Reviews by Andrew Schultz

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A Christmas Quest, by Richard Pettigrew
1 of 1 people found the following review helpful:
Elf needs transport, does chores, January 5, 2023
by Andrew Schultz (Chicago)

"Elf helping Santa" seems like a good idea for a Christmas theme in text adventures. Being Santa would require the sort of big-picture administrative commands or tasks we may be putting off with our latest game. And between A Christmas Quest and Santa's Trainee Elf, the results are intriguing. There's probably a limit to stories that keep things fresh, but these have enough differences.

The big one is this: STE is full of NPCs, but you have been left behind after an elves' party, and you have one more package to help deliver. There are some optional cleaning tasks and a small bit of gross-out humor (avoidable, I'm pretty sure, and not VERY gross) but the heart of the story is very neat indeed. The present is not too bad to find. The transport is trickier! Christmas games are best when they riff on something you thought was completely played-out, and ACQ definitely does so with a heart-warming way of finding transport.

The main puzzle is actually cooking something up, which sounds potentially really tedious, except once you know what to cook, the why is really persuasive. There is, in fact, a lot of fiddling, but with the imaginary ingredient involved, why you're doing it feels as real-lifey as an imaginary trip to the North Pole can.

The graphics are also neat--they go heavy on the green and red in many right ways, and I enjoyed wandering around once more before calling it a day. On winning, the game also suggests some actions that are the sort of thing a young elf would enjoy. I get the feeling more were implemented, but they might've been hidden.

There are some fiddly bits, such as needing to TAKE something to READ it. But the in-game hints do the job, along with David Welbourn's walkthrough in case I tripped up. So I was able to forgive any parser hacking, or perhaps the latest version fixed some things post-comp. And maybe ACQ could have benefited from keeping score or having a brief list. But then again, if you forgive any game, a holiday game has to be at the top of the list. And it feels like something I could come back to next Christmas and enjoy working through now that I get it in the big picture.

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The Adventures of the President of the United States, by Mikko Vuorinen
9 of 9 people found the following review helpful:
Nice big idea, impeachable details, January 4, 2023
by Andrew Schultz (Chicago)

The idea behind the game is wonderful--the President escapes from his boring job in the White House and visits various countries. Only the big ones, plus Finland and Sweden, get a room. The puzzles are apolitical and silly, and they are generally funny once you figure them out. APUS also gives many funny default responses and "You can't go that way" replacements.

Unfortunately, it's not big enough ("South America's not interesting,") and it neve builds on the gags. The few puzzles that veer from recognizing gently amusing stereotypes are poorly cued. While there's no guess-the-verb, there's plenty of trivial commands semi-logically changing the environment, or the effect of other trivial commands.

There's such a contrast between what you do to leave the White House (nothing unclean, but imagining ANY recent President doing this makes me giggle) and explaining that the White House is pretty boring, and you're bored, except for some generic details, that the game feels grossly unpolished.

This is too bad, because I don't think an American could make a game like this, with such a neat title, and stay apolitical. And yet, the author couldn't be expected to know that a West Wing would make the opening puzzle a lot better.

So, more countries and better descriptions--the potential's there, as I enjoyed many quips and default command responses--would've made this game memorable for more than the title and opportunities missed. Not that I regret playing it. I enjoyed filling in the details I wished the game had, but others may just get exasperated.

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Jimmy's Christmas Foul, by Kieron Scott
2 of 2 people found the following review helpful:
Hope the coal next year's worth it, kid!, January 4, 2023
by Andrew Schultz (Chicago)

Jimmy's Christmas Foul brings some self-awareness to a simple goal: get Santa to give you more presents than you deserve. Kids would all kind of like to. Some do it with a flowery letter. Some do it by being extra nice in December. And Jimmy, well ... you, as Jimmy, set a trap for Santa.

It's a relatively simple game--it admits as much, that it was created in a few hours, but there's still enough to do. It feels like there are too many rooms and not enough items at first, but the puzzle is where to lay the trap, and what to lay it with. There's a small puzzle with needing to climb something as well, and if you mess up setting the trap, you can actually lose.

