Jimmy's Christmas Foul brings some self-awareness to a simple goal: get Santa to give you more presents than you deserve. Kids would all kind of like to. Some do it with a flowery letter. Some do it by being extra nice in December. And Jimmy, well ... you, as Jimmy, set a trap for Santa.
It's a relatively simple game--it admits as much, that it was created in a few hours, but there's still enough to do. It feels like there are too many rooms and not enough items at first, but the puzzle is where to lay the trap, and what to lay it with. There's a small puzzle with needing to climb something as well, and if you mess up setting the trap, you can actually lose.
The trap is not very complex, and the parser is very stripped-down (you have TAKE and DROP as the main commands,) there are hints, and you're even clued when you have things right with helpful colored text. Still there may be a bit of stumbling around--Jimmy knows better than to go in his parents' room, but there are a few locations that seem redundant. They aren't, totally, as part of the game's puzzle is figuring where to put the trap.
Physically, the puzzle is a bit odd, as (Spoiler - click to show)kids who believe in Santa or can't reach a medicine cabinet shouldn't be big enough to pick up trees and the item you use to tie up Santa is a bit flimsy. Plus, he doesn't try to escape, though your trap thankfully isn't very paralyzing.
In other words, there's a bit of absurdism in service of a short game where the author just wanted to have fun and share something. And they did! The graphics are also pretty neat. I'm also assuming that one of the items you discover was lost over the course of last year, and your parents didn't let you go somewhere. The item's out in the open, but it reminded me of (re-)discoveries I was happy to make when I was younger.
So JCF isn't something to overthink--especially since the hints show once and print I CAN'T. Perhaps it follows that kid-logic where you think your trap or your imaginary world is more complex than it is and you rightfully ignore any self-contradictions. The trap isn't, well, evil either, and for a few moments you can be that plotty, bratty kid I hope you never were for the holidays.
With the prize the author won from this comp, they seem to have gone on to create some interesting stuff, or at least the titles and cover art look intriguing. It's neat to see this--while Jimmy seems like the sort of kid who probably got bored with whatever toy he extorted from Santa, it's good to know the author has lived their life a bit differently.
I can't help but link Into the Sun with two other IFComp entries that take place in space: Crash and A Long Way To the Nearest Star. Obviously, they're all three different games, but this intersected the other two nicely. And I'm aware it's a homage to Aliens, where I still haven't gotten through the series, and I forget what I saw. It's very much its own game. It has a lack of order the other two have, not in the "the author didn't bother to nail down their vision," but in a "you need to strategize here" way. I think when it comes to maximization games, I may've hit my, uh, maximum a while back. There's so much of my own stuff I want to fiddle with. I'd rather maximize my own writing, if not for others' pleasure, then for myself. But I still think it's a worthwhile and entertaining experience, even if I may have a certain amount of second-hand "oh, I can see how someone would do this" joy.
After just playing LWNS, I was ready to start using access cards and so forth to figure how to discover places, and, well, I needed a more violent solution right off the bat. As a scavenger, I'd been looking for a derelict ship to raid, and I needed enough money to be able to refuel and repair my own ship. Here there is no intrigue or politics. It's still a matter of life and death, and a more acute one, because you'd also like to avoid the bloodthirsty, massive, quick alien running around the ship. This is different from politics or sabotage or a cagey AI! Oh, and as the title says, this derelict ship is hurtling into the sun, so there's urgency outside the prospect of a violent end near the monster.
The alien's hard to avoid, too. It stumbles around randomly and persistently, and you have some clue where it is. You need to nearn how to navigate the ship's three levels, with maintenance elevators you can run around. Most importantly, you have a stun-prod with three uses. It will repel the alien temporarily. The alien's fast and powerful. You can't run once it sees you, so you'd better
be armed, though you can UNDO. This isn't a cure-all, as you can only guess if the alien has destroyed a room with a particularly valuable treasure, if it's far away. So you're left with the prospect of pessimism if too many rooms of little value are pristine. This brings a lot of tension as you replay, on top of, of course, the whole life and death thing if the alien is nearby.
I wasn't really expecting this, since the only other timed game with anything resembling violence is Approaching Horde! And that had a lot of humor. Here I had a hard time adjusting to all sorts of things, even getting port and starboard confused! This is my fault, but it also reminded me of how non-parser players might feel when faced with standard parser directions everyone knows. At the same time, I realize it's not a gimmick–there aren't really directions in space! It was easier in Crash for me to adjust because of the lack of ambushes, and also Crash had a smaller ship. Into the Sun's seems just about the right size. There's enough space to get around to start, and then you realize you'd better take the initiative to tear the ship apart before the beast does.
