Ratings and Reviews by Andrew Schultz

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Campus Invaders, by Marco Vallarino
2 of 2 people found the following review helpful:
Pleasant hijinks and light academia/alien invasion satire, January 16, 2023
by Andrew Schultz (Chicago)
Related reviews: IFComp 2022

Marco Vallarino is one of several IFComp authors whose works I always meant to look at more in-depth. And here "more in-depth," means, sadly, "at all." I mean we've been in IFComp together but somehow I missed the chance to look at his two Darkiss games. CI is motivation beyond "gee, both Darkisses placed well" to fix that. It's unashamedly old-school and not a profound game, but it doesn't have to be. You are just some AFGNCAAPy schlep working at the university, trying to get a computer simulation/program working to zap aliens who've attacked.

And there are laughs along the way. There are joke names, and they're not side-splitters, but they made me smile. More creatively, you're given a long, weird password early. "Suddenly you realize that if you can remember this password by heart, you can do anything in life." Oh, and your first puzzle is to help a professor out of the vending machine they stuffed themselves into, to avoid getting killed or, at least, getting killed first. You rescue them in the way one would expect, with a coin you find lying around. There's another fetch quest or two to warm things up, and then the actual thinking begins. There's nothing too deep. Once you meet a robot with a laser, if you look around, you can guess what item might help you not get killed, and how you can get that item. There's also an overhead projector that's too heavy to carry. I don't know how much they're used these days, but I appreciate that sort of thing for nostalgia's sake. I mean, lots of games have flashlights and such, but I haven't used an overhead projector since Akkoteaque, which is nice even if unfinished.

The final puzzle is also very pleasing. CI is not the first game to feature you having to screw in batteries, but the twist at the end to get the computers running is clever and sensible and I'm glad it didn't get too absurdist. There's a lot of funny stuff in here, and it pays off relatively quickly, with a bit of drama even though it's pretty clear the aliens can and should meet a bad end. Even a stupid death at the beginning is a clue. You also have to sort-of disguise yourself. This brought back memories of a tough Infocom puzzle, but fortunately there's a lot less calculation here.

For being a z5 game, CI contains an impressive amount of fun. A university setting is one that could easily bloat, but this doesn't, and it seems to hit all the tropes without overplayingthem. Perhaps the author specifically set themselves to creating a z5 game and nothing bigger. I for my part was pleased to fit my own effort into the Z8 format, which allows double the size/memory, and while it's neat to see Inform's new features, I enjoy seeing the sort of economy exercised by PunyInform authors or, well, this game. They can fit a lot in.

One of many fourth-wall jokes hints at Campus Invaders 2.0. I'm looking forward to that, after this experience. I suspect CI placed a bit low because people relate more to Vampires and Zombies and not due to quality issues. I don't much care for vampires or zombies, but the Darkiss games will be nice while I'm waiting for CI2.

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INK, by Sangita V Nuli
1 of 1 people found the following review helpful:
The opposite of blotting out grief, January 16, 2023
by Andrew Schultz (Chicago)
Related reviews: IFComp 2022

The author's two entries in IFComp are interesting bookends: in US Route 160, you're fleeing a dislikable fiance, and here, well, someone you like dies. I found US Route 160 to be the more evocative of the two. Perhaps it's my general dislike for Texture, even when using my finger on a phone. I seem to let the dialog box drop in just the wrong place, and it breaks immersion for me. So this may have colored things. More importantly, perhaps another reason INK didn't resonate as much with me was I never felt the lost of a fiancee, and my family's marriages aren't terribly happy. The closest I've got is losing longtime pets, and what happened to the protagonist reminded me of having my life dented for a while. But fortunately things snapped back. My experience was to have some cat beds lying around, so I could look at them a bit, or have a cupboard full of toys. I didn't work at the desk where one cat snuck behind one day and died for a while. So I spent time and emotion avoiding parts of my living area. In that respect, I was like the protagonist who saw ink in places where their fiancee had been. But I guess a cat only takes up so much of the bed. And also my cats were old. So I never had that sudden shock of loss.