The trap is not very complex, and the parser is very stripped-down (you have TAKE and DROP as the main commands,) there are hints, and you're even clued when you have things right with helpful colored text. Still there may be a bit of stumbling around--Jimmy knows better than to go in his parents' room, but there are a few locations that seem redundant. They aren't, totally, as part of the game's puzzle is figuring where to put the trap.

Physically, the puzzle is a bit odd, as (Spoiler - click to show)kids who believe in Santa or can't reach a medicine cabinet shouldn't be big enough to pick up trees and the item you use to tie up Santa is a bit flimsy. Plus, he doesn't try to escape, though your trap thankfully isn't very paralyzing.

In other words, there's a bit of absurdism in service of a short game where the author just wanted to have fun and share something. And they did! The graphics are also pretty neat. I'm also assuming that one of the items you discover was lost over the course of last year, and your parents didn't let you go somewhere. The item's out in the open, but it reminded me of (re-)discoveries I was happy to make when I was younger.

So JCF isn't something to overthink--especially since the hints show once and print I CAN'T. Perhaps it follows that kid-logic where you think your trap or your imaginary world is more complex than it is and you rightfully ignore any self-contradictions. The trap isn't, well, evil either, and for a few moments you can be that plotty, bratty kid I hope you never were for the holidays.

With the prize the author won from this comp, they seem to have gone on to create some interesting stuff, or at least the titles and cover art look intriguing. It's neat to see this--while Jimmy seems like the sort of kid who probably got bored with whatever toy he extorted from Santa, it's good to know the author has lived their life a bit differently.

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The Archivist and the Revolution, by Autumn Chen
3 of 3 people found the following review helpful:
finding meaning and relief in future dystopia + COVID + doomscrolling, January 4, 2023
by Andrew Schultz (Chicago)
Related reviews: IFComp 2022

Some self-indulgence, first: last year, while I was playing A Paradox Between Worlds (the author's 2021 entry,) it just so happened that it tied in very nicely with what I was doing at the moment. I was paying attention to an Internet community that was much more stable than what was described in PBW. It was run by adults, 4 adults, and in a way, about adults, but it was about adults younger than all of us. There was no focal point of the whole community. There were American college football teams, and golly there were a lot of them. Under the SBNation umbrella, people pretty much stay in line with basic decency, and if the founder wound up being a jerk, we could move on. Yet still I found a ton of parallels and a ton to be grateful for. Purdue was playing at Nebraska in American football and won a game fans from both sides, at http://offtackleempire.com, verified was very dumb. So, being a fan with superstitions, I decided to look through AatR while Purdue played Nebraska. The game was even more exciting than last year's, but of course we all thought it was very dumb. Both teams forgot to play defense, but fortunately, Nebraska forgot a bit more. And I forgot to, well, tune into this. I was still wrestling with AatR. Whether it's better than PBW, I can't say. It brought up entirely different issues, and I felt a lot less immediate personal involvement. So I'd definitely welcome a third entry that swerves in yet another direction, because I now have an established silly superstition.

This all may be a long and tedious joke, but the TLDR is that though I'm clearly not the intended audience for the author's works, I get a lot out of them. And seriously, it's this sort of thing that distracts me from watching football games I don't want to waste time with. I may not be Mr. Busy, but I value stuff that makes me look for better ways to use my time, or think big ideas, or whatever. And the author's IFComp entries are two-for-two in that department. I wound up falling asleep soon after playing, and when I woke up, I didn't check the late-night football scores. I poked at the alternate paths through.

So what makes AatR good? For starters, combines a few things that could be (and have been) beaten into the ground if done wrong: a job that pays and uses your skills a lot less than it should, money problems, relationship problems, and oh yes, being ostracized for being different. It'd be painful if an author focused too much on any one of these and of course it could get unwieldy if they're not mixed together right. The money angle seems intended to be frustrating. You're too tired to do your job (within the first five minutes, a polite email assures you you've just been reallocated, not demoted,) due to chronic fatigue syndrome and, well, other stuff. So you can never make as much money as you want, and a bit of quick mental math after my day's first pay showed me the pay was inadequate. But this is more than an argument for living wage. You find out you're an undesirable person (AatR discusses being trans and what it means or can mean–even going out for food is a bit dramatic) and perhaps your company is trying to push you out. The rent jumps exponentially, along with the late fees and so forth. And through it all, the archives you search through (your job) have a bunch of things you want to read and a bunch you're paid to file. I've read a lot of treatments of mean employers all "YOU COULD DO THE WORK IF YOU'D JUST BE NORMAL," and I've had times I was unable to work after "normal" conversations that excited everyone else and drained me, but this provided a new angle without the "hey, others have it worse than you, feel for them before moving on."