I quite bluntly had no clue what to do, as I don't think in "destroy this" mode. Then I read some other reviews and, aha, I managed to open some panels that were closed. No, I wasn't going to perform some electrician-style miracles here. There was no puzzle with colored wires. It took a while to get used to. And of course there was the random alien. It had destroyed almost everything the first time I managed to avoid it or explore most of the ship, and it was a while before I even got enough money to repair my ship. I still lost, technically, since I had no money for fuel.
This in itself felt like a victory for me, if not for my character. The game's rather intense, and I wasn't necessarily up for that, but I caught myself jotting down strategy. Touches like the service elevator were nice, as were finding spoiled rooms the alien had been to. A-ha, that might be good next playthrough when I know what I'm doing. I also like that I didn't seem to have to maximize everything and there seems to be a lot of latitude to find a strategy for the best odds of escaping. So while I thought I wasn't up to ItS's challenge on the day I reviewed it, in the stretch run before the comp closed, it pulled me through and got me to try some things I wouldn't have otherwise. I really enjoyed having the different stories based on money found, as opposed to just ranks.
An entry that helps pick me up and postpone or cancel severl "I quit" moments is very well done indeed. And that's where ItS fits. Perhaps I'll pull off a few more reviews and read them and see if I can maybe even retire with my haul from the ship. That's a sign of good game design. The author mentioned being inspired by Captain Verdeterre's Treasure, and I actually found the puzzles and story more compelling here.
Back in college, chain email jokes had started to be a thing. There was one Christmas joke about the twelve days of Christmas where, in fact, someone does get his true love the twelve gifts, and she winds up sending him a restraining order. From what I knew, nobody ever really liked that song anyway! So there was a bit of schadenfreude and a sense it might be overdone if it lasted for the length of, say, an Advent calendar.
12D lasts about the right amount of time, too. Anyone acquainted with the song will know what to do. There is a question of how. You have a bunch of gifts, not quite twelve, in your storage closet. You need to dump them in the room with the Christmas tree to the east. There's also a kitchen east of that. You have an inventory limit of three, as well. This is rather clever. It prevents brute force solving, and what's more, you have a list of gifts on your cell phone. So in case you forget what you have left or can do, you can read it. And, of course, if you haven't, you can drop it and have a bit more freedom to shuffle items to get everything in place. 12D gets a lot of mileage out of its only mechanic, which is that DROPping something makes you act on it unusually. This is most useful in the kitchen.
How 12D winds down is mechanically effective, as with each present you get in place (it is there in rainbow text,) there are fewer possibilities for your next wrong guess, and you may have a lightbulb go off. And if you place something in the present room before you're ready, there's some explanation why it doesn't quite fit. For instance, one of the three birds you need will fly away because your tree is not decorated properly. This is a good introductory puzzle, but you don't have to start with it. Some presents do rely on others finishing first, and it's all pretty logical. There's also a good deal of cluing when you wind up with, say, six of an item.
You'll also have to notice some puns or double meanings of words, which are kind of cute. There's even myrrh, too, and years after seeing The Life of Brian, an occasional "just what is myrrh, anyway" joke works well, even though I know danged well what myrrh is. None of the jokes bring down the house, and they don't need to, because they're quite effective all told and the sort of thing you need when you're slightly flustered trying to get presents organized.
So what feels like just schelpping items about is a good deal more sophisticated than that. There will probably be one present that you don't get at first, or something you DROP may do something by accident, and you have the a-ha moment.
That 12D placed next-to-last in the Adventuron 2020 Christmas comp and yet has over four stars on IFDB as of January 2023 is a strong indication that there's a lot of other stuff to look at. (I haven't much, yet, but I plan to!) If you are in the mood for a short game that gives bumpers but not outright spoilers and maybe could leaves you less annoyed at that one Christmas song (I was after playing,) it's very nice indeed.
LC is way too big for two-hour IFComp's judging frame, but it still belonged there. It's a work of pure imagination and love, and its dreamworld is as interesting as people hope they are when they tell you about the dream they had last night. The map is big, at 17x17, not including the north pole. There's a Prime Meridian which sort of lets you get your bearing. I cursed it occasionally for being so big. The main takeaway is that I knew mapping would be a chore, and I knew ADRIFT allowed UNDO to make things easier, but I was involved enough not to want to. My last act for the two-hour judging period was naming an isle that had no name yet. I cursed myself for not properly curating my own list of weird names from my notes. It was the perfect chance to pick off something I always wanted to use but that couldn't fit into a creative work.