And I may be stony about all of this. But I hope I appreciate the agent that spreads the ink: a letter from your fiancee, after she's died. It's not lost in a corner but found while walking around. It seems like it should be just the thing you need, an unexpected gift, something you should be very happy about. But it winds up driving you crazy. You can't even open it, until you do, and things get worse. Then people around you give you the standard advice, and there's always the overtone of "boy, you're going a bit crazier than you need, eh?" I see how this could parallel the anxiety of getting an email from a friend you've lost contact with, whether you still like them or not.

The image of ink spreading and making its own space is potentially powerful, but it seems IFComp has a few games about grief and loss, and I'm very worried that my opinion of them is based on whichever I play first, or what mood I'm in when I play. In this case, INK was one of the later entries I looked at. So it feels dismissive to say "yes yes I know already losing stuff sucks and I don't know how to get over that and you know I don't and I know you know I don't" and so forth" but I can't stop thinking it. Then it happens to me, and I'm on the other side, and of course people don't understand. I remember misplacing something. I realize I missed it and still do. I don't care that I managed to deal with it. But dealing sucked and sucked energy. And so I get all that (I think).

Still, games about general social isolation are more my jam. The frustration and deep thought feel more productive for me, and I recognize that bias, and while INK establishes grief makes it hard to be constructive, it hits a wall with me. It feels like it overplays its hand a bit by the end. I don't know what's missing. Perhaps the choices between giving in and not giving in feel too binary and abstract, given how the ink takes over. Or perhaps I (still) don't have the proper life experience to appreciate this, yet. But I do have a corner of my heart that fears being able to appreciate this a bit too fully, and maybe I'm deciding not to look at it, like the protagonist avoids looking at the letter, for a while.

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The Tin Mug, by Alice E. Wells, Sia See and Jkj Yuio
4 of 4 people found the following review helpful:
A moment of silence for Young Me's favorite cup, bowl, pen and ball..., January 15, 2023
by Andrew Schultz (Chicago)
Related reviews: IFComp 2022

I've had people tell me I should drop acid, or that I'm missing something by not doing so. Oh, the things you'll think! Oh, the walls you'll taste! Alas, the potential downsides seem too great a risk. My stodgy, boring self settles for ... well, stuff like The Tin Mug, which makes me laugh and contemplate things well enough that acid seems that much more foolish a risk. Perhaps I am unforgivably g-rated, but yes, I'm too old to worry about much any more. TTM-type stuff also leaves me less worried about things afterwards and less sad about old toys or utensils that did their jobs. It's not a huge risk, or revolutionary, and it won't blow your world away. But my personality is, I'm very okay with thinking about this rather than, well ... why i am missing out by not having a sports car, or not having cable so I can watch the latest hot show (never mind that I have a huge backlog already!) It's comfortable without being a rut.

And that's more than good enough for me. The plot here is simple enough. You are a tin mug, and it's your birthday. You don't quite belong with the fancier china (the cook removes you to a lesser cupboard quickly,) and even some of the tin cookware looks down their noses at you. You're not really expecting something, but gosh, it might still be nice if you got recognition. This is, of course, a concern for many people, too, especially as they get older. And, well, there are whispers the tin mug is past its prime. Not that the tin mug is terribly mature! It causes trouble for another poor cup. But it, along with a spoon, will be part of family drama. Two kids come over. One's very nice, and the other ... isn't. Awkwardness is navigated. At the end we learn the significance of the tin mug, and the story is tied up neatly. Even the mug's early indiscretions are fixed. We learn that more than just the cookware is sentient. It's charming without being twee.

I replayed through immediately to see the other choices. There were few differences, but I found details I'd missed when plowing through. The other cookware has concerns, too, and even the furniture works together to lessen the impact of Kevin, the bratty boy. Nothing major changes, but I didn't need any sprawling choices, and the whole work might have felt a bit odd with them. You are, after all, only a cup. There's only so much you can do. But the authors have found enough for an enjoyable story.