Because your job is not hard, at least technically. Emotionally? Perhaps--knowing you can and should do better, and sometimes you can't even do your job, must take a toll. To prevent the plot going too slowly, AatR may make it trivial on purpose, perhaps, once you get what to do. The file names tip off how to sort them, if you're paying attention, though it's not obvious at first glance. But given who you are, well, it feels almost like a lie to settle into something normal, or if you do settle into such a routine, you might let something else slip, and then society's out for you. This is captured in CityNet's messages about horrible "righteous" punishments for "men who impersonate women." Forgive the quotes. The news is obviously slanted and meant to attract the "what the hell is wrong with the victims?" responses found on in-game message boards. You admit it's exhausting to read CityNet, but you also can't avoid it. (Plus ca change, eh?) There's that plague going on, too, and wearing a mask, normally a common-sense pro-health thing, is seen as maybe disguising yourself further.

And of course the additional fees that crop up just for existing make it pretty clear you're not going to make it. Fortunately, you have old friends, exes in fact, you can lean on. Though it's hard. These choices are frequently blocked out, to show you're not up for it yet, or the fear of asking an ex is still stronger than the fear of eviction. Certainly I've faced this in much less dire circumstances–maybe it's just having the fear of an IFComp bug slip through versus the fear of "geez, how didn't you see how to code this?" on the message board, and if these fears are neither fully rational nor critical to my well-being, they're there.

I missed a lot the first time through, and I know it. In some ways there seems no path for me to really sympathize with the main character. Works where exes still care about each other are tough for me, given the sort of marriages in my family. (People stayed together and sniped.) But I appreciate a believable scenario where, yes, this is the case, and no matter how horrible the government is, people are willing to take risks for people they still care about, if not as intensely as usual. And that's uplifting, as is ending one, which I don't want to spoil because I may not fully have a handle on it. It's just that there's a weird feeling certain sorted messages are for you, and it's even weirder when you realize how justified that feeling is and reach that certain ending.

I spent a lot of time trying to poke through the different messages after downloading the source. I felt too mentally exhausted to play through again, but I wanted to find out more about the archivist's world, just as they wanted to find out about, well, mine. I remembered the times I wanted to go out and didn't, and the times I felt forced to go out but didn't want to, and the times I went out late just to avoid people to talk to. I think I'm missing the main point, and I'll need to read other reviews. But I got a lot out of it. Looking at the endings, I realized how tough it would be to actually play through the ones where you accept the friendship and help of someone you broke up with. It's something that would be effective in a dystopia or a normal world.

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The Grown-Up Detective Agency, by Brendan Patrick Hennessy
5 of 5 people found the following review helpful:
Are you there, future me? It's me, former you!, January 4, 2023
by Andrew Schultz (Chicago)
Related reviews: IFComp 2022

I'll start by discussing a comment I saw on a forum about Matthews and Linehan and how I don't want to be that sort of person. M&L were the folks who created Father Ted, a universal character we probably wouldn't like in person but who showed our faults so well and let us laugh at them. The commenter said "Well, M&L never got close to that afterwards." Someone pointed out that The IT Crowd was very, very, good indeed, and the commenter said "Well, fair enough, but it's still not quite Father Ted."

Whether or not FT is better than IT Crowd, or however BPH's (I hope that's not too familiar. I know I hate, for instance, being abbreviated to Schultz. But I find Hennessy as misspellable as most people find Schultz, as my brain WILL insert that third E) works stack up to M&L, I want to relate this story: Small Child in Woods felt dang-near perfect to me. It had universal appeal and weird humor and made many people laugh. Someone had to do it, and I'm glad they did it well. Cow Farming Activities on the Former West, the second part of You Will Select a Decision, was almost as good. And the rest of the author's stuff? Well, it doesn't hit the sweet spot of SCiW for me, and he shouldn't try to, and when I make time for his stuff, it's always worth it. But I wouldn't want him to deliberately try for another flashy thunderbolt like SCiW. He owes me nothing.