And that's a side effect of LC's dream-world! There are a lot of interesting parts, but so many reminded me of my own weird dreams, waking or sleeping, that I got distracted. Also, it is an investment to get started! You do have to read the instructions to have an idea what to do without extensive trial and error. They're quite good. You may be a bit lost without them, because there's so much you have to decide at once. And the character selection is amusing, well beyond basic dice-rolling stuff. Before entering the dreamworld, you're asked how you fell asleep, what odd item you're carrying, and what class/special talent you have. I restarted after 20 minutes once I had some data on what stats seemed to matter. And the procedural text changed. Bill Clinton, my old bartender, was replaced with Halle Berry. The old map is, well, like a forgotten dream now. I tried to wrap my head around the different currencies. There are several. But at some point it's just best to dive in.
Which is very rewarding. It took me a while to realize that death simply bumps you back to the center, and boy did I spend a lot of time avoiding death. The game has accomodations, though. The documentation, I mentioned. There's an automap, too, and while it's useful for getting started, once the map gets big, it starts to interfere with the text window on the left, so you have to close it. I wound up using Trizbort. I was able to annotate places with interesting or odd stuff. There's a certain sense of frustration combined with wonder as you know the odd place you stumbled on must be useful linked up with somewhere else, but you have no clue, yet.
It's a bit intimidating to guess what to do at first, but the game does put your actions for a particular location in all caps, so guess-the-verb is not a thing. A twist here is that you can perform one such action, but if you try to come back and perform it again, it may destabilize the dream world. Actions include fishing, finding diamonds, visiting shrines, or visiting markets. I had a bit of trouble at first making profit in the markets, because I needed to feed my crew while I was sailing, and I didn't realize that death was relatively harmless, because this was a dream world, after all.
So I sailed in search of, well, I wasn't sure. But that's part of the fun. There was definitely enough to keep me going, through weirdly named locations. I found Las Vegas. There is no shortage of silly humor in Lost Coastlines, and I think it's sort of needed, and it doesn't go overboard, and I'm pretty sure some is specific to the path you chose. Something like finding a friend in your dream, and if you talk to him, he will explain stuff you missed because you fell asleep in class (that's what I chose at the start, for when and where I fell asleep.) This helps break up some of the worries about chance encounters and pretty clearly indicates, yes, there's more fun stuff to look for.
It's not all arbitrary, and LC does a good job of balancing how you come in blank with general guidelines on how successful choices will be. You can't know what's good and what's not, although you're pretty sure, because when you have a choice of actions to perform, the game rates them impossible, difficult, or easy, also helpfully color-coded. I enjoyed looking ahead to when certain choices would no longer be impossible.
For instance, if you walk into a swungle on the first isle (a neat portmanteau, that, much better than jomp,) you can CUT the vegetation or TURN back, and you're told the odds of each succeeding. This isn't a high-risk choice, but as you sail farther, you hit impossible quests, ones you need to build yourself up for. The result of a bad encounter is that you can increase your worry, fury, madness or sadness. These are negative currencies, but you can also accumulate, for instance, knowledge. There are other currencies, and some, you can swap. This is a neat twist on trade routes. Others seem to offer--well, something else. For instance, you can't solve a certain mystery until you have fifty shards of knowledge, and that gets you an important (and cool) sounding special item. On the other hand, too much of any bad-mood stuff is pretty much a virtual death, and you're kicked back to the central port city where you started, which gives you sadness. I'm not fully sure how the moods interact, but I enjoyed having the negative stuff I had to balance, as well as the postiive. Too often in games you wind up getting too much gold and don't have much else to do, or you're worried about super-low hit points. Being stuck with negative stats adds a lot of color.
My fear of game death prevented me from exploring at first, even though I had a save game, and I eventually discovered a small base of merchant isles I could poke around. However, I got a bit frustrated in the Prime Meridian, where it seemed that the map got non-reciprocal. Which, given how big the map was, caused me to put Lost Coastlines aside for a bit. Granted, the Meridian should be weird, as it's marked as significant. I even found a hidden location there based on the nonreciprocal directions! But it took a lot out of me. The scrolling did help with mapping, though, as I wasn't pinned into a corner. But if you're forewarned, this probably won't be so bad.
