

Pascal's Wager is an odd one, for sure. But it looks into something I dared to think when I was younger: if there are a bunch of gods, we're even less likely to pick the right one. Is heaven that exclusive? Did you get part-credit if you picked the right one, sort of? Limbo, at least? So many religions had ways to X you out if you screwed up the One True Faith anyway, and the "everyone can make it" ones seemed to give a nice afterlife as a participation trophy. I admitted I sort of looked at which gave the most potential reward for the least effort, which was probably not a paradise-worthy musing.

Pascal's Wager takes a different tack. It's decidedly funny. You can ask WHO IS GOD right off the bat, and there's also an item that shows you who the real God is. This requires some trial and error, but it's the sort the game invites. Then, you have to act in accordance with the deity's wishes. The result is a game with a lot of really irrelevant-seeming items or paths through, with a core of stuff to do right and NPCs who are, somehow, grounded in what's really what. I found the Bacchus path quite funny indeed. I care not how theologically accurate it may be.

Until then, it's not terribly clear what exactly to do (maybe this is just the confusion of youth,) although there are locked doors and such that dare you to open them. You'll probably hit the (generous) time limit, at first, resulting in a lot of being sent to hell by God, who usually asks you a trappy "didn't you consider X?" question. You lose either way. As if omnipotence isn't enough, he has to make you feel helpless one last time. I have to admit, after figuring who God was, he blasted me for being all prayer and no action. Ouch! Well, at least he told me what I should have done.

The basic run-through is as follows: childhood, teenage years, and finally adulthood. Who God is each time doesn't affect the run-throughs, but some items just don't matter. Mechanically, it's more a game about sneaking around than about any deep philosophical musings. There's nothing too intimidating, especially the second time through. It's a rather fun adventure to find the name of the True God.

So there's a surprising amount of subversion built into finding the True God, and I suppose that's what spirituality is about -- controlled, sensible good questions. Even unlocking the hints is an amusing trivial exercise. Each subsequent replay feels a bit more conventional, though, and what felt like subversion turns into checking off on details just to get through and not make mistakes. Which may be a mechanical weakness, but it also brings to mind the sort of person who thought they were very, very clever questioning God's existence and not letting you question their good faith asking the question. PW even seems to poke fun at straining too hard for spirituality--two characters seem to satirize the concept of a guru very lightly.

I have to admit, on winning, I got the five other scenarios queued up for later. In other words, not right away. PW is very funny, but replaying too much too soon is a bit of a slog, and I needed to take time to sit back and enjoy having so many different paths through what seemed like a samey story on the surface.

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[IFComp 22 - Beta] Cannelé & Nomnom - Defective Agency, by Younès R. and Yazaleea
2 of 3 people found the following review helpful:
Overbearing at first but stops horsing around soon enough, January 23, 2023
by Andrew Schultz (Chicago)
Related reviews: IFComp 2022

So. The bad stuff up front, first. There will be good stuff. But I want to list stuff you may want to zone out to appreciate the strong points of a work. It was necessary for me here. A personal confession about snark: it overloads me very quickly, in many forms. Heck, (political views ahead) I loathe Donald Trump and all he stands for (or how he stands against certain things and people) and am under no illusions of the scorn he would have for me if we met. Yet at the same time, I quickly feel deluged by constant anti-Trump snark that blossomed in early 2017. This was tough to sort out!

But I realized snark could, indeed, be draining, whether or not you agree with it. It's a way of saying "put up with me" without saying "put up with me." And the problem is, if unchecked, it really barrels people over. I've failed to appreciate snark properly in social circles, which got me Suspected of Things. I'm not good at snarking back and forth and don't have the energy--for a while, I thought it was that I didn't care. I think I've grown good enough with words over the years that I can defend myself, and I no longer feel I'm ruining a circle of snark, as a participant or spectator, by saying "hey, this is not for me." Because I feel tense and helpless around it. But hopefully I've gotten some perspective. I want it carefully curated, and if it crosses a line, I have no problem zoning it out.

This was necessary for C&N, but it was also worthwhile. Other reviewers have discussed their own reservations about C&N's snark, which I don't think is needed to establish the characters' eccentricities. They're not the first comically bad detectives in a creative work, and they won't be the last, but they have enough individual touches that they should be charming if they clean up their act in a sequel, which may include an episode to tie up loose ends the authors deliberately laid out. I just wish they'd have dialed it back from eleven. It's funny that they seem to talk about themselves when you're the one with amnesia, looking for someone-anyone to give you a clue about your wallet, or what a rainbow-colored cat was doing, but it shouldn't be oversold.

And while I'm on the hobby horse, I'm grateful I could hold down "space" to get through the dialogue – but it was frustrating to have to do so, and it caused me to miss a few links to click a few times through. The effect was like having to deal with a coworker on their break who doesn't recognize you have something important to do, or who slips in some genuinely awesome technical advice or ideas you'd like to google, but they just have to continue with the small talk that's run its course. This trick of portioning out dialogue the player may just want to get through often leaves me feel like the rat must, in one experiment where they get sugar water randomly when they push a bar. This is stuff I do on my free time! I don't want that, I want fun, especially if the game is a comedy!