Also, I'm hacked off he didn't publish the "promised" sequel It Is Good To Be Skateboarding Champion of the World. I had an idea that was just a bit of verbal gymnastics to make the reader laugh, and it still does, but each work of his reminds me I would love to read that apocryphal book some day. Curse the author for following their own vision, said the guy who knows his own stuff is probably more niche-y!

All this was no excuse for whiffing on Birdland, Known Unknowns, and BOAT PROM. And GUDA is one of many IFComp entries already that make me say, hey, I need to check stuff from this author's past, too. It may be the only one with a link in the introduction giving a brief overview, which I appreciated. But it was also sort of shocking to think, wait, did he really write Bell Park: Youth Detective that long ago? Wow.

Yes, it was nine years ago, and Bell is nine years older. She's a private detective now. I didn't recognize Cassidy, who's come to Bell with a missing persons report. More specifically, her fiance has gone missing. Checking back at BPYD, she doesn't get a ton of billing there. Drifting away from best friends is like that, I suppose, and with GUDA, it's pretty inevitable they would've broken up, as they show themselves to be very different people. Eventually you grow, and you realize how you were sorted into social groups at 12 was just a good guess, or it was the least awful of the available options, and you get to see what (hopefully) works even better.

All this navel-gazing aside, what sticks out about the start is: there is banging from inside of a locker in Bell's office. Is it an animal? How does Cassidy pretend it's not there? Is Bell some sort of criminal? You make allowances for friends' eccentricities of course, especially if you spent time being weird or outcast together, but, um, well, if it gets too obvious...

No, it's just that Bell is hiding her nine-years-ago self in that locker and doesn't want to have to explain things. And she doesn't, immediately, but it's tough to cover things up forever, and this is one of the many humorous threads that recur throughout the story. There are some leads in finding Cassidy's fiance, and you follow them all across a neat map of Toronto. Below the map are names, and a red arrow appears where they are on the map. This apparently was a big hit for people with an attachment to Toronto, and while it stirred up no memories in me, it's really well done and gives me some idea of how big the city is, and I was able to compare it to, say, a similar map of Chicago. I also like how the current characters in the scene have head shots–Bell-21 and Bell-12 on the left, and the person or people they're talking to on the right. The transitions worked technically, and the pictures are well imagined and drawn.

The Bells go to various places, visiting and revisiting them, and they meet casts of weird characters, even Bridget, whom Bell has broken up with. As someone not acquainted with Birdland, I didn't know Bridget in any way, but I still found her effective as a character. It's pretty obvious something is up, and I enjoyed Bell-12's reactions to a grownup she knew (Cassidy) and one she didn't (Bridget). Naturally Bell-12 starts bugging Bell-21 as to why they broke up. Through this all I had an occasional worry: is the time paradox going to blow up in our faces and make this whole story unbelievable?

Well, I don't know if it's ever resolved fully satisfactorily, but up until then there's a lot of fun to keep things going. Bell-12 has a lot of questions, which Bell-21 avoids, until Bell-12 keeps on asking. You have some agency in how much you tell Bell-12. But this certainly brought back how I would discuss things with Andrew-12 or Andrew-22. There's a lot to unpack, and I forgot how much there is to unpack even in the last ten years! It can blur together a bit. Bell-12 is decidedly more caustic than Andrew-12, asking the sort of questions I wished I'd asked, and having a mentor in Bell-21 who gave more good-faith answers than many people older than me.

