It's been a while, but the author requested that people not spoil things, if they figured out what was going on in TOMBs. I still won't, explicitly, but I'm caught between not writing a review at all and explaining why I liked what was going on. And years later, I sort of forgot, and I sort of remembered. Did I only like TOMBs for the novelty value at the time? Most text-adventure RPGs I'd read were a bit too earnest, which helped it stand out. But when I poked through, I was able to enjoy it again and notice the snarky bits that gave me pleasure.
It's sort of a relief, in IFComp, to have something where you can just kill a bunch of monsters for a bit. Sadly, a lot of these entries have little more to offer. But I knew the author knew what he was doing, so I had a Trizbort map ready to go for a nice big dungeon. I would kill everything. I would go in for level-grinding. I didn't particularly want to empathize with anybody, or anything. I'd get to those entries later. In TOMBS, I would do some hack-and-slashing.
But of course I wanted to make sure I didn't miss any secrets! I got the feeling I would need a few, to beat the big bad beast. Reading the book in the library was the first inkling that there was more to adventure than the usual. I remembered the monsters I'd disposed of. I became curious what the ?'s were for. And I enjoyed having "limerence" as a stat, because it's a great word people don't know too much about. You may, but if you don't, it's the concept of being in love with love instead of, well, with people. And it's not an especially good stat for surviving in an RPG. So it sort of clues us into how things aren't quite right. Here we’re in love with the idea of nobility, etc., or improving ourselves through fights, but if we are just sitting grinding at some game, are we really improving?
So the second time through I managed to do more than just kill everything, and I used the previously ???'ed options. Some irony here: I didn't go face the beast for so long because I figured "that would just kill you, right? I'm not strong enough, and besides, I've been doing nice things, so I don't want my fate." So in a way I was paying for my bloodthirsty mentality even when I intellectually knew what to do.
The game made me feel trapped in level grinding, too, not hopelessly trapped but enough to get me the feeling there should be more. It was small enough, though, I was able to reload and see if there really was something else and say, okay, I’m not doing this. So many games are built to get players to keep playing even when it’s not fun, and ToR turns that notion on its head. We need more of this.
As for the final message? Well, it’s one we’ve heard before, but it's been too mushy or melodramatic other places. And it puts your earlier defeats of the beast, and the text from that, in perspective. Looking back, stuff like the chest guarded by bats also clued me, if I’d been paying attention.
So there are a lot of fun lessons in this game we don't realize are lessons til they’re done. And I think that’s very, very good. It's a case of having a bunch of independent jokes that have a 5-10% chance of working or making the light go off, but because there are twenty of them, it will happen eventually.
ToR is not the first subversion of RPGs, but it's one that doesn't shove the observational humor or retread fourth-wall observations in your face. As you explore, evidence piles up that something's wrong, and you can have a good laugh at what you've missed. You may even miss stuff even knowing it's a subversion, as I did on replay. I suspect many people may have missed this and downgraded ToR as just a collection of jokey shticks and feel superior to it and say, ok, maybe the next game will be a REAL game. But it looks like enough people, indeed, got it.
Every year I have one author I didn't know with whom I trade a flurry of testing emails. It's exciting. I learn a lot. I wish I'd have started sooner, but on the other hand, I'm glad I had a chance to focus. Thanatophobia (TTP) was such an experience. An innovative interface and seeing my suggestions fixed quickly made me quite happy. As a reviewer, I try to dissociate the enjoyment I had changing works and seeing an IFComp entry under the hood before the big reveal on October 1st from, well, is the work any good? On replaying to actually review it, I think it's still quite good, and I'm glad people reviewed and discussed it despite minor technical hurdles (note: best played on an Opera browser with VPN.)
Now my ideal IFComp entry would be comedy. I do wish IFComp would have more of such entries, where people overcome frustration with coping. Nothing cheesy or prosperity gospel-ish, nor any too-hackneyed "Ha ha ha just deal with it" or outright absurdism for its own sake. But I've always been interested in new and different ways to Deal With It, and a lot of what I write revolves around that, albeit abstractly or weirdly or related to parts of my life I can't share, and if I did, it might not make sense.