And this is compounded by having a score kept track–who has gotten in a good dig at the other. I can't expect the authors to have trigger warnings out there for people keeping score, but fact is, people who do keep score in any form in a conversation for too long tend to be people I wanted to steer clear from. I was hoping for peace. So I think the authors went above and beyond what they needed to establish chaos.

That's the bad stuff. I think this is the harshest I've been on an IFComp entry, and when I do that, it's because I'd love the option to ignore this and work on the good stuff. Which is certainly there.

C&N's conspiracy board isn't just a clever name. There's a useful tutorial for how to pair post-it notes and connect them to a bigger theory. So that established what you would do: look for clues and see which are pieced together. One semi-puzzle in the game has you sorting out which post-it notes were valid, and which were just C&N babbling. I felt like I was getting a bit of my own sanity back in the process. Which was a nice gesture from the game. As was what I interpreted as a hobo paying money to make C&N go away. This establishes C&N's personality better than the lengthy dialogue.

Narrative and puzzles tie together well, too. You learn other people have lost their memory as well. There's a neat card game-slash-word game where C&N are sure you're being hustled, because the experienced players around you are acting forgetful! (I've played chess hustlers who let you win the first game.) How much money I had didn't matter. I always feared getting cleaned out. So the tension there was wonderful. The graphics are very high-grade, and combined with the cover art, it's impossible to miss that the authors have creativity, and they can control it with time and effort. And once C&N realize the hustlers actually lost their memory, it's an aha moment and a nice fake-out. It actually advances the plot.

I also feared the solution to the mystery might try to get too wild, based on the game's intro, but it's cute and sad at the same time, and it's a clever shell-game on the part of the antagonist. So I forgave a lot of the earlier red marks I'd come across. At game's end I was notified the spare post-its from C&N's small talk could maybe be arranged into something, and though I saw some quick possibilities, I was a bit emotionally drained.

There's a lot of care put into C&N and it just feels as though the authors guessed the wrong side of what we'd enjoy. It's tough to capture playful constant bickering versus endless constant bickering. It's heavy on artistic touches, but it gets carried away. Hopefully this sort of warning and assurance you're missing relatively little by skimming the dialogue will make C&N a pleasant experience worth the prep. I've had people where I was flattered they tried too hard to impress me. Whether those tries were specific to me, it didn't matter. What mattered was the follow-up, and on the evidence of that, C&N has a lot more substance and value for your time than the introduction suggested to me.

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Present Quest, by Errol Elumir
3 of 4 people found the following review helpful:
A few unrelated, odd puzzles that come together at the end, January 22, 2023
by Andrew Schultz (Chicago)

So about two-thirds of the way through Present Quest, I was baffled as to how and why it had won the Adventuron 2020 Christmas Jam. The puzzles seemed facile and, quite bluntly, a few things didn't add up. Everything was clunky and empty. Did nice graphics really go so far? Were the busy-work puzzles more captivating than I thought? The first puzzle, I needed a hint on, and I double-checked, and yeah, it was too obscure and vague! Then they got unrealistic. And what's up with the short names? Was I off-base, or we the fifteen people who rated the game? Why did I need the food and energy gauge, when they were so easy to recharge? I mean, yeah, content warning and such, and maybe people emphasized with the author, but a pity vote seemed too much. It was a bit odd the author latched on to a meme that peaked in 2008.

Well, by the end my perspective had changed. And it forced me to reconsider certain things about my own life. It made me think about my own time-wasters and why I did them, and whether or not they really helped. My past is probably different enough from yours that you will get something very different from it. Let's just say that I read the content warning, assumed a certain incident in the game was the bit referred to, and said "okay, that's bad, but I don't feel affected by things."

What is PQ at its core? To me, it felt like Progress Quest, where you progress just by having the app open, though I think there's a better explanation for the name in the spoilers than you finding a sligtly cringey Christmas present for Pel. It certainly gave me that idea that minimal progress was inevitable, and you were going through the motions. Even though, well, you have little things to keep you excited. You, Terry, have a ho-hum job that's not well-described. Your wife, Pel, cooks breakfast and takes the car in to have snow tires put on. One day she drives you. One day you take the bus.

Everything has a small puzzle weaved in. On the first day, you need to find a password to your computer. If you want, you can call Pel for hints. It was a bit tortuous the first time, and then when I thought I had the answer, I thought, no, that's silly, it's too short. A fellow named Gord came by and talked to me. He has no effect on the story, and the game warns you against talking to him, and boy do you get an earful if you ignore the game and TALK GORD twice in a row. (I skipped the first time.) The next day, on the bus, you have a small puzzle to figure the route number you need, and the photocopier is broken. Then you have a puzzle with trivial UNIX commands to shut down George Michael's "Last Christmas" playing in the office. Work goes by.

I managed to get better at the puzzles. But I was very close to saying, geez, really? A my lousy apartment game AND a my lousy job game, with because-it-is-there puzzles on top? But PQ seemed inoffensive, much like Terry himself, so it couldn't hurt.