I guess we've all worried if our favorite cup will break, or we'll feel bad our long-time favorite towel is too worn, or we realize that pen that served us so well for so long and wrote all those good ideas is almost out, so we leave it at an angle so plenty of ink is always near the tip. It's not something we can really do with bigger appliances. One doesn't exactly kiss a fridge or oven or give the thermostat an affectionate pat. But we all have our weird hang-ups and superstitions, some practical, some no longer practical.

After playing, and replaying to touch up this review, I was surprised about the things I remembered: the rubber ball that fell apart, the greyish tennis ball that still bounced nicely, the Big Ten cups from when the Big Ten only had ten teams (Iowa's Hawkeye had ISU emblazoned on the front!) which I found on eBay, which was sort of charming, because apparently this story was originally written before the Internet age. A few, I didn't, such as the McDonald's promotional cup that celebrated interleague MLB play. It lasted a few years before cracking. No sturdy tin mug, but enough memories all the same, even half-forgotten.

Perhaps the only downside is that I'm going to feel slightly guilty about the next piece of junk mail I throw out when I'm really tired, or the next piece of scratch paper I barely use, even if I don't stick it in the shredder. But more likely, I'll find yet another old pen I appreciated (too few survived until they ran out of ink,) or I'll remember what's in that drawer I haven't pulled open for a while, and I'll have a few stories of my own. Nothing as engaging as this, but they'll be mine, and they'll be satisfying enough.

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Feathery Christmas, by OK Feather
1 of 1 people found the following review helpful:
Makes you wonder why Santa didn't use pigeons in the first place, January 14, 2023
by Andrew Schultz (Chicago)

Feathery Christmas replaces Santa's sleigh and reindeer with, well, pigeons. It's a cute, small story, and the puzzles are mostly abstract. Larry, the pigeon leader, needs you to feed his flock, and then you need to find a secret code in a church to release them to deliver a package. It's a bit tenuous, as are many logic puzzles (truthteller/liar and a general logic grid to decide which pigeons haven't been fed,) but it also has easy and hard mode, where the puzzles vary. The replayability was welcome, especially when you needed to find the shortest way through a wind tunnel with houses on easy mode, then the longest on hard mode. It's not super-robust, but it's more than competent, and the pictures are, well, legitimately artistic.

Having played on both easy and hard mode, I noted that besides the abstract puzzles, the item-trading you needed to do to get a ticket to the church was identical, as was acquiring bread. You also had a book that translated to and from Korean, and again this was cheery, but given that I don't know the Korean alphabet, I didn't get the full effect. There's also a puzzle of how many times to ring the church bell--again, reading the books you trade back and forth will show you this.

That said I really enjoyed the final puzzle where you guided a bird east through the screen. There are wind gusts that push you east to speed you up, until you bump into a house. The quickest solution isn't immediately apparent, and the slowest one seems almost counterintuitive. It's a fun, original bit of calculation that never feels like busy work, and there's no pressure either. You just keep trying again. It's one of those moments that shows potential for a great deal more, and I wound up thinking more about this puzzle than the rest of the game. And, well, it fit perfectly in with the theme of pigeons flying, while the logic puzzles for feeding bread didn't quite mesh. It was a neat conclusion. If the author worried this might challenge the player too much, well, I for one would disagree and would hope to see more of this from them, as opposed to the vanilla book-swapping and logic-chopping.

I'd have seen FC favorably even without it, though. In the end I hoped for considerably more, always a good sign, and so I was glad I could replay quickly on hard mode.