Thanatophobia pretty clearly establishes itself quickly as Dealing With Something. But the cheap fun jokes are missing. It's not oppressively dark, or dark for darkness's sake, though. You can guess what's going on pretty quickly. Someone is describing a dream they have. You need to ask them questions. The right ones may push them forward, but it's not necessarily a matter of "hey, look, I can speed-run through with the exact ones." Madeline, the subject of your interrogations, so to speak, gets less vague as you ask more pertinent questions.
As for what you're asking her about? Well, that's something you may guess at with an elementary knowledge of Greek, given the title, but it's not revealed right away. There's a dark figure in the corridor she is dreaming of, but she can't look at her face, only giving small details.
Thanatophobia's natural language parser seems very good and also knows quite a bit of trivia. I just asked about Ren and Stimpy for the heck of it during testing, and she had a non-generic response. TTP's playing a tricky game here, because in order for it to feel real, Madeleine will have to have a response to everything, and a lot of times it is watered down. That can lead to saying oh, why bother, but on the other hand, given that she is vague about other things she needs to be specific about, it works pretty well. You learn when she is being meaningfully vague, and when you should push forward with what you have to say, and when you are just going down a dead end. So it sort of felt like an emotional intelligence test back at me.
How does one pass that test, then? Thanatophobia has three main points, which are revealed in the hints, unobtrusively placed in a pop-out box below the game's main image, which changes when you hit a critical moment. But you and probably figure out pretty clearly when meaningful progress is made. Madeline talks to you about her family, about her friend Kim, and about her friend Kim's family. She reminds you of how you met, and that plays some into what you need to ask about. She wonders why you knew she might have needed you, and you can probably figure out some of the reasons as you go through things. All this doesn't happen right away. I don't know what goes on under the hood, but you slowly start asking about things, and she slowly starts revealing more or saying "But I can't X, can I?" If you get too far off-base, there are nudges back. She notes there's something she's worried about and would like to be asked of. It's much more natural than a quit button or even "Don't leave me now!"
The end was not a huge surprise for me, but that didn't matter. I pretty much knew what had to be done, and I saw through it, and I sort of didn't want it to be true, and I still think I had empathy for Madeline and what she went through. It's certainly an issue we need to address, and in many different ways, especially since, well, I recently saw one of John Oliver's This Week Tonight that addressed the issue: (Spoiler - click to show)it was about how drug gangs in Brazil took more precautions against COVID than the government did, because people being alone is a huge risk factor in drug addiction. You get bored and need something to do, and surely with COVID done, you wouldn't keep at it? So it hit home a bit extra based on what I'd recently experienced, as well as (nothing too dramatic) realizing I was eating more than I should when my athletic club closed for 3+ months back in 2020. I guess I got away with not too much damage, but I did spend too much time playing computer games.
It's tough to provide a new spin on the issues that Thanatophobia raises, but I realized that it may not have been so much about the issues as about getting someone to open up and tell you their secrets, even if you're not the sort of person who looks into secrets. Maybe they had to hide them for a bit, but they need to reveal them to you now. So I felt there was a very good back and forth there, and I think it worked especially well because maybe just you couldn't see the usual parser prompt or whatever, and the use of graphics gave a realistic world that couldn't be too in-depth because of what Madeline needed, in the short term, to hide.
I wound up testing TTP in more iterations than I thought, and not just because I said, hey, maybe this would break things, or the author would get more feedback, or out of a sense of obligation. It provides a useful line of inquiry into certain things that are stigmatized, or into people where we say, how could you be dumb enough to do that? It makes you realize what the real important questions are, without bathos or melodrama or without cloying with too much sympathy. I found it a boost for my IFComp stretch run, both technically (hey! I'm finding stuff!) and also as a reminder of things I'd fought through that I could feel good about, even if they were not as critical as what Madeline saw and experienced.