Then the incident happened, and things went to smash, but not in the way expected. And, well, the realization--it didn't hurt, but it tripped off a few things from my own life, of personal crutches I'd kept and thrown off. I was impressed enough by PQ that I want to spoiler-tag the critical bits, but again, I'd encourage you to play through it. As for a walkthrough? I was planning to write one for CASA, just to give Adventuron games more coverage. But since all you have to do is call Pel repeaetedly. You do feel a bit naggy, and that's the point.

(Spoiler - click to show)Hm. Okay. I don't want it to be that easy. ROT13.com will decode the next line below.

Jryy, fbeg bs. Rnpu cnentencu orybj unf n qvssrerag ahzore va gur Pnrfne Pvcure. Gurer'f n jnl gb svther vg bhg bgure guna ol oehgr sbepr. Ohg V qb jnag gb tvir n ovg bs n ohssre gb jbex guebhtu vg, naq V unir ibvqrq fbzr cnegf bs gur cybg. Naq V jnagrq gb unir fbzrguvat gurer gb funer jvgu crbcyr jub'ir svavfurq CD, gb pbzcner abgrf. V ubcr vg'f abg gbb zrna naq va gur CD fcvevg. V pna'g cebzvfr nal rzbgvbany eriryngvba, gubhtu.

Drobo kbo drsxqc S nyx'd gkxd dy pybqod pbyw wi ygx vspo, dyy. Wkilo droi gobo zbylvowc sx wkdr myxdocdc drkd S qyd, grsmr gobo dbsmui, led S pyexn k gki. Kvcy, drobo gobo dro mrocc qkwoc, grobo S zvkion kx yzoxsxq yb grkdofob, grobo S pyexn k xsmo mywlsxkdsyx dy zevv drsxqc yed. S nsnx'd bokvvi gkxd dy pybqod drow, ofox grox S vkdob zed drow sxdy k mywzedob drkd dybo wi wyfoc kzkbd. Kxn grox S myevnx'd psqebo cywodrsxq yed kd gybu, yb wkilo ofox grox S gkc zbyqbkwwsxq cywodrsxq pyb wicovp, drkd'c grox S grox S qyd lkmu dy, kxn sd qkfo wo k lsd yp k lyycd. Led dro lyycd rkn nswsxscrsxq bodebxc dy cmkvo. Kvv droco wowybsoc wki xyd lo kc dbokcebon kc k czyeco iye vyfon, led kvv dro ckwo, droi gobo czomskv dy wo. Zobrkzc droi gobo dyy czomskvsjon dy zecr pybgkbn, kxn cywodswoc dro kmd yp bowowlobsxq drow gkc wybo nbksxsxq drkx S dryeqrd. Drobo gobo ofox yvn qkwolyyuc S lyeqrd yx oLki, tecd dy rkfo kqksx, kxn drobo gkc yxo zkdr drbyeqr, kxn dro zejjvoc gobox'd rkbn, kxn grox S qyd drbyeqr gsdryed k wscdkuo, S oxtyion dro wowybi, led S nsnx'd poov cwkbd. Kxn sp S woccon ez, S gyxnobon, qycr, kw S vycsxq sd?

Pdana sana okia reypkneao, pkk. Oawnydejc bkn khz huneyo wjz oknp kb ieo-naiaixanejc pdai wjz dwrejc Ckkcha pqnj pdai ql wjuswu--cnawp! Dawnejc pda okjc wcwej wjz nawhevejc E'z bknckppaj sdwp E hkkgaz ql, pdwp E oskna E'z naiaixan xaywqoa kb ykqnoa pda oejcan owez pdwp--kqyd! Xqp ep swo lnkcnaoo wjz hawnjejc. Wjz E dwz w ykskngan sdk odksaz ia w lnkfayp kb deo ej Y. Ep ykjranpaz w opnejc kb jqixano wjz klanwpkno pk w jqixan qoejc LAIZWO. E pdkqcdp E ykqhzj'p zk ep, E swoj'p jawnhu wzrwjyaz ajkqcd, wjz da owez E ykqhz, eb E ows ep necdp, wjz E dahlaz dei sepd okia kzz eilhaiajpwpekj zapweho. Da habp pda ykilwju odknphu wbpan, wjz bkn w sdeha, E skjzanaz "dks zez da zk pdwp," wjz kjya E becqnaz pdejco kqp, ep swo okiapdejc pk ck xwyg pk. Wjz ep dahlo pk pdeo zwu wo wj atanyeoa pk hawnj w jas lnkcnwiiejc hwjcqwca. Xqp ep swoj'p qjpeh E wllheaz ep pdwp ep dahlaz ia ikra bknswnz--pda ykjbezajya xkkop bnki owuejc "kd, pdwp'o dks da zez pda xwoeyo" skna kbb.