The interesting characters about Toronto didn't land so well. I'm the sort of person who's not particularly interested in interesting characters, or if I think they are getting too obtrusive, I'm inclined to think "Stop showing off, already!" I can only take so much per day. Nevertheless, there's some good stuff in there with Bell-21 and a woman dressed like a cat, who seems like a potential villain, and having to return to the place that serves wings (Bell-12 and Bell-21 both hate to be caught dead there, for different reasons) provides character development. Bell-12 bugging Bell-21 about why Bell-21 broke up with Bridget is well done, even if the "aha, you're remembering what you liked about them" angle seemed a bit forced. A lot of good jokes and observations come out of this, well beyond narrative threads funneled into "Look! Bell realised that adults are weird and insecure and annoying but they have a good reason to be and are worth putting up with, even the obnoxious ones! And, um, yeah, humor, too!"

So it's a good sign that what to me were the less interesting parts turned out to be worthwhile, and I think the author had a strong idea of pacing–there's a shaggy dog story here, but it doesn't get too shaggy, although the reason for the fiance's disappearance didn't resonate with me. You have to deal with people you don't like, and it's tricky to pay attention to them the right amount without being fully transactional, which Bell-12 doesn't understand. Then you have to be annoying sometimes to get what you want, too, and Bell-12 encourages that (with Bell-21 ceding a few points) without getting too in-your-face. There's a lot to work with, telling one's younger self everything's not black and white, but also hearing your younger self remind you that intuition matters--presumably, you have more data to check your intuition at 21 than 12. There's knowing we can veer from certain big questions as we get older because focusing on some side issues is very interesting indeed, and if we can't do everything, we don't have to. And there's also poking oneself to realize, yes, there are definite dark and light greys where it's best to put nuances aside temporarily so, ahem, You Will Select a Decision to push ahead expediently and meaningfully.

I can't say I've run into an Andrew-12, but I did finally join my high school's graduating class's Facebook group, and it was like I was speaking to my old self, with things I remembered and people I remembered and may or may not have wanted to deal with. It was awkward, but I settled some things. GUDA brought back that, and new ways to look at things, and people and ideas and fears I'd forgotten, and I'm glad I was at least somewhat prepared for that.

Perhaps I'll be more prepared to replay GUDA once I've read the BPH works I've missed, especially Birdland. But I definitely found Birdland et. al aren't critical to appreciating GUDA, though, and even if GUDA didn't hit all the notes for me, it feels like it should hit a lot of really good ones for others who may or may not be familiar with BPH's works.

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Prism, by Eliot M.B. Howard
3 of 3 people found the following review helpful:
Subterfuge and escape in a fantastic city, January 4, 2023
by Andrew Schultz (Chicago)
Related reviews: IFComp 2022

Prism was the last of the IFComp entries I played. There was a mix of anticipation and fear. I believe it was the last of the IFComp entries to get any review, and playing it, that was more people having a lot to digest than "hey, let's keep away from this weird mess." Looking at the review list near the end of IFComp, it had caught up, and I can see how the people who liked it would want to explore several branches before pronouncing a final opinion. We know we're going to miss something.

And we don't want to typing a mere "I liked this bit/this bit surprised me/this bit confused me." Maybe this review does that, in disguise. But Prism is a real wild card, one that half makes you feel guilty for giving something more conventional a high score. It's sophisticated and complex enough that blanket "gee this is cool you should try it" statements make me feel like a bit of a goober. It's like that tough class other people tell you to fear, but you wind up enjoying it, and you worry people might pound you for admitting that--until you find other people who like it.

Or, maybe, another way to put it is: you may be worried Prism isn't your thing. And maybe it isn't. But I think you will get a lot out of it, anyway, which is impressive, because it's not super-long. This sort of thing is more likely to happen with fifteen-minute games where you say, okay, they knew when to end the quirky joke and left me time and energy to enjoy the next one. But even in my sped-up mode, pressing to get through the final IFComp game, I realized I'd have a day to write a review for Prism, and my instinctive reaction was, I wished it'd be longer. Fortunately, there was an entirely different branch worth replaying!

So with the usual "I probably missed branches and themes" caveat I'm satisfied I got enough. If it's hokey to say "be glad the glass is half full and you like what's there," it's a lesson I still have to learn after trying to get through all the IFComp games. I've put off potentially rewarding experiences before, and the clues were there. But I'll be thinking of Prism when I balk at my next challenge or reading goal or whatever.