Good Grub embraces its limitations as a no-frills Twine game enthusiastically, and I think it does so without going overboard. Teaching facts without coming off as pompous is tough. And with GG, the idea is that bugs are good to eat. We've heard it, but unfortunately, the people loudest about this are the least likely to listen. GG takes a fake on-the-nose tone through it all, though there's not a ton. It reminds me of that clip in Wayne's World where Alice Cooper and Pete Friesen, his guitarist, educate Wayne in semi-stilted voices about the history of Milwaukee. I still remember these facts, and the presentation to this day! And I enjoy it when I find it elsewhere.
GG can't master Alice and Pete's voice inflections, being text and all, but the script is decidedly snarkier, and it works well for the time it takes. It's about starting a restaurant. It pokes you if you try to guess something wrong, but often in random ways. For instance, choosing the worst possible name for your restaurant gets a "Stop that. Try again." But other things that seem less fatal do, in fact, ruin your budding business. This sort of randomness has been done before in Twine games, but it's not purely zany here. The choices are always fresh. With easy UNDO, it's fun to see which actually matter, too, because GG is short enough you can do that without getting exhausted.
It's hard not to sound a bit moralistic or preachy when talking about subjects such as sustainability, and GG's tone works throughout. You take transport to your interview, where the reporter tries your fare. Your restaurant's success is at stake! It's a surprisingly dramatic moment.
GG is a good blend of entertainment and teaching--nothing too deep, but there can be a thin line between preaching and giving people a boost and encouragement for open-mindedness. Lots of people still don't like the thought of eating bugs--they prefer to eat smarter, more sentient animals. So it's a good tongue-in-cheek advertisement for that sort of thing, as well as the author's other games.
(Trivia: with how I scheduled embargoed reviews, the original ETA was December 24, or 6 PM December 23 Central. I got behind, and not having this super-close to Christmas was a reason I considered shifting the chunk of reviews before it to after my review of the #1 entry. But then I figured, since it'd drop on December 29th, it'd be a sort of Last Christmas Present in its own way.)
LCP breaks a cardinal rule of parser games right away, but it does so for the right reasons. Which rule? The one about not forcing the player to examine more than once or use weird verbs or prepositions to search through something more than once. And why? Because you are a kid, excited to get presents, and you will probably look through things a bit carelessly and miss them the first time. (Note: I had trouble the first time figuring this, but then I got what the author was trying to do. This may be worth putting in the hints more directly, but I'm not sure how without spoiling it. Also, I may've missed clues. So technical purists may be upset, but on balance, I think it works well emotionally.)
And I'm not just saying this because games about Christmas presents are hard to hate, even if badly implemented, because who can give a thumbs-down to generosity and togetherness? LCP is well planned out on top of that. It's based on a real-life scavenger hunt which I also assume left all involved quite happy. Its Harry Potter-themed hunt for clues reminded me I disliked Harry Potter even before hearing JK Rowling's hot takes on certain issues. But it also reminded me the good parts of enjoying a story still endure, and of watching a cartoon I liked as a kid and recognizing its shortcomings but realizing they only mattered marginally. Maybe the main character in this story no longer enjoys Harry Potter, and that shouldn't affect their memories, or a player's enjoyment of LCP. It did not for me. It reminded me of things I grew too old for, and how I felt embarrassed at the time and don't any more.
LCP is a scavenger hunt, in a nice big house that isn't too big for a game, and I wound up wondering what the gift was eagerly enough, even though I've long since stopped caring about big gifts. I'm happier with a strategic Black Friday or December 26th bargain purchase, while still hating to see the horridness that is people fighting to be first in line to buy their own. And, yes, the final present is something I don't want to spoil, but it's neat to have that anticipation of what it might be. It's not anything terribly exotic, but it's something I couldn't have gotten as a kid, and that sort of filled a hole, that I was able to share in getting a gift. The end, where you're about to find what your gift is has some semi-obvious foreshadowing that is still exciting for the character, and I felt that through playing, too.