Qdt jxuhu muhu xebbem lysjehyui qbedw jxu mqo. Veh ydijqdsu, yj'i fhujjo uqio je adem xem je wuj weet qj VhuuSubb, rkj Y mekbt iehj ev huluhj je yj, qdt ulud myddydw q vum wqcui yd q hem tytd'j vuub weet. Eh jxuhu qhu/muhu fqydj-ro-dkcruhi fkppbui mxuhu Y adum jxu rqiys ijhqjuwo qdt mqid'j fkixydw vehmqht. Y cqo'lu beeaut temd ed Juhho'i vehckbqjut fkppbui, rkj Y xqt co emd.

O makyy oz'y zngz cge cozn Zkxxe, zuu. Noy jksktzog sgjk oz ngxj zu xkskshkx znotmy, gtj znay zu ju noy cuxq vxuvkxre (vkxngvy Hkxz gtj Muxj mobk nos yorre zgyqy/vaffrky yu Zkxxe jukyt'z yzxgot nosykrl cozn xkvuxzy) haz yurbotm vaffrky mgbk nos g iutlojktik huuyz ux inkkxkj nos av, atzor znke jojt'z gtj iuarjt'z, hkigayk znke ckxk zuu lgx ot znk vgyz gtj nk tkbkx subkj luxcgxj. Oz'y yigxe nuc znoy ngvvkty kbkt coznuaz jksktzog--O'bk gryu ngj se uct Muxjy gz cuxq cnu jojt'z yzuv zgrqotm, gtj ngbotm urj vxuhrksy zu irkgx se nkgj ul znkox iutbkxygzouty cuxqkj, atzor znke jojt'z. Oz'y grr bkxe ixakr kbkt ol eua jut'z ngbk jksktzog--xkgjotm urj yzall eua cxuzk, gtj cutjkxotm nuc eua znuamnz ul zngz, znuamn znk grzkxtgzobk oy "O cgyt'z znotqotm ghuaz sain, cgy O?" Yuskzosky O'bk igamnz seykrl ruuqotm gz znk Cgehgiq Sginotk lux nuc O luatj g ikxzgot vokik ul tuyzgrmog zngz O luxmuz zu huuqsgxq, gtj oz lkkry muuj zu xkzxgik gtj lomaxk znotmy uaz, gtj ekz O qtuc oz cgy zosk cgyzkj tuz lomaxotm uznkx tkgz tkc znotmy. Ux O cutjkxkj cnu zngz yammkyzkj lxoktj cgy, yuskutk O ynuarj qtuc, gtj oz noz sk g lkc jgey rgzkx. O qtuc znkxk oy yzall cuxzn rkzzotm mu ul, haz grr znk ygsk, znk lkkrotm ul ruyy oy gclar.

Ylb ugrf Rcppw'q nsxxjcq qncagdgayjjw zsgjr ypmslb fgq nyqr ylb rfgleq rfyr kyic fgk fynnw, dpmk qmkcmlc cjqc, ucjj ... wms ayl dccj fmu fgq zmyr fyq zccl qgligle dmp y ufgjc. Wms umlbcp ufyr'q lcvr. Ylb rfcl, md amspqc, Npcqclr Oscqr bmcql'r kcyl y npcqclr, zsr rfc npcqclr. Ylb ufgjc Rcppw zmsefr fgq hsqr zcdmpc rfc qfmn ajmqcb, fc lctcp emr y epgn ml rfc npcqclr. Ylb rfc rpslayrcb lykcq dgr gl ucjj ugrf fmu Rcppw ayl mljw npmacqq qm ksaf.

Mzp iuft Fqddk'e bgllxqe ebqouruomxxk nguxf mdagzp tue bmef mzp ftuzse ftmf ymwq tuy tmbbk, rday eayqazq qxeq, iqxx ... kag omz rqqx tai tue namf tme nqqz euzwuzs rad m ituxq. Kag iazpqd itmf'e zqjf. Mzp ftqz, ar oagdeq, Bdqeqzf Cgqef paqez'f yqmz m bdqeqzf, ngf ftq bdqeqzf. Mzp ituxq Fqddk nagstf tue vgef nqradq ftq etab oxaeqp, tq zqhqd saf m sdub az ftq bdqeqzf. Mzp ftq fdgzomfqp zmyqe ruf uz iqxx iuft tai Fqddk omz azxk bdaoqee ea ygot.

(Ghmx: rhn vhnew ybznkx patm mh khmtmx ur ybznkbgz patm max exmmxk B fnlm ux. Xoxg by B inm bm bg ehpxk-vtlx, rhn'w atox t tgw b tl lbgzex phkwl. Matm'l fr vhgmkbunmbhg mh max pahex insser ubm.)

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Nose Bleed, by Stanley W. Baxton
2 of 2 people found the following review helpful:
Oh hey! A metaphor I think I got! One I could apply to life, too!, January 22, 2023
by Andrew Schultz (Chicago)
Related reviews: IFComp 2022

Nose Bleed was my clear favorite of the Texture games I played in IFComp, and I feel it is likely very worth the relatively little time to play through it. The bits that necessitate the content warning are not just there for street cred, too--they provide the right sort of discomfort, not "look how I can gross people out" but more "yeah, I've been there, even if I couldn't have admitted it before I started." The metaphor for the gore is pretty clear. Or, well, the main one I saw.