Prism is part of a whole phalanx of Ink entries which acquitted themselves very well in IFComp, in my opinion. In particular, it's a splendid complement to Elvish for Goodbye. Both are about an imaginary city and secrets you can't quite express, maybe even ones that would be ruined if you described them fully. In EfG, they're related second-hand, and that somehow makes them bigger. In Prism, you're in the middle of it, yet with your courier's job, you sense there must be even more than you're able to see, or you'd like to be able to see stuff even quicker.

Your friend, Karae, is partially to blame for this. You're pretty close, but she has holes in her life story, ones that should have been filled by now, the more time you spend together. She's missing an arm, but that's part of why she has power. You've seen a lot as a courier, but you know she's seen even more. You know the city you live in, Conduin, has grown from what was once pure desert, and it is growing, and you want to grow with it. There's a question of what new suburbs reveal the most.

I played through twice. Each time I had contraband to deliver, but it was radically different. My journey both times led me to people who talked unusually but logically, then out of the city, where I had to outsmart guards. I'd have felt rather helpless doing so if I were a newcomer instead of a courier--there was some knowledge assumed about which way to flee, so the choices didn't seem too zany. Each way it was pretty clear there was no way back, but the first time, it was about rebellion, and the second was more about finding my own way. Both entities I found outside the city suffered their own persecution. I saw my friend Karae in two entirely different lights.

It feels like there must be so much more than what I saw. The branching to two very different but believable escape scenarios is really impressive. Conduin feels even more sprawling after the second time than the first, and I want to explore even more. This feels like something that must have taken a good time to get straight, and the author also took some big risks that people might go "Huh? What?" And maybe I did sometimes, but I was fairly sure early on that this question would be answered. There's a whole assortment of mystics and criminals, and Prism feels like that food you can maybe order once a year, that you do and don't want to eat too quickly, and you're quite glad if you forgot about it for a couple months (I mean, assuming it keeps,) because you'll find the right other thing to enjoy it with. I suspect I'll find another game that will remind me I want to replay Prism with a new perspective, and enough will be forgotten that I won't sleepwalk through any choices.

I've talked a good deal about my impressions of Prism, because after two play-throughs, I'm left pondering a lot of possibilities for who might be the good guys and who might be the bad guys. This isn't due to vagueness on the author's part but rather that there's so much intrigue and nuance it'd be a pity if anything was too straightforward.

Oh, one final note: shout out to the author for noting where to save so you could see a bunch of options. This didn't apply in the second work-through, but by then, I had a pretty good idea where the bottlenecks were. On the one hand, this can seem like authors nudging players to the good part, but on the other hand, it can be more effective than a blurb for helping us know what to expect. There are that fewer save states to juggle.

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[IFComp 22 - Beta] Cannelé & Nomnom - Defective Agency, by Younès R. & Yazaleea
2 of 3 people found the following review helpful:
Overbearing at first but stops horsing around soon enough, January 4, 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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Twelve Days, One Night, by B.J. Best
2 of 2 people found the following review helpful:
A good small game that turns an annoying song on its head, January 3, 2023
by Andrew Schultz (Chicago)

Back in college, chain email jokes had started to be a thing. There was one Christmas joke about the twelve days of Christmas where, in fact, someone does get his true love the twelve gifts, and she winds up sending him a restraining order. From what I knew, nobody ever really liked that song anyway! So there was a bit of schadenfreude and a sense it might be overdone if it lasted for the length of, say, an Advent calendar.

12D lasts about the right amount of time, too. Anyone acquainted with the song will know what to do. There is a question of how. You have a bunch of gifts, not quite twelve, in your storage closet. You need to dump them in the room with the Christmas tree to the east. There's also a kitchen east of that. You have an inventory limit of three, as well. This is rather clever. It prevents brute force solving, and what's more, you have a list of gifts on your cell phone. So in case you forget what you have left or can do, you can read it. And, of course, if you haven't, you can drop it and have a bit more freedom to shuffle items to get everything in place. 12D gets a lot of mileage out of its only mechanic, which is that DROPping something makes you act on it unusually. This is most useful in the kitchen.