I also liked how the clues popped up. There are two kinds. One, you can ask parents for help--I was amused how this mirrored A Walk Around the Neighborhood, and I wish more games would do this, because you feel less like you are begging for hints. You can feel both worried you are disturbing your family and yet at the same time you want to show them you can figure things out! You also have to find four snitches (side note: I loathe Quidditch and JK Rowling's depictions of sports announcements in her books. It felt nothing like any experiences of sports fandom I know. There are better journalists and bloggers out there. None of this mattered while playing LCP. This may seem like a "oh don't let this bother you, I'm just saying" note, but I was impressed how LCP got me to like things I really should not have, or at least feel kinship with people who liked stuff I didn't) which, together, build a message. I was able to figure what it said after getting two, but I felt sort of guilty to the characters in the story if I'd have just gone and tried things based on what the message was. The puzzles aren't super tricky but don't need to be, and anyway, your family is there to give hints, which is clearly a lot more fun and immersive than poking at a hint menu.
There's a map, too, and sadly that's probably the thorniest of the implementations. Unfolding the flaps and folding them are probably great fun for the character, but for someone using a parser, there's a lot of disambiguation and such, so that's one part of the fun that didn't translate. The map was a pretty big part of the game, so sadly it dented my enjoyment some--but I think something as nice as LCP deserves a mulligan, even if it weren't the author's first game. This feels like a neat post-comp project, if the author is interested.
LCP took what the writer knew and did it very well. And it wasn't just something that's common experience but a unique experience that wasn't too private. I can imagine the main character, and the person the character was based on, maybe not liking Harry Potter any more but still having good memories of that Christmas. It's the sort of entry that should appeal to everyone. If you didn't get around to it during the comp, maybe try it during the holiday season, along with Garry Francis's Santa's Trainee Elf, which I always meant to get to. I'm more motivated now. There are other different Christmas-themed games, too. They may get more stars on IFDB, and they may deserve it. But I'm a bit surprised I've seen nothing like this yet, a more classical Christmas treasure hunt, and I'm glad LCP filled that void.
I tested Dream Pieces for IFComp 2013 and remembered enjoying it, so I pulled it out again. It wasn't a hugely complex game, but it has a premise it was hard to dislike. You are in your room and need to get out, because it's your birthday, and there's a party waiting for you. There are items in the room you can break up. For instance, a desk breaks up into a DE and a K. You don't use the S.
Some things, you can't break right away, and you need an item that can destroy them. Building such an item is the first puzzle. Another is for destroying really big items. I enjoyed this whole process of building and destroying, and if it's a bit on rails, I think that's better than being too arbitrary--I found the puzzles challenging without being too frustrating, though there's a small risk they may be not challenging enough or not user-friendly enough either way. But on the whole, I like the balance. There are limited items, and if you understand the conventions of parser games, you know what you need.
What I'm really impressed with is the stuff I didn't remember. The author has done some neat work to improve DP post-comp. Rhymes are optional--I remember some reviewers bemoaned the rhymes, which I think are good for a non-native speaker. There are cheery sound effects when you do something right, and color coding may help you figure what goes with what. Quest allowing drag-and-drop or clicking for verbs is a big help, too, and this is one area where it might be better than Inform. You don't have to guess the verb.
DP feels like a neat wordplay game for people who enjoy the genre but might not be really hard-core. After many years, I was glad to come back to it, and I enjoyed seeing the features I forgot, some I now remembered the author saying "I can sneak that in before IFComp" and others he said he might like to try post-comp. He did.
Me and all caps don't get along so good all the time. Well, almost none of the time, to be honest, if I'm not the one typing 'em. And when an author puts their name in ALL CAPS, that's a bold move that could BACKFIRE! The author furthermore doubles down with a zombie game. Many of you may not remember IFComp back in 2010, but there were a lot of zombies in the entries back then. It was a weird coincidence, but then, each year there's sort of bound to be one of them. I'll cut the birthday paradox-related calculations here. And I was sort of tentative looking at this game. The introduction seemed like it was going for humor, which seemed odd for a zombie game, and I wasn't sure what to expect. Bluntly, I wasn't optimistic.