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SANTAPUNK 2076, by Gymcrash
1 of 1 people found the following review helpful:
What if Santa got twisted for corporate greed? Okay, even more twisted?, January 14, 2023
by Andrew Schultz (Chicago)

SANTAPUNK 2076 is a short, cute cyber-dystopian game with a few interesting puzzles. This seems like a contradiction, but it's handled well enough to make a nice short story. You are a deliveryperson for. There seem to be all sorts of references to things going wrong and persecution being a part of life, from "You are Number Five" (-The Prisoner) down to Amasoon Logistics, the Claus-Mishima Corporation and, of course, a gaudy job title: Executive Lead Fulfillment. It's a lofty way to say "you need to deliver a package," but they do keep getting loftier and loftier as the pay gets worse and worse. There are other dystopian touches, such as the McKingdy's fast food restaurant (Burger King and Wendy have been assimilated! However, I reserve hope that Arby's has held out.) I can't speak to the similarities to Cyberpunk 2077, but SANTAPUNK stood well on its own for me.

The graphics certainly reminded me of an upgrade over when I played Neuromancer, another dystopian game (it had message boards and email! Back around 1990!) on my old Apple II. And those felt so revolutionary, because they included yellow, and--well, these are better, and they're pretty much done by one person in not much time. So, very impressive! Hooray technology! Well, aside from the whole "accelerating dystopia" thing. And the puzzles are neat--hacking an interface and, in one case, discovering a really awful password. While this always feels slightly artificial, it's quite believable that people are still exasperated enough with password security that they write dumb ones, and the joke can work in many guises. It does here. You have to forge your identiy to enter an apartment. This opens up an even more worrying mystery beyond "oh no the computers have taken over, and worse, the people who crave power have taken over the computers, or vice versa."

Perhaps the whole message is a bit heavy, but I laughed for all that. The graphics helped soften the message. I wound up with a grade of A for my performance. I felt very proud of myself, despite the information I read that, in fact, the world was going further down the tubes. Well, until I considered the possibility that Amasoon Logistics may have given me the best grade for just shutting up and mindlessly what I was told and not considering the moral ramifications of my actions. (I was just plowing through.) This worried me. But the graphics and puzzles were cute! The game notes noted multiple paths through, and I'd found a quick one, and I wonder what others there might be, and what happens in the big picture if I somehow get a D.

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Hanging by threads, by Carlos Pamies
1 of 1 people found the following review helpful:
Brief branching city exploration with intrigue and instadeaths, January 14, 2023
by Andrew Schultz (Chicago)
Related reviews: IFComp 2022

Recon, the author's entry last year, had a lot of moving parts and a backstory that took a few playthroughs to put together. HbT is similar–it's a lot smaller, but it feels more organized, and it's still fantastical, though the fantasy veers toward general abstract stuff more than sci-fi. I think it's a technical step up, but there were a few design choices that made it hard for me to say what I wanted, as quickly as I wanted. I'm not surprised a few reviews rolled in late. There's an unexpected hard break just when it seems things are starting, and people may wonder what's up. Sure, we see the "end" in small print below a separator, but it's not clear how or why until we've played through several times. I thought I'd just walked into a death trap, and I didn't see what I did wrong.

Once I realized that there was a sort of timer where you make so many moves and then just die, things picked up. I was able to plan out relatively modest goals, deciding what part of the city to explore, and how. This is hampered slightly by being unable to reload, at least on Firefox, even with a complete refresh. Fortunately HbT isn't huge.

It starts with a cute puzzle, the sort I felt was the strength of Recon. You are told to choose the shortest stick, and you get a sneak peak, with several different spellings of "stick." These sorts of HTML tricks seem very easy until you have to think of one yourself, and if and when you guess right, you get one of three items. Each is specifically useful at some point in the city, and it's fun to find that point and then do things with or without that item and compare and contrast. I'd consider finding all six such states to complete HbT, such as it is.

There's definitely weirdness about, and for the most part, it works, but I was frustrated that the turn-limit cap along with options such as "turn right/turn left" that didn't give me enough information to work with. So it was a matter of more weird detail, please! You want to feel helpless, but not too helpless. I think some sort of timer can and should be integrated in a post-comp release, and I'd also have liked the cut-outs not to interrupt a choice I made beyond traveling somewhere new. Surely there's a way to incorporate a game flag and also to say, okay, the story won't end just before you get to talk to someone. As-is, it was a bit jarring. It seems like a forgivable oversight, but it's also a high priority when it comes to revision.

