The cover art biased me early. It was obviously a train on the front cover but not quite like one I'd ever seen. Quirky the right way. But there was more than cover art–the in-game pictures reminded me of Tove Jansson, and so did the writing. (If you don't know who Tove Jansson is, please do stop by your local library and read all the Moomintroll books as soon as possible!) The plot and puzzles and layout are great, too. And though I didn't get through OWT, I loved what I saw, and given how well put together it is, I sense I'm missing something silly. Somehow, between the end of IFComp and posting this review, I didn't figure it, either. I need to fix that. But I saw enough even getting halfway through!
OWT is set in a nonsense land in its own rules, where you take a train, but your trip is derailed halfway through. It's unclear why, but you debark in front of a very, very odd town. The mayor seems very uninterested in greeting you, so off you go to explore a store with legs (it walks away after dark) and visit some very odd characters indeed. But it's the best sort of oddity that never feels forced, and the translation gives a unique voice native English speakers would sound very artificial mimicing. For me it reinforced how far-away this place must be.
I'm still fuzzy on some aspects of why things are happening, but I suspect things will be revealed once I find my way through. It's been fun to learn the town's history and how it wouldn't fly in the real world, but it would clearly make sense to those living there for a while. A key mechanic is changing your free room at the tavern from day to night based on the puzzles. You switch out a moon and sun in a painting. This was reassuring to me–I didn't need to worry about messing up or taking too long–and it also fit in with "look! The natives are helpless!" Townspeople have bizarre reasons for not transporting you palces you need to go, and there are jackals who appear at night. One very fun scene has an NPC scare some of them away so you have a few more places to visit. It's even legitimately creepy to explore at night!
I got stuck trying to find golden sand and trying to help a man with four right arms get his pedicab going. (Just walking didn't work, due to some existential woes.) Then there was the gambling game I knew was rigged. These barriers and frustrations amused me immensely, and I don't know if any other comp entry has hit this nerve so well, and I'm eager to see more.
One word about the interface. It's not immediately obvious, but once you see how it works, it makes sense. The text for each location has clicky bits that either lose all their links (a compass appears below to show a big picture map to pick your next location) or just let you cycle between the scenery--this gets a bit awkward as you open more locations, and it would be nice to jump, but this is quibbling. A notepad in the upper left, when highlighted, lets you remember clues you picked up, and a knapsack in the upper right lets you use items. Clicking on the location lets you save a game. At first I panicked when I didn't see how or when to save (it's quite possible I skimmed the instructions) but quickly I acclimated–and I was glad not to have even the hint of a save/restart menu tarnishing the fantasy world I was in! TLDR: the visual design is very effective, and maybe it can't be used everywhere, but I hope OWT inspires others to improve their own.
OWT feels like it might not get the attention it deserves because 1) it has a custom format (I think) and is hosted outside IFComp and 2) it is translated. And there is one instance where the translation misleads the player–the "say goodbye" option in the tavern actually means "don't talk to the owner this time," and there's one instance where being called "buddy" feels jarring and too condescending and "friend" would've worked. These are very subtle degrees of connotation, though, and if something was lost in translation, well, what's left is very special, and we have more than enough. I've never been as disappointed in myself for not finishing a game as I have for OWT. It's legitimately, organically odd, the sort of oddness that won't jump in our face and beg us to experience it fully now for our own good or be stuffy squares for eternity. In other words, the kind our souls need more of.
Loop-til-you-win Twine entries always interest me. They feel efficient and tidy. You have some feedback on what you're doing right, and you will have to lawnmower a bit, but there are places to skip. The gold standard of loop-til-you-win may be Spider and Web, but we don't have to scale those heights. "Keep poking until you get it right" works, if there are enough tries, and you are told–hey, this part isn't useful yet, or that other part is. Lucid has the added advantage of remembering critical things you did, so if you die, you don't start entirely from scratch. It seems to combine the best parts of save points and also giving you the freedom to do things wrong. This may not be perfectly realistic without an explanation. Lucid gives none, because it's trying to invoke surreal supernatural darkness, and I think it does so–it's also a small enough world that the lack of undo makes you feel helpless but not frustrated. I wound up feeling uneasy with the knowledge and powers I'd gained, and the main character seems blown away by the writing on a cereal box underscores that nicely. I prefer this sort of thing to physical descriptions of gore.