How 12D winds down is mechanically effective, as with each present you get in place (it is there in rainbow text,) there are fewer possibilities for your next wrong guess, and you may have a lightbulb go off. And if you place something in the present room before you're ready, there's some explanation why it doesn't quite fit. For instance, one of the three birds you need will fly away because your tree is not decorated properly. This is a good introductory puzzle, but you don't have to start with it. Some presents do rely on others finishing first, and it's all pretty logical. There's also a good deal of cluing when you wind up with, say, six of an item.

You'll also have to notice some puns or double meanings of words, which are kind of cute. There's even myrrh, too, and years after seeing The Life of Brian, an occasional "just what is myrrh, anyway" joke works well, even though I know danged well what myrrh is. None of the jokes bring down the house, and they don't need to, because they're quite effective all told and the sort of thing you need when you're slightly flustered trying to get presents organized.

So what feels like just schelpping items about is a good deal more sophisticated than that. There will probably be one present that you don't get at first, or something you DROP may do something by accident, and you have the a-ha moment.

That 12D placed next-to-last in the Adventuron 2020 Christmas comp and yet has over four stars on IFDB as of January 2023 is a strong indication that there's a lot of other stuff to look at. (I haven't much, yet, but I plan to!) If you are in the mood for a short game that gives bumpers but not outright spoilers and maybe could leaves you less annoyed at that one Christmas song (I was after playing,) it's very nice indeed.

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January, by litrouke
3 of 4 people found the following review helpful:
Zombie stuff, hold the annoying zombie tropes, January 3, 2023
by Andrew Schultz (Chicago)
Related reviews: IFComp 2022

IFComp has a bunch of works that subvert expectations, some in-your-face, some trying it under the hood. January is one of the latest ones, more under the hood, more highbrow, and the mechanics work, though they may be a bit exhausting. There've been plenty of discussions of linearity, friendly or not, and my main takeaway is that I'd prefer not to have too many passages where you just click ahead for its own sake, and it feels like the work is tugging on your sleeve not to leave just now, because it has so much to say, honest it does, and you'll miss some of the deeper meaning if you do leave. So if someone wants to write something linear and give the player a fixed ending, while still giving them a chance to say "hey, what about that" or 'hey, what about this," how do they go about it?

January provides some good pointers. It's innovative, to me at least, and it forces the player to re-read without being too intrusive. It's illustrated, too. The illustrations provide a practical focal point, as it turns out, the way the story is organized.

It's a zombie survival story but a bit more than that. You can safely assume the narrator doesn't die right away, because after the first passage, you're presented a calendar. Something is ahead, likely dread. There's a moderate but not overkill amount of content warnings. A date early in January is circled. You can click on any circled date, and once you're through, there's an X. This was an interesting and relatively simple wrinkle to me, and it worked very well. I've been shocked by jumps before in a book, and even seeing "Three months later, X was still thinking about the incident" feels a bit clunky. It provides a bit of shock protection, I guess. Chapters end with a picture, which re-appears if a date goes from X'd out to red-circled, and then the picture reappears again. I liked the pictures, and I sort of needed them, after the rather bleak content.

I don't know much about visual novels, so I have no clue how much is the author's own innovation and how much they are pulling from general knowledge, but either way it's effective. The text changes dramatically, fading from old words to new ones to provide a different perspective, and my only complaint is that I can't (or I missed the way to) go back, because a lot of times I realized a detail was important, and I wanted to see more.

The work itself is more about loneliness than outright horror. Your family is infected with the zombie virus, and one infects someone else accidentally, or cluelessly. You find a cat to take care of, which I thought was one of the strongest focal points (I can only take so many details about survivalism,) and you realize there is a lot you don't know about, well, survival and life and how other people are getting along, but they must be out there. There's one passage where the warning for suicide kicks in, and it's not some stale old "woe is me, I have no friends." It's something I don't quite want to spoil. But I was certainly engaged in the story of the main character protecting the cat, even against the bodies of zombies they formerly knew.