NB starts off as a "my lousy job" entry (an upper-class one, perhaps, but still lousy) which quickly aims for meaningful absurdism which, from my perspective, hits the mark. There are graphics at the right places, with some sort of vector-ish effect. Given the game's title, it's not too much of a spoiler to mention there are small blood splashes and lines of blood running down. Gritty realism in the blood trails is absent but unnecessary: the trailing line is straight, and the splashes are perfect circles.

This all leads to a puzzle at the end which may feel old hat or a cop-out once Texture is more mature, perhaps the Twine version of "pick the right link in a whoe maze of them." However, since I haven't played many Texture games, it's extremely effective, and if it does become a cliche, I'm glad it wasn't when I played NB. You feel as though you're fumbling in the dark for an escape, and it's the reason a walkthrough is included in the game. Even if you know what to do at the end, you don't quite know what to do.

This makes NB as much more than a "my lousy job" or "I hate my co-workers" fly-by. Details are left out on purpose. You have spontaneous nosebleeds. You try to ignore them. You fail. They stop, soon enough, but the damage is done. Someone notices. They pin you down a bit. They may be a competitor, or a supervisor. There's a flashback. Expensive fabrics are involved. No matter what you do, it feels like you did the wrong thing. You'd like to run away or explain yourself or feel too cool to, but "you are too cowardly to be cowardly."

I've had few nosebleeds in real life, but I've picked a zit at the wrong time and not noticed I'd cut myself shaving until I got to work. Okay, I noticed before, but I thought I'd stopped the blood. But of course the blood in NB isn't just blood. I think we all have that area where we feel completely socially incapable, and we can't shake it, and the narrator does, too. There's that awful secret we don't want revealed, but if we take deliberate steps to cover it, someone could play detective and eventually figure what we were trying to cover. We worry we might be embarrassing others. Or ourselves. And yet, the people most likely to mention we are embarrassing them, well, they seem to be embarrassing us back, right? For me the story built to a very plausible "embarrass or be embarrassed" scenario. It brought to mind a lot of people who could on the one hand say "this hurts me more than it hurts you" and "you're embarrassing yourself more than you're embarrassing me, but it's still too much."

The ending may be open to interpretation, and perhaps it's the sort of surprise twist that isn't a surprise if you've read or played enough, but one part is very clear: the final person berating you spontaneously gets nosebleeds, too. This reminded me of people who said "Oh, X who is mocking you has their problems, too, you know, so don't judge them too harshly." It isn't clear how harshly we should judge X. But certainly there's latitude for saying, enough, already. Some people can't, or they can't point out others' obvious flaws, or don't want to, or it isn't in good taste. Or perhaps X had seemed to learn to deal with their own phobias, with jokes. Or perhaps X was someone on an Internet forum or twitter or wherever who was up front about their social anxiety, so up front they'd note other people didn't have nearly the barriers they did, so you all really need to stop whining for your own good. In any case, the big reveal allowed me to dislike my antagonist without judgment. On replay, I realized that was the sort of person I'd like to be indifferent to, and I've gotten better over the years.

These are my somewhat filtered-for-review thoughts. Nose Bleed's crisp presentation brought moments of where adults may even have told me "X has problems too!" I felt guilty wanting to call these people out and failing, mean at how I wanted to lash out, and cowardly because I didn't. The author isn't explicit about their sympathies, though I suspect they lean towards the player. You do have to note people like your assailant have their own problems, but they also have to fix them, and if they assert power over you, why should you help them?

Given all this, NB was much better than someone very, very well-meaning saying "oh you know bullies are empty inside" or "they only pick on you out of insecurity" or even "I understand, but don't let it get you down!" And I realized something else: it doesn't resort to ALL CAPS, which is such a temptation when discussing social anxiety and, I'd guess, a metaphoric nosebleed on its own.

I had several short reflections mid-game of saying oh geez yes it can be horrible like this. But then I had a much quicker bounce-back than I might have had ten years ago. There were people from my past the antagonist reminded me of. I didn't have things like NB to help me take a step back and see through their charades. It's too late to push back at them, but at least NB helps me push them further out of my mind. Looking back on the blurb, it's hard not to laugh at the experience of playing NB and, yes, at some people who said something similar years ago.

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The Bible Retold: The Lost Sheep, by Ben Pennington
4 of 4 people found the following review helpful:
Simple game with cute auto-walkthrough feature, January 21, 2023
by Andrew Schultz (Chicago)

Lost Sheep entered in the first IFComp where I judged. I was kind of shocked to see that, yes, a lot of IFComp games could be both relatively simple and satisfying.

In this case, there was a simple game where you needed to find your one lost sheep of a hundred. The sheep's a bit reticent, as while it's pretty clear where it went (the game is not big,) it bounces between locations. The puzzle was a bit of a trick--fortunately there aren't too many items, and the puzzle is more about ancient history and progress than the Bible. Then there's a fun part where you are blocked by water buffalo.