You're not told who you are, as you explore a dark city, but the false branches (it's easy to get killed or escape, neither of which is meant to seem satisfactory) make it pretty clear you're here to do something, to sit and fight. But what are you fighting against, and what are you fighting for? That's what you discover. And Lucid , written in poetry form, hides certain things and makes others clear. The part mentioned in the walkthrough–that you stack progress even after a death–doesn't seem to appear in-game, until there's something clear. Then, I felt like I was off to the races. There were some places that should be inert but weren't. Some deaths were of the "don't bother again" sort, others of the "it's not time yet." And there were in-game shortcuts too. There's a high-rise apartment you have to climb the first couple times, which set atmosphere, but all the same I was glad I didn't have to repeat that once I'd figured things out. There's a man on a park bench who'll help you out. It's not idyllic.
With each power or item you acquire, Lucid feels more constricting, and this makes sense, given the ultimate ending. You have a destiny, of sorts. Your character is slightly aware of their changes, but you the reader may be even more aware.
I can't speak to precisely how good the poetry is, but given that it had definite high points for me (the grocery store and the residential tower) I think it's more than just "hey, look, I decided to make a line break after every 6 words and give the finger to strict capitalization!" I think reviewers more competent at that than I addressed details elsewhere, but they found a lot to like (so to speak–the game is not lovable.) So did I. I found it a bit rough around the edges, but that seemed more due to ambition than inattention. So it was a very worthwhile experience for me. That first bit may seem forbidding, and you may wonder what you're doing here, but it's worth holding tight until you find that first clue.
I love a good sneaky reference to a popular work I liked, and I love getting the reference–or even forgetting the reference and saying "gee, of course." The title indicated something more idyllic to me than what I got. Because, indeed, one of the endings is very dark indeed and makes a play on the original title. There are several, and since YFL is a tidy little game, you can explore it to see them all without too much trouble. I wound up almost missing one because of my eternal nemesis, timed text. (Note: it's used effectively somewhere else, and I also appreciated the use of colored text.) But I got them all, with help from the walkthrough, and enjoyed it. I'm not ashamed to admit I push ahead a bit, and if I have to look a couple times, I chalk that up to my own haste and obtuseness.
The plot is this: you wake up with a case of amnesia, only knowing there's a neurotoxin in your brain due to explode in 24 hours unless you find a $50000 ransom. That one day's enough, in game time (fixed number of clicks, plus there's that handy undo arrow) to look around quite a bit, but it also indicates bumpers so that the world is not too big. And what do you find? Well, you find your own apartment, and you find you're rich, though you never learn why. A lot of details are left unfilled, which I found a bit favorably creepy. You can also find or steal stuff to sell to the local pawn shop. You can get away with two straight-out profitable activities (your bank account gets you close to the magic number) but there are several things well worth finding and selling. Morality doesn't matter, here, and perhaps the item you get the least money selling would be priceless in any hypothetical black market of famous items found in books. Not only that, I don't believe buying it could ever push you over the $50000 mark. If indeed the author worked the numbers so this happened, congratulations to them!
There are a few ways to end. You can die, you can perform a ritual to get cured, or you can even visit a hospital as long as you get injured other ways. The hospital only takes the neediest patients, so you need to find a way to get injured more than once. The second way was a bit tricky since it required a bit of a walk around the map, which only had ten rooms, but with the repetition involved it wouldn't be surprising if some people had the right idea but then backed off.
This all gives a much more different impression than you'd expect from the title. I expected high fantasy or absurdism. I got a bit of a thriller-mystery. And that doesn't quite match up with the book allusions for me, even with how I saw they were supposed to work against your amnesia. Some do feel a bit shoehorned in, and the game is left feeling mechanical and generic for that part, though--of course you want to see all the references, once you've read a few! I can also see some people not quite getting that different things can happen at different times, even though the world should be small enough you can traverse it more than once before dying. I didn't recognize one or two of the books, too. My lazy side would also have preferred the undo/redo arrows be closer to the bottom where I did most of the clicking, though of course there's always tabs. None of this is fatal, but it certainly let me feeling needlessly slowed. But I liked what I saw, and based on YFL, I have a couple more books to add to my list.