I think these issues impacted the replayability the author wanted to give the player and which, with the game text, seemed even more rewarding with a smoother gameplay experience. I might even suggest a small bonus to people who keep replaying, as payback for their faith. Note the timer, not with just a number but with narrative cues, and also maybe fill in details of paths they have already seen. It's tricky, but I think that would combine the whole "you can't explore everything at once" aesthetic with "you don't want to repeat yourself too much." Perhaps I'm greedy, too, but the ability to constantly restart as with Let Them Eat Cake might open the way for a grander vision once you've hit all the six states I mentioned above. UNDO might be a bridge too far, but I'd also like to get greedy and maybe track which branches have been fully explored and which haven't. This is nontrivial coding, but it seems worthwhile.

I was glad to see reviews pour in late for HbT, because it deserved them, but I'd also have liked it to be less forbidding, and the forced game-over probably intimidated people. So I'd be very glad indeed if my main questions became obsolete! How much you should push the player back is tough to judge, but it's not clear to me right away why things should stop completely, and I think people legitimately had trouble figuring things out. Here's where my great enemy timed text would be quite welcome, before a "restart?" link popped up. It would be an appropriate penalty for a player's inattention. There are other solutions, too. Unrolling everything too quickly here wuld probably ruin the author's vision, but I think a compromise would be welcome.

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The Hidden King's Tomb, by Joshua Fratis
1 of 1 people found the following review helpful:
Parsers, like ancient trapped tombs, are tricky..., January 13, 2023
by Andrew Schultz (Chicago)
Related reviews: IFComp 2022

Writing two entries for IFComp is hard, especially when they're different in scope or tone or setting. There's so much bouncing back and forth. And writing your first program in Inform is hard, too. Playing through HKT, there seemed to be potential well beyond "this author lucked onto a good subject and didn't make the most of it." So I may be poking at its weaknesses more than I might for entries that placed in its general area.

You see, the author had written two entries. And it sort of made sense. There's a lot to look at and enjoy in Counsel in the Cave (CitC,) which I think it's clearly the superior of the two, as did the judges--it deserved to finish in the upper half. In HKT the story is a bit sparser: a friend has pushed you into a pit which, serendipitously, is right by a mummified king's tomb. As you walk around, there's a Queen, too, and a sarcophagus. There are no supernatural NPCs chasing you, so you're a bit stuck. There's a nonstandard verb to guess. I was able to, though first I did so in the wrong place.

The tricky thing was, there was so much to take, I thought it'd be a puzzle where you performed a ritual, and it wasn't quite. I can see the author intending it then scaling things back and leaving a few red herrings. Because after I guessed the verb, I found the way up and out of the tomb, through secret passages and other methods. The story clicked, though I wish I'd learned more about how or why your friend double-crossed you. Unfortunately there are a lot of unimplemented and sparsely described items, and when I was allowed to take fourteen candles, I thought there'd be puzzles, maybe a scale puzzle or something. But they just stayed in my inventory, along with other things. There seemed to be many chances to make cursed artifacts affect you negatively, or to note you needed others, but I missed that.

However, the changing map when you figure out what to do adds nice atmosphere. It would probably have made quite a good entry on its own, honed, making everything else scenery. As it was, I stumbled successfully through HKT without a real feeling of accomplishment. I think writing HKT was a good risk to take, even if it didn't pan out, and I'd like to see the tomb and story fleshed out a bit more.

I really do recommend playing CitC to see what the author is fully capable of. I suspect if they go the parser route in 2023, they'll have something more substantial than HKT. Because as-is, the experiment didn't quite work. I'd have encouraged a post-comp release even before working through CitC and, in fact, with some blind-spots fixed, HKT would be well worth a replay to me. Unfortunately, HKT as submitted falls into some traps we all must, as growing Inform programmers, and it may have caused people to shy away from CitC once people noticed both were by the same author. So if I am being critical of HKT, I'd also like to boost CitC.