But what stuck with me was that, well, you could type WALKTHROUGH not just for a walkthrough but for the commands remaining! I thought about this trick a lot. How did they do it? After some thinking, I realize it wasn't terribly esoteric, but it was a neat bit of engineering I'm a bit disappointed more games haven't implemented. Perhaps it would only get the player so far, so the text didn't scroll off the screen.

This doesn't make BRLS a blockbuster, but it provides a niche. It's all very pleasant, even with funny things to try once you've won. They don't bring the house down, but together, they add light-hearted deaths and even some odd fourth-wall stuff. Perhaps I'm biased favorably because I remember the puzzle to get through, but I still find BRLS something neat to go back to just to poke around. I'm on the fence about if that's mainly due to the WALKTHROUGH response, but either way, it's a short fun time.

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One Way Ticket, by Vitalii Blinov
3 of 3 people found the following review helpful:
Captivating and odd and flavorful, January 21, 2023
by Andrew Schultz (Chicago)
Related reviews: IFComp 2022

The cover art biased me early. It was obviously a train on the front cover but not quite like one I'd ever seen. Quirky the right way. But there was more than cover art–the in-game pictures reminded me of Tove Jansson, and so did the writing. (If you don't know who Tove Jansson is, please do stop by your local library and read all the Moomintroll books as soon as possible!) The plot and puzzles and layout are great, too. And though I didn't get through OWT, I loved what I saw, and given how well put together it is, I sense I'm missing something silly. Somehow, between the end of IFComp and posting this review, I didn't figure it, either. I need to fix that. But I saw enough even getting halfway through!

OWT is set in a nonsense land in its own rules, where you take a train, but your trip is derailed halfway through. It's unclear why, but you debark in front of a very, very odd town. The mayor seems very uninterested in greeting you, so off you go to explore a store with legs (it walks away after dark) and visit some very odd characters indeed. But it's the best sort of oddity that never feels forced, and the translation gives a unique voice native English speakers would sound very artificial mimicing. For me it reinforced how far-away this place must be.

I'm still fuzzy on some aspects of why things are happening, but I suspect things will be revealed once I find my way through. It's been fun to learn the town's history and how it wouldn't fly in the real world, but it would clearly make sense to those living there for a while. A key mechanic is changing your free room at the tavern from day to night based on the puzzles. You switch out a moon and sun in a painting. This was reassuring to me–I didn't need to worry about messing up or taking too long–and it also fit in with "look! The natives are helpless!" Townspeople have bizarre reasons for not transporting you palces you need to go, and there are jackals who appear at night. One very fun scene has an NPC scare some of them away so you have a few more places to visit. It's even legitimately creepy to explore at night!

I got stuck trying to find golden sand and trying to help a man with four right arms get his pedicab going. (Just walking didn't work, due to some existential woes.) Then there was the gambling game I knew was rigged. These barriers and frustrations amused me immensely, and I don't know if any other comp entry has hit this nerve so well, and I'm eager to see more.

One word about the interface. It's not immediately obvious, but once you see how it works, it makes sense. The text for each location has clicky bits that either lose all their links (a compass appears below to show a big picture map to pick your next location) or just let you cycle between the scenery--this gets a bit awkward as you open more locations, and it would be nice to jump, but this is quibbling. A notepad in the upper left, when highlighted, lets you remember clues you picked up, and a knapsack in the upper right lets you use items. Clicking on the location lets you save a game. At first I panicked when I didn't see how or when to save (it's quite possible I skimmed the instructions) but quickly I acclimated–and I was glad not to have even the hint of a save/restart menu tarnishing the fantasy world I was in! TLDR: the visual design is very effective, and maybe it can't be used everywhere, but I hope OWT inspires others to improve their own.

OWT feels like it might not get the attention it deserves because 1) it has a custom format (I think) and is hosted outside IFComp and 2) it is translated. And there is one instance where the translation misleads the player–the "say goodbye" option in the tavern actually means "don't talk to the owner this time," and there's one instance where being called "buddy" feels jarring and too condescending and "friend" would've worked. These are very subtle degrees of connotation, though, and if something was lost in translation, well, what's left is very special, and we have more than enough. I've never been as disappointed in myself for not finishing a game as I have for OWT. It's legitimately, organically odd, the sort of oddness that won't jump in our face and beg us to experience it fully now for our own good or be stuffy squares for eternity. In other words, the kind our souls need more of.

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Chesstopia II, by John C. Knudsen
2 of 2 people found the following review helpful:
Chess and time travel, but I want more, January 20, 2023
by Andrew Schultz (Chicago)

The author of the Peter Patzer series decided, after a long hiatus, to switch things up a bit. The Chesstopia series is a bit more serious, focusing on actual improvement and spreading appreciation of chess, and it doesn't have some of the parser bugs and helter-skelter feel that made Peter Patzer charming in its own way. The whole series shouldn't be very intimidating. I felt C2 was probably the most substantial of the three, but it should not take more than a half-hour.