As it turns out, I played AH three times before even starting on a review for the authors' forum, and it turned out to be one of those gapper entries I play before more serious IFComp stuff (Anything too complex and I, uh, turn into a zombie and procrastinate.) It's really not a text adventure, and it may not be a great fit for IFComp, but it gives great fun for relatively little investment. It's more a real-time resource game where you can, if you want, just plug things in and let them run. It takes twenty minutes, under the half-hour it says it does in IFComp, and it's almost all big-picture stuff. You are in charge of a fortress the zombies will eventually break through, but until then, you can maybe build tunnels are research a cure for the zombie infestation or try to kill the zombies. I tried killing them. It failed.
There was a lot to digest at first. You assign people to jobs: Farmers, Guards, Builders, Researchers, Hunters, Scavengers. You can recruit more people with hunters and scavengers, or you can go out and kill zombies. Farming is necessary for food, and there's also a morale component. It's pretty relaxing, for a zombie apocalypse, with the main problem being clicking the pluses and minuses to switch people from one task to another. At the end, you are the star of a newspaper article, for better or worse, and you get a notebook log of your time in the bunker. The first time I read this, a few things at the start of the story clicked. I suppose I wasn't quite ready for the humor the author threw at me, so I'm glad I backtracked. Things made more sense the second time through, and I knew what to expect. I realized I was supposed to be laughing a bit more than I did
I confess I went in for easy mode (there are normal and hard,) but the in-game help (a note on the wall) points out that you can actually lose survivors who find your compound because, you know, it's risky hunting out there at the higher levels! It also contains mechanics for roughly how often hunters find supplies, and so forth. And I simply watched as the progress bars filled up–they start once you assign people to groups. Each one can have up to four tasks, and when they're filled, improvements happen. For instance, farmers can either create food or increase production. Research can increase maximum food production. So it's multi-layered. Recent events are presented in a sort of ticker-tape display, where you allocate resources but above the game-hint and general ground observation parts.
I never had food or happiness bottom out, but I had survivors not join because I seemed low on food. Now I've played through a few times, I wonder if I missed a funny ending based on losing all my survivors or food. At least on easy mode, it's not hard to win. I indeed got the cure the first time, and I escaped with 30 of my 50 companions on the second, trying to build a tunnel. Trying to shoot down the zombie hordes by building up crazy firepower failed. As I played through I also realized some allocations were wasted on easy mode (e.g. the radio tower, since I wasn't losing survivors) and also that I could get away with skimping on food or happiness, and I saw ways to help keep my troops lean and mean. I bet there are more.
Horde! definitely falls on the game side of the game/story continuum, and I'm glad it did. It's good enough that the author has earned the right for sure to present his name in all caps. It fits in well with the unsubtle, confident humor. I could see myself replaying on medium or hard. I like how I was able to get up and walk away for a few minutes, or switch tabs. Maybe zombie apocalypse simulators shouldn't be so stress-free, but I enjoyed being able to poke around, and it certainly put me in a more welcoming mood for the more serious zombie entries that might be ahead. It's legitimately replayable, too. So, Mr. CRAIG RUDELL, well done. Oops. WELL DONE.
In Witchfinders, you play as a potentially suspected witch who wants to help people with their problems back in 1800: sick cattle, a fever, etc. You have a witch score that determines how suspicious you seem, and when it gets to a certain point, you're in for it. I got to the best ending with maximum points after a couple tries, as the game's well-clued for success, and as you'd suspect, generally being hush-hush helps you a lot. The strongest part to me was having to keep your methods hush-hush, even if they didn't seem particularly magical. It's pretty clear they're actually helping people overall (there's a mix of common sense and alchemy,) but you can't say it, so louder, more powerful people prevail. So everything works, logically. And I gained a favorable impression of this work, but it's one I feel has untapped upside. So I have criticisms.