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An Alien's Mistaken Impressions of Humanity's Pockets, by Andrew Howe
1 of 1 people found the following review helpful:
An enjoyable, if done-before, "Humans are weird" diversion, January 13, 2023
by Andrew Schultz (Chicago)
Related reviews: IFComp 2022

AMIHP is a short and purposeful game about, well, aliens discovering things in humans' pockets and guessing what they're for. It's labeled as a class project in the "about" text, and it does feel like a first work of sorts. But though it's very rough, I liked the humor a lot. Often these are not very successful in IFComp, and this wasn't. I'm not sure they need to be, for students' goals. They are often jumping off the deep end and trying something new. Teams of students have run into headwinds, too, submitting stuff to IFComp. In AMIHP the proofreading is certainly uneven (this may be a case of the author just not knowing where to look for help.) So it had a few strikes against it.

Plus people have probably seen the general conceit before. I was exposed to Horace Miner's "Body Ritual among the Nacirema" back in my freshman year of high school, and it left an impression on me. I know it's been done before, but it's a good template for someone who wants to write something creative without getting too crazy. It's a theme you can riff on without getting burned or seeming too dull. And AMIHP largely does that. There are some minor puzzles, too, such as getting someone to fetch a box or getting by a maintenance person or mixing fizzy drinks in the cafeteria to make an appropriate substrate. The last one felt speculative, but I suppose constant "humans are backwards and odd" riffs might've grated.

There's enough humor and insight in here that I had no problem seeing things to the end. And I'm glad the author didn't beat the joke into the ground. I hope this doesn't come off as "they don't have the talent to go on for an hour," because the story felt wrapped up well, and often I'd like to see more shorter entries that don't feel like they have to transcend everything. You can tick it off and move on and recoup from the bigger ones. I had no problems sticking with AMIHP until the end, despite the distractions with grammar and style. There are about seven locations to visit, so there's not much to hold in your head. I think I'd have been quite happy to write something like on this level in college and to have the opportunity to share it with the world. I wish I'd tried more back then.

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Northpole, by John Blythe
1 of 1 people found the following review helpful:
Two-stage game of an elf's redemption, January 12, 2023
by Andrew Schultz (Chicago)

Northpole's graphics helped carry me through the rough bits for a really enjoyable experience. It's not the only game in the Adventuron Christmas Jam to do that, but it's particularly smooth and homey with a lot of variety in backdrops and elves to see. all very smooth and homey, and as you play through more, the variety of locations and people (well, mostly elves) drawn is impressive. Both realistic and magical landmarks are drawn with love and care and attention. The plot is strong, too, as you're a disgraced elf accused of causing delays in the delivery process. You need evidence it wasn't you. It's interesting how Northpole claims its own middle ground between Save Bigfoot's Christmas and Santa's Trainee Elf. The high production values helped me blow off a few potentially frustrating verb-guessing roadblocks. I wound up playing in two sittings: first, I got five presents so I could enter the Elves' village I'd been banned from. Then, I got the final two. Each half of the adventure is a distinct experience.

The snowy wasteland you've been exiled to is not too huge--fifteen rooms or so. The room names are generic and even duplicate, but given the images, you'll have enough of a map in my head to be able to wander around. (Besides, I'd rather have the images, if I had to choose.) There are two places that indicate an area behind, both via text and graphics, each with the appropriate mystery. The Elven Pole in particular is neat. There's a snowman tucked away in off to the side as well. You can ASK it for hints, but since it's out of the way, you need to organize things first, which is a neater bumper than "ARE YOU SURE YOU WANT HINTS?" And while HINT gives some help, too, you get tripped up if there's nothing to do in a room. Northpole shows the verb-help menu, which scrolls. And it doesn't necessarily help with the verbs you need to guess. And all this has another thing drawing you on: the outside wasteland locations are well-drawn, but the village Bori the Border Elf guards you from, well, you can see how colorful it is at the entry to the village. The wasteland part is beautiful, but the village promises even more, so there's motivation to get there beyond "I want to solve this."