The plot is this: Caissa, the chess Goddess who set you on the path to chess enlightenment in Chesstopia, has informed you that nobody can play chess because a bishop from her personal collection of sets is missing. Harsh, but she makes the rules.

Your quest consists of poking around the area. You have three stats: happiness, a chess rating, and strength. (Spoiler - click to show)None of these matter, and, in fact, they seem to increase or decrease your stats randomly. The time machine is the main attraction here. With it you visit historical figures and play chess with them--or not. Figuring whom to challenge and whom to evade is the main mechanical crux of C2. You have a few moral decisions, and once that's over, you report back to Caissa. You can actually fetch the missing bishop but lose.

This doesn't make C2 very replayable, beyond the slightly harsh but amusing insteadeaths. The first time through, though, it is fun to poke around, and it appears to be a lot less on rails than C1 or C3. Given how quickly the game ended once I found the bishop, I'd have hoped for more interaction with the NPCs crowded around Caissa at your home base, when mostly. There were all kinds of ideas I wish had been developed.

The other two entries are worth playing if you are a fan of chess, but the choices are a bit too obvious at times. Here there's imagination and conflict and a bit of loss, and you don't feel like being asked "Come on, you want to win, here, right?" C2 is fun for what it is, and it seems like the author had much more to offer, especially since they hosted a correspondence chess website. The conflicts of long games versus short games, tricks versus general knowledge, and so forth, seem like fertile ground that could keep non-chessplayers interested, stuff that might even be natural to the author but they might blow off as "but everybody knows that." (They don't! Experienced chess players forget that, yes, the Opera game or even Scholar's Mate was neat when we first saw it.) Instead C2 feels just a bit like wish fulfillment, though it's a wish I might not mind, either. Maybe Chess Limbo is where it's really at.

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Lucid, by Caliban's Revenge
2 of 2 people found the following review helpful:
Unnerving supernatural powers beyond being able to retry endlessly, January 20, 2023
by Andrew Schultz (Chicago)
Related reviews: IFComp 2022

Loop-til-you-win Twine entries always interest me. They feel efficient and tidy. You have some feedback on what you're doing right, and you will have to lawnmower a bit, but there are places to skip. The gold standard of loop-til-you-win may be Spider and Web, but we don't have to scale those heights. "Keep poking until you get it right" works, if there are enough tries, and you are told–hey, this part isn't useful yet, or that other part is. Lucid has the added advantage of remembering critical things you did, so if you die, you don't start entirely from scratch. It seems to combine the best parts of save points and also giving you the freedom to do things wrong. This may not be perfectly realistic without an explanation. Lucid gives none, because it's trying to invoke surreal supernatural darkness, and I think it does so–it's also a small enough world that the lack of undo makes you feel helpless but not frustrated. I wound up feeling uneasy with the knowledge and powers I'd gained, and the main character seems blown away by the writing on a cereal box underscores that nicely. I prefer this sort of thing to physical descriptions of gore.

You're not told who you are, as you explore a dark city, but the false branches (it's easy to get killed or escape, neither of which is meant to seem satisfactory) make it pretty clear you're here to do something, to sit and fight. But what are you fighting against, and what are you fighting for? That's what you discover. And Lucid , written in poetry form, hides certain things and makes others clear. The part mentioned in the walkthrough–that you stack progress even after a death–doesn't seem to appear in-game, until there's something clear. Then, I felt like I was off to the races. There were some places that should be inert but weren't. Some deaths were of the "don't bother again" sort, others of the "it's not time yet." And there were in-game shortcuts too. There's a high-rise apartment you have to climb the first couple times, which set atmosphere, but all the same I was glad I didn't have to repeat that once I'd figured things out. There's a man on a park bench who'll help you out. It's not idyllic.

With each power or item you acquire, Lucid feels more constricting, and this makes sense, given the ultimate ending. You have a destiny, of sorts. Your character is slightly aware of their changes, but you the reader may be even more aware.

I can't speak to precisely how good the poetry is, but given that it had definite high points for me (the grocery store and the residential tower) I think it's more than just "hey, look, I decided to make a line break after every 6 words and give the finger to strict capitalization!" I think reviewers more competent at that than I addressed details elsewhere, but they found a lot to like (so to speak–the game is not lovable.) So did I. I found it a bit rough around the edges, but that seemed more due to ambition than inattention. So it was a very worthwhile experience for me. That first bit may seem forbidding, and you may wonder what you're doing here, but it's worth holding tight until you find that first clue.

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Darkiss! Wrath of the Vampire - Chapter 2: Journey to Hell, by Marco Vallarino
1 of 1 people found the following review helpful:
Blasphemin' 2: Hellacious Boogaloo, January 19, 2023
by Andrew Schultz (Chicago)

In Darkiss 2, you're still Martin Voigt, the vampire. You've taken revenge on all the peons. So who's left? Well, the people you're fighting for power in the lowerarchy. The object? Acquire immunity from sunlight, no small task or boon. If all goes well, you'll meet Lilith, your creator and dream woman of sorts. Talk about moving up in the netherworld!