Because it never really soars, and a big reason may be an uneven translation. There's an attempt at Scottish dialogue, which works to my limited ear, but then there's a more contemporary narrative voice which pervades the dialogue, so the sense of place is disrupted. For instance, at game's end, you're asked "I guess we hang out for a while here?" which was not something said before 1950. There also seem to be several translation errors–they're mistakes a native speaker wouldn't make, though it's pretty clear what the author meant to say. The inclusion of points of out 100 also feels a bit off-key. It's good to know how far along you are, but on the other hand, in a relatively slice-of-life game with no ultimate goal, a point total seems incongruous. But then there are bulletins posted that change: they describe cruelty and such, suggesting the populace does not turn a blind eye to cruelty in general, only to witches they find guilty. This shows understanding of, well, witch hunts beyond the literal boring stuff.
So much seems on-the-nosee, too. For instance, the introduction at the start. So the writer knows what they are doing, but perhaps they concentrated too much on nailing basics that didn't need to be nailed down fully. And the result is that some events that should have emotional impact don't. Nevertheless, the option of playing to sneak around or get caught provides clear replayability, and I was interested enough to. The translation is adequate, and I know translation work is very hard, even without the attempted Scottish dialogue. But with more rigorous translation, Witchfinders could gain the full flow a story like this needs. As-is, I was interested, and I got through, and there's good craftsmanship. It finished respectably, as I expected. But many things prevented full emotional interest.
AIMBK is a relatively short Texture entry that seems a bit too linear to take full advantage of the medium. Nonetheless, the dynamic parts of Texture that don't have you move the mouse around everywhere are effective. You, Sara, have a sister named Sofia. She's been distant her whole life, in and out, and it's not clear what's wrong. The usual, well-trod problem (alcoholism/drug use) isn't the cause, here. Or if it is, it isn't explicitly stated. Unsurprising, as this is a horror game.
So what has gotten her? It's never clear, and that's intentional and more than acceptable. We're left with some ambiguity as to how the supernatural monster chased Sofia, or why. But we're left with the portrait of a narrator who realize they haven't done enough for Sofia, and Sofia has done a lot for them: listening, etc. Sara's provided material comfort for her back, but she can't help her with what's really bothering Sofia. It also seems implied that the narrator doesn't fully realize how Sofia sacrificed mentally to help her. The title itself suggests a feeling of "I've done enough--do I HAVE to do more?"
At least, that's what I'm guessing. I confess I pulled the text from the source, the same as I did for To Persist. And I put things together. I think I enjoyed it more that way. Perhaps this entry would shine more in Twine–as it is, Texture breaks up the flow a lot, though I still got enough out of it. Things got bogged down when turning a page becomes a matter of learning to drag-and-drop from the right place, to the right place. Perhaps this is less of a problem to people more comfortable with Texture.
That said, it's a nice touch to have your answer to the text's question change to a further question when it hovers over the highlighted text it needs to, but the payoff is too little for a story you can't undo, which feels to me like a weakness of Texture. There are three choices at one end, along with a semi-obvious "dud ending" branch early on.
This seems a bit harsh, because clearly AIMBK is well above a "look what I can do, I did something" entry. The writing puts it well above that. There are no Great Evil Proclamations, and I found several interesting revelatory moments. A lot of the ambiguity works. But I don't know if the author used the right tool for the job, and perhaps if they had, I'd have been able to see the author's vision of Sofia's world and trials more cleanly.
EctoComp does let people run wild with their imaginations or throw something out there they might as well. It certainly helped me say, sure, I can try to write something, why not? Lots of works never succeeded perfectly, but they worked quite well.
Beythilda is such a game, from way back when to just after EctoComp opened itself to non-ADRIFT games. It has some of the tricky guess-the-verb/noun stuff (note: use WINDOW instead of WINDOWS) that ADRIFT games and Speed-IF tend to have, but fortunately there's a WALKTHROUGH command, and on replay I was surprised how well the verbs were clued. Maybe part of that was knowing where to look, or having confidence that I played it years ago, and things eventually fit in.