It delivers visually, and the plot picks up, too. Villagers you find new clues about who has disrupted things. The puzzling part is less smooth, but it has more story, with other elves to ask questions of and a neat reversion of the "kid standing on other kid under a coat to get into the movie" trope.

There are two more presents you must find in the elf village area, and I found some fiddling with verbs was necessary to break through. Eventually I found a command I thought I'd tried. There are a lot of cutting implements. AndI was able to see roughly the order I needed to do things in, and what I needed to do, but I had to scour through the village again.

That said, the mystery of a weird fireplace that teleports you if you use the right powders is a neat one--you won't even have to use the parser to mix the right ones when the time comes! And the final puzzle to snatch the final present away is suitably clever and closes a loop on a few plot points.

I thought highly enough of Northpole, despite some minor technical flaws, that I considered writing a map and guide of it for CASA quickly after winning it. I didn't want anyone who played it in the future to get stuck. But one was already there! I wasn't disappointed in the time I spent stuck, and I was glad someone else had played it two years after its release. It's a case where there are about ten verbs to guess, and you should do so 80% of the time. So the math dictates there'll be a hitch, but now you'll be able to enjoy nice story with many magical places to go and even a bit of helper-elf culture to explore without getting stuck. (I almost found myself craving sprouts.) I'd guess a lot of people would be glad to call it a day after getting into the village and seeing their way around, but I was very glad to see that last bit of magic when I came back to Northpole and figured a way to brute-force things.

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Headlights, by Jordan White and Eric Zinda
4 of 4 people found the following review helpful:
A somewhat paint-by-numbers dreamscape in a custom engine, January 12, 2023
by Andrew Schultz (Chicago)
Related reviews: IFComp 2022

The first two games with the Perplexity engine, Kidney Kwest and Baby on Board, were ... well, a bit different from this. Those were quiet domestic affairs. And while taking your medication for kidney disease is important, the stakes are raised in Headlights. Here, you're out in the wilderness and injured. What are you doing here? And why?

You may be able to guess, especially with the clues the game gives. The detective work is more about just looking around and finding items. The world's a bit surreal. For instance, there's dark liquid dripping from the ceiling of a cave, and when you taste it, it's awful. Guessing the liquid provides a clue. There are also minor puzzles where you need to find a way to make light or gain strength. It feels like standard cartoon or comic book logic, which again is an effective indication you aren't in the real world. But for the most part, you look around and find things based on the room's description, and the verbs you have to guess are very standard.

So it felt technically smooth, much smoother than the previous games. They certainly had their charm, but you had to wait a long time for the next move. You can probably guess what has happened to the mangled deer. Everything's pretty tidy. Though I'm still not convinced that, as-is, the Perplexity engine has any special advantages over a standard Inform parser. I like the drop-down box that appears to fill in a command, e.g at one point, you may try to PUSH BOULDER, which fails, and once you think you can, you can autofill after typing P. That's not related to syntax parsing, and I'm still not big on the debug messages that correct your grammar if you type "PUSH BOULDER" instead of PUSH THE BOULDER. But the tutorial was neat and helpful and the engine appeared faster than I remembered from Kidney Kwest.

The writer does have a good concept of design, but unfortunately the dream world introduces a lot of puzzling for puzzling's sake. If you know the conventions, there's not much to worry about, but the problem is, without much to worry about, the big reveal doesn't have a lot of oomph. It feels like implementing Perplexity for text adventures has overall been positive, and it resulted in a clean, sensible game, but I can't help the chat-style interface worked better in Thanatophobia, and the creativity of both authors (Jordan White and Eric Zinda) would be better served using something that's already there. So far I even think all three of the games would look great in Adventuron (sadly absent from this year's comp.) But it's obvious that progress is being made with Perplexity as a text adventure platform

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