There's no direct violence, but malicious gift-giving fits just right in with a text adventure about bad people, and that's what happens. Oh, and every single room suggests physical, moral or emotional darkness. It's really gothic, but fortunately, it's not goth-kid.

The puzzles are a bit different, too. You have a few powers. You can become different things, such as the fog, a wolf, or a bat. Each has obvious restrictions but also abilities you need to find the very evil relics that you need to kill the very evil people who also like to kill and torture innocent people, though that's where your solidarity ends. Power-sharing and consensus-building aren't their way.

It's about twenty-five rooms all told, and many are just there for one puzzle, so it's not a huge game. And I'm impressed with the variety of puzzles and artifacts. For instance, at the start, there's a mountain, and it's pretty clear you'll have to change form to get to the top. Along the way you learn lore of the next horrible person to summon and how they'll probably kill you unless you're able to fool them. You even resurrect your old love, Sabrina, which is not particularly sappy. It's all part of the business of revenge. There's someone else to manipulate, and I'm impressed with how I was alternately disturbed and engrossed. The climax is a sequence of horrible acts that make perfect sense and tie some loose ends together.

This is all very well done. Part of me was disappointed you didn't use some forms more, or you only really hypnotized (your other power) one person. But I also realize that for this sort of chaos and evil-person-doing-evil-things, there's a point where it becomes too much. So much turns regular stories on its head--Martin finds a sword in a lake, which is like Excalibur except the opposite. And other puzzles are genuinely neat, such as bringing an item I wouldn't touch as a mortal down a mountain. And the NPCs make Darkiss 2 feel a bit fuller--even the brief bit with the vengeful Reverend Bauer left an impression on me, when I both killed him and let him kill me. Other deaths are worth visiting, too.

The story ends with a promise of Darkiss 3, where apparently Professor Anderson may get his revenge. This seems fitting, and I think the change of persepctive would fill in some holes nicely. Martin has been horrible enough, and I'm not sure what's left to do except maybe tackle Beelzebub himself. I'd be interested to see how Professor Anderson navigates Martin's immunity to sunlight, and how Martin plans to seize the day(light). Darkiss 2 doesn't have the obvious laughs Darkiss did, but I found it more involving, and if Darkiss 3, whenever it's published, matches up to either, it'll be worth the wait. The Darkiss games, being in text, have given me a sort of horror I couldn't take in movie form and even given me some surprising new angles on evil, how different types cooperate, and how to fight it.

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The Adventures of Peter Patzer, Who Sought Masterhood and Returned Not Quite the Same, by John C. Knudsen
2 of 2 people found the following review helpful:
Win at chess just once: the text adventure, January 19, 2023
by Andrew Schultz (Chicago)

I was glad to discover a chess game of sorts. Peter Patzer isn't particularly enlightened, but it has a few good jokes, and it's self-contained enough that certain places where I had to guess ran out of possibilities quickly. It feels like there were opportunities missed, but that's to be expected since AGT was relatively new when the author wrote this. Oh, and the author did a lot of work on AGT himself. It's tough to write both core code and stories at once.

PP isn't a huge game. It has fourteen rooms, ten of which are traps that force you to answer general-knowledge questions. Along the way, you will find the ghost of Alekhine, as well as actual people in Johnnie the janitor and a shady postman/operator and Slimy Harry the Hustler. He will beat you on the board if you play him, and also, he will kill you within nine moves whether or not you play him. The solution to make him disappear is a bit of a stretch, but it got a laugh out of me once I saw what to do. Also, I was amused you lost points if you played him in blitz chess. You can keep playing him for $10 even though you only have $10 on you.

Harry's aggression is one of two deaths--in fact, PP is polite on the Zarfian cruelty scale, as you can undo, for one move at least. (A limitation of AGT.) The other is on the sidewalk outside the chess club. You can walk into traffic, which is very Leisure Suit Larry, but without the theme song you can whistle along to.

PP certainly has its oddities. It's funny, in retrospect, the hidden room where the real people play (away from patzers like you,) even though none of them are implemented, which is a pity, because the room description offers so many possibilities. And certainly the concept of improving in chess does, too--how do you find adequate openings? Can you learn to mate with king and queen, or king and rook? Maybe you can learn a few middlegame tricks, not just so you can catch others, but so you avoid getting caught.

It really just boils down to a few quizzes, though. Get enough right, and the ghost boots you to the next area. Some are covered in a red book you find early on. Another is odd trivia I don't know as a pretty good chess player. And others bowdlerize the concept a bit: for instance, it's cool to know a knight can mate against a pawn, but here it's a yes/no question you can answer again without penalty, and you never see how.

That said, it was entertainment, if more thana bit rickety. The opponent you finally beat brought a chuckle out of me, especially considering the strides in technology since PP was written. Alas, the promised sequel never materialized. At least not with Peter Patzer along. I noticed the author wrote a Chesstopia series in Twine, and perhaps I should look into that. It's been a while since the author wrote PP, so they probably have a clearer vision of what they really want by now.

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