I still don't really have a handle on Lost Coastlines after two hours. I understand the basic choices and where to stop off and what works, but I still haven't quite tried all options, and I didn't improve my character that much. I'm sad about this, yet hopeful. I suspect once I really nail down a trade route, or some way to keep moving between two locations that boost my stats, things
will get easier. In the meantime, thinking back to it feels like a dream state. One day I'll get the pieces of knowledge to unlock a quest! Or I'll figure a way to make a certain fight beatable. There's so much to do and no clear way to win, which is frustrating if you only have two hours to judge something. So I'll sit back and just remember the oddly-named places I visited, both those useful to my quest and not. I'll remember the thrill of finally mapping that weird central bit, of underpasses on my map (think: a square of islands, with only the kitty-corner ones connected diagonally) and the realizations I had when, oh, these two islands far apart link up!)
LC feels like one of those games you miss a lot but you worry it won't live up to the hype when you get back to it. And I'm frustrated by that, because I did want to play it more. I've seen entries that forced me in to care about a social issue or something. Perhaps it was an issue I already cared about or didn't care about enough, and I felt obliged to go back to it. Whether or not I did, I felt like a bum. But here I'd like to explore the author's dreams and remember my own. I think it's the best ADRIFT game I've played, and it uses ADRIFT's features (the auto map) well enough to reel you in. It's a definite positive advertisement for the author's other work, and given its size, I can see why it took four years to make, and the author was right to follow their vision. I enjoy seeing theirs--but unfortunately, when I'm in the best mood for that, I generally take time and energy to push my own forward. So LC may lose out for my attention, but it was a great reminder to, literally, follow my dreams. The author followed his, and I enjoyed doing so, too. The breaks were mainly to remind me of stuff I'd thought or dreamt. It's definitely exhausting in a whole stretch, but part of me wishes I would, say, make thirty minutes for it per day to see out one big whole dream--and it feels sacrilegious and intrusive to try to disassemble it too soon, but on the other hand, I want to see all the neat stuff the author dropped in there! I think, at the very least, the next time I reconsider playing an old favorite RPG, I will give serious thought as to whether LC might be a more valuable use of my gaming time, because there is so much to explore.
The other option is to stumble on a community of people putting stuff together for a finished general guide, or to notice things you couldn't on your own. The author has expressed a desire to find this or cultivate this. I'd definitely stop by. One can and should dream.
STF intimidated me a lot the first time I played through it. The map is not small. But fortunately, when I sat down to take another shot at it with David Welbourn's maps, things went a lot easier. I noticed it placed 8th in the Adventuron 2020 Christmas jam, which left me thinking, "Man, how good are the seven ahead of it?" While part of the low placing may be that some people probably found it tough to get going, that can't be all--there must've been quality stuff ahead. And I'm glad I got to unpack this, over two years later. The advent (heh) of Adventuron had passed me by, so I missed this sort of thing, and I'm glad it's still fresh.
STF is very much a directed treasure hunt. You, as Eldrid the trainee elf, get a list of basic tasks to perform. They're pretty pedestrian kids' toys, the sort kids might not even really like these days. They're certainly not cutting-edge technology. But what can you expect, being at the bottom of the rung? Nevertheless, I was quickly left feeling that these toys would be fun to give and make in a way that, say, potion-mixing games to be strong enough to beat up monsters could never be.
You should quickly find a manual that tells how to make the toys, as well as a list of kids who are getting gifts. And since there are several supply rooms, you can get most stuff done by brute force. You can't run out, either.
But ... but ... the neat part is that you can and must leave Santa's house to find everything. That includes a lump of coal for the one bad kid on the list, which is probably the very easiest task. There are other items that are lying around, which are useful but replaceable, so you might as well take them. There are a few puzzles to get to special rooms. And there's one puzzle I find well-clued: Mrs. Claus asks you to get a box of gingerbread cookies from the top shelf of a pantry. You have a box, and it's not quite tall enough, and neither are you. It weaves in nicely with another puzzle, so that STF is about more than reading recipes and dumping stuff in Santa's sleigh.
Most of us poking around in text adventures have, of course, long since stopped believing in Santa. Perhaps we are cynical about the gift-giving of Christmas, with good reason. But here there are no ads or comparisons of expensive gifts or even stress over sending out holiday cards. (Note: gifts and holiday cards with people we care about are good things. But, well, they shouldn't feel obligatory.) And we may even be cynical about ways to bring the magic back. Somebody's profiting off it, right?