I'm a bit disappointed I couldn't go back and revisit stuff I realized I skimmed over a bit. Perhaps that's a user error, but I still hope for something relatively linear and long to allow you to do so, because things get missed, especially when it drags you to re-read, then bam! No, you can't re-re-read to make sure of things. My usual refrain of "but I can look at the source" was mentally countered by "No, it's not the same thing, it's missing something." The ending bit where you can mouse over images to show different ones felt like end credits in a TV show, and they brought up a lot of memories. Maybe on point it hoped to bring up was there is a lot of stuff you forget when just in survival mode, whether that be with zombies, or people around you at a job you can't stand, or a horrible high school. There's also a twist there that other people found effective but didn't work for me. This is sort of harping on the weaknesses. I thought the strongest bits were the part that went beyond ZOMBIE PLAGUE and dealt with the "what if I get infected" and "maybe it's better if I do." Sometimes it felt like it didn't get out of its own way, but that's how legitimately experimental works feel. Overall, I'm glad it staked out new territory in the potentially tooth-grinding genre of zombie survival.

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Crash, by Phil Riley
2 of 2 people found the following review helpful:
Sabotage, with a question of who did it, and oh, space chores too, January 3, 2023
by Andrew Schultz (Chicago)
Related reviews: IFComp 2022

Crash is commendably ambitious both narratively and technically. It doesn't mess around to start. You're given some trivial tasks to fix a spaceship (a microwave and cabinet are out of whack,) but of course those are just an introduction to the main plot. A spaceport to the side blows up. Obviously, someone needs to figure why, and you're the only person on the spaceship who can do so. Not because you're a detective, but because you're conscious. Not only that, you're on a crash course with a major spaceport! There's a lot of help early on with nice touches such as the Unicode character for an arrow. So I felt pretty comfortable attacking things early. And there was an in-game hinting system. I was making good progress while clueless of the very nice PDF walkthrough that came with the game.

My initial try, I spun out early, but the puzzles I solved, I was happy for. The scoring was neatly done, with a list of things you've fixed, want to fix and have to fix. In some cases it seems like there's an intentional bit of difficulty, for general humor or moving the plot forard. For instance, with a pair of bunks, I could CLIMB the one I didn't need to do anything, but the one I did, I couldn't. The alternative verb exhausted me for a bit.

Still, I had a lot of neat stuff to do and found it generally amusing to see or find what the solutions were. Like the microwave, which should be easy to fix, except I didn't have the right tools. Fixing the microwave, though not a puzzle requiring intense technical knowledge or deep building on what was there, had just the right sort of subversions and got that first point that said, gosh, I had Done Something, and of course it wasn't going to be super-simple right away. And I also enjoyed figuring how to go up from the galley containing microwave–you know something is there, and you hear voices, and it's a good part of the mystery, and it plays well on the fear of death and being lost. Then when you hear the voices, you have another choice to make.

I got stuck a bit after opening the way up, where double-checking the scenery got me "Really, the equipment trunk isn't important to the story. But by all means, continue to fiddle with it" and after a bit of wrangling
with the parser, this felt like someone was looking over my shoulder and saying "boy, you are clumsy with tools." I don't think this was the author's intent, and it may be gone in a post-comp release, Needling the player just the right amount is tricky, and a little snark can go a long way in the wrong sort of way, but hopefully forewarned is forearmed.

That's where I cut off in-comp. I'd started to see there were two people with opposite stories you needed to evaluate. I'd found a way to walk outside the spaceship. So I felt competent, even if I wasn't able to stop it.

So it's where I cut off, as I was at about the time limit, and I'd had a satisfying time, technical quibbles aside. Poking afterwards during a more relaxed time, I enjoyed the possible endings (failure, blowing the ship up without crashing into the city, success) and I'd even worked my way through a schematic with the help of some manuals. This is always tricky for me, as I like to play things to get away from technical manuals. And I wasn't sure if I would feel competent enough to make replay worth it, until the diagram made sense, and aha! There I went. The problem of trusting the Sergeant or Captain was interesting, and I certainly felt pressed to respond, but of course, I didn't have to.

Crash felt like a very enjoyable work that definitely wasn't my thing, and I always welcome those. The author's shown a great willingness to learn even more on the forums. And so Crash sort of has the feel of Marco Innocenti's first Andromeda effort in 2011 both because it's Sci-Fi and it involves an apocalypse and old-scoolish puzzles. In 2012, the second Andromeda effort won IFComp.

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