You, Beythlida, find your familiar Tissues the Rat is missing. But Tissues will be tough to find. There's a mad mob determined to burn you, and they're about to ransack your house. Avoiding them is your first line of duty. The poetry in the descriptions and actions creates an interesting effect. It was written in three hours, so you can't expect a ton of emotion to come through, but it's atmospheric enough. The actions involve typical witch things, though again, reading the descriptions will tell what is useful.
The end puzzle is sort of cute, too, as you put a guard to sleep in surprisingly nonviolent fashion, calling into question how oppressed the mob really is.
This is one game that I shrugged off as "a neat idea or try I guess" when it came out, but it's stuck in my mind and I wish more people would try it. EctoComp or short efforts seem to work well for this so we don't get tired of the poetry, and also so we don't have to put on our pedantic critic's hat.
With twine, a poetry angle has been much more common. The medium is well-suited to it, from rhyming doggerel to free verse. People should take advantage of it. But I hope there'll always be a chunk of the community that would like to throw in a parser game, where either the player or writer is there to explore poetry, perhaps with a special typed command here and there.
I sort of shrugged this game off when I originally played it, but somehow I kept coming back to it. EctoComp has had its share of successfully zany games, but this was an experiment, one that was largely successful. There are side questions of if Tissues was helping you find a new home or just plain scared, and thinking on that and the overall design, I've been through it more times than several (also worthy) entries that excited me more when they came out. We all need a good deal of oddness, especially if it's not forced, and here it is not.
I knew this was going to be a horror story when I started, which isn't my thing, so I was pleasantly surprised by the first bit: you have a choice to applaud or not. The lecturer notices whether or not you do. This sort of thing invariably charms me, exposing people's passive-aggressions and leaving you helpless without melodrama, and it bought a lot of good will going forward. Because The Pool does feel a bit chaotic. Part of that is the author's intent–aquatic monsters have been created at a biological research institute, and you will want to figure out why. Oh, and survive, too. It becomes pretty clear that something has gone wrong with the experiment, but it also becomes clear that your definition of "wrong" may be others' of "right." The Pool is also a bit low on polish at the micro level, but I'm impressed with the branches where you can get yourself killed.
I managed to escape, and I felt a genuine relief beyond the trivial snark of "ha ha ha I can move on to the next entry, and that's good, because I'm behind schedule for reviewing everything in IFComp anyway." I'd reached a sort of operational base for my explorations into other branches, and I was interested in not only the ways I could get killed but what they meant. The instadeaths seemed a little less insta. So the organization is impressive. There are a lot of behind-the-scenes moving parts I didn't cop to in my first forays where I did stuff, undid, and looked around. My character felt like a bit of a cipher in the process, someone who wished they could do more, and even at the end where I eventually survived after a lot of trial and error, this didn't seem to be resolved.
This is okay if you're trying to make an AFGNCAAP, but here, you sort of wonder how someone so insignificant and malleable got a job at such a place. This is compounded slightly by going too far to the other extreme with, say, "Ask XXX who would like to attack first, but secretly hope XXX says yes." This is a bit on the nose, and it's not the only one. It does feel like a lot of dialogue could be cut down, and it would've given me endurance to look through even more branches to see the full backstory. Because I'd like to.
The Pool reminded me a lot of early Choose Your Own Adventures but was a heck of a lot darker and didn't have the totally random endings that sometimes got sprinkled in, the sort that seemed like a brilliant reversal when I was twelve but seem totally unrealistic now. There's still the sense of getting shot unexpectedly or dying other ways, and these do make sense the more you explore. So there's general creepiness and intrigue here, and it certainly reminded me of people I thought were my friends, but it turned out they weren't. (Don't worry! Nobody got killed there!)
Sometimes it feels the pace is too much, and the "help bad person X" choices are too scattershot, and it even seems a bit too bland, until you realize something genuinely disturbing is happening in the background, or you get shot, calling the integrity of another character into play. This more than saves The Pool as a solid work to me, and though I recognize it's not perfect, I legitimately enjoyed it, and if parts left me confused, there were bits I was glad to patch up and realized I'd just missed.