I still don't particularly "get" Texture as a development system, as opposed to others: Ink, Twine, parser. However, it seems to produce a certain sort of effort I might otherwise ignore but for IFComp, and overall, I've enjoyed them. The GUI is just too fiddly for me, on a desktop or on a phone. But it does tamp down some of the special-effect excesses that can occur in Twine and ambiguities of the parser. You need to keep stuff tidy on one screen. It doesn't seem built for long works. GS felt like the most technically substantial of the IFComp texture entries, and it didn't feel too long.
My expectations certainly swerved through GS. Early on, you have a lot of player deaths, as you'd expect from a game named Graveyard Strolls. Whether you flee or not, you can get killed, unless you thread the needle. Most of the time, you'll figure what to do, but there are enough forks you will probably slip once later. Then, later, there are ghosts you have to face, which I assumed would be as lethal as the ones that struck from the blue to kill me. With a lack of undo feature, this was stressful indeed. Not just that my character would die, but I'd have to retrace my steps with a lot of mouse-tinkering!
So I don't know if this was fair, or if it was intentional, but it worked well in the end. It's possible I missed things in the introduction and what you were going to the graveyard to do. But suffice it to say chickening out is a bad idea.
After the death-trap gauntlet, you wind up meeting spirits who need help. They're disappointed. They may even believe bizarre things. Talking with them is not so tough, and perhaps just having two options, one that feels contrary to the spirit of investigating stuff, cuts across what I already mentioned with the quick deaths. It feels either too easy or too tough to make the right choice.
But that's just the mechanics. The stories are rather good, with ghosts unable to quite remember things, or even believing wrong things, and there's a nice pet, too, because why not?
Even without any potential player deaths near the end (I didn't have the heart to check) it was a surprisingly harrrowing experience, but nothing to leave me permanently freaked out. Certainly I needed time between finishing and writing a review to think of things. There's a feeling of helping people who most say can't be helped, and how much can we do for them? And is it worth it? And if there is an afterlife, can we change, and how much? It's been asked before, but there's always a new way. Most times, a living person brings back a talisman to put a spirit at rest. Here, there's a bit more dialogue. As a dedicated source-checker, my not seeing how much you could've done immediately is a positive suggestion of immersion.
The final ghost you help does feel like a good one to end on, too, even though the progression to them feels like it has some holes. I didn't mind that jump much. Perhaps adding one more ghost would work here. You dealt with stuff and helped others deal with things finally. That's a good feeling and an unexpected one given the deaths early on, and it had more suspense than I thought it would. So GS is a bit bumpy, especially early on, but I enjoyed the fantastical elements combined with just trying to connect.
This review is currently based on what I saw from playing and how I peeked ahead at the source code, so it isn't really based on a full experience. This is more due to my own bad time management than any huge bugs on the writer's part.
In this Ink game, you play as an accused witch–or is it an advisor to an accused witch, or a friendly spirit, or a familiar? It wasn't clear to me what you were, and I think that fits in with the general tone Inside wants to achieve. But the action is fast, right away. You must flee. And you do, to an underground lair with many terrors. I particularly enjoyed the encounter with the giant, where I wound up stuffing it to death with random foods.
That was quality enough that I felt bad getting tripped up at the next part. There were four doors to get through, but for one, potions were to be mixed, and it took a while to find the ingredients and recipe books. Then I had a choice between grating and slicing and chopping. For whatever reason, my mind snapped a fuse. It felt a bit too fiddly, even though with Ink, you can scroll up and see what you needed. This was almost certainly due to my general procrastination and not wanting to get stuck. It's weird–give me a walkthrough and I'll eat it up, but the same information in-game that I have to scroll back for is too much for me. Or maybe it was just that I didn't really get to explore to find all the ingredients, as I might have in Lazy Wizard's Guide, and the mixing interface wasn't as smooth as Thick Table Tavern.
So I will have to give myself an incomplete on this, but I recognize there's enough quality and touches to make for an interesting story. I read through the source, and I enjoyed piecing together your final dash to freedom and what that meant for the village. What most intrigued me was that, based on your actions, the backstory filled in a bit, suggesting you (Spoiler - click to show)deserved your persecutions, or didn't. This alone is very clever and obviously gives a game replayability beyond the usual "let's see all the endings" or "there are consequences for your actions, you know." Different spells work in different ways. I'm frustrated when this happens, when something with clear quality trips me up of my own volition, first near the end of the IFComp deadline, then when I procrastinate migrating it to IFDB. Because the parts I played were well-paced and involving.
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.
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.
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.
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.
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.