Only for STF, that wasn't quite it. I mean, just finding Adventuron existed was a neat gift at any time of the year, even though I didn't discover it for a few months. It was another nice way to connect that we sort of needed with COVID. And it was also something I dared wish for when younger: something more sophisticated than Sierra games, with lower load time and more colors. And a lot of the special effects, too, mirror something I'd have loved as a kid, and still enjoy now. The presents you find or build have alternating green and red text, which flies in the face of our cynicism about too-gaudy HTML. The pictures of each room are fun. The list of tasks changes them from red to yellow to green. It's cheery and practical, without any of the "Oh, it's holiday time, if you can't be cheery now when can you be cheery?" that it feels more commercialistic holiday routines, or holiday office parties or whatever, inflict on me.
Santa's place is pretty well drawn out, too. Some rooms are clearly blocked off, such as Santa's Bedroom, and there are NPCs willing to help you but also reminding you of your job as a trainee elf. Instead of making you feel small, period, this actually funnels you to your tasks and leaves some wonder of the sort of things you could do or see if you did your job right. And while the interaction isn't intense, there's the feeling you're working together with the other elves. In a neat touch, there's also a metals room for advanced toys where you don't need anything just yet. (You can verify this with your toy making manual.) It hints at perhaps a sequel which, even if it doesn't arrive, is easy to imagine. STF has a bunch of neat responses to custom verbs as well. So it's well-produced, and while I think even a middling game would've left me with unexpected gratitude, having something nice that someone made for free, in their own time, feels good.
Part of me is a bit upset I didn't discover Adventuron right away, but it and the Christmas jam and this entry were waiting for me to play, and I did. I wasn't expecting too much of a gift, but perhaps I was more in a frame of mind to enjoy it than I was two years ago. Also, I was suffering through Adventuron withdrawal--this year's IFComp game had no Adventuron games! So STF filled that void and also pointed me to where I could keep filling it. I've been fortunate enough to take advantage of a few neat no-obligation trial offers this holiday season. I appreciated them, even as I felt slight guilt about canceling them even though all that is baked into the business model. But I appreciate a nice experience like STF, with even fewer strings attached, even more.
When I was going off to college, or even just after college, I wish I'd have felt free enough to write something like this. It hits on themes I wondered about, and it cut through many "wiser" adults' assumptions about college quickly. It might not soar for your average reader. But it was in the right place at the right time for me, and I think it discusses the sort of universal themes we need to read more about. Looking back, I'm shocked I can't remember someone else trying for this in IFComp, at least for the years I reviewed. CIC has the interesting, wild choices of Elvish for Goodbye and the coming-of-age of Doug Egan's Roads Not Taken from a few years ago. And it also parallels, in part, Mike Russo's Sting. This was the life of someone who'd been given a lot of opportunity but still had questions about things. It didn't enforce its criticality on you. And tht worked great for me. In this case, Sting's main character is rather more privileged than CIC's, having gone to a prestigious East Coast private school, then to Cal-Tech, so the author labeled that character as privileged. The characters in CIC are doing well, but not quite so well.
The two main characters, May and Jason, have both graduated high school and are going to college: May to Temple, Jason to Lehigh. They're both from Bucks County, which is north of Philadelphia, where Temple is located, and east of Bethlehem, where Lehigh is located. (You may not recognize Bethlehem, but it's next to Allentown, which was the subject of a Billy Joel song. Both were hit hard in the eighties when the steel industry lost jobs. They've made a comeback, and they seem likely bigger than May and Jason's home town.) So there is a literal fork in the road and going in different directions for them both, and it's one that can't be avoided.
As for myself? Well, I haven't been in college for a while, but I must be close to the target audience, since I am sort of between Sting and CIC. I moved from one relatively acclaimed public school near an acclaimed public university to one near a private one (Purdue, up to middle school, to Northwestern,) but I went to classes with a group who figured Temple and Lehigh were nice and all, but you really should do better. I never really felt comfortable there, and I in fact worried that I wasn't really trying hard or didn't want to learn, or whatever, or if I couldn't succeed here, I certainly couldn't really succeed or thrive in college.
As it was, I went to a university that itself probably look down on Lehigh and Temple, even though the Ivy Leagues look down on it in turn. (Side note: it claimed it was tougher than some Ivies. The perils of comparison, which is the sort of thing people told me I needed to do more of!) However, it did have a good creative writing program, which I discovered a bit too late. I wound up trying to take advantage of it, but also feeling like I was an outsider who never quite fit in. I had my chances, and I had my moments, but somehow, I felt like I was wasting the college experience. I see that now I wasn't, and if I'd started earlier, I've gotten a lot out of it. Perhaps saying that I know I missed something and I want to recover it without going full midlife crisis is useful for me. People said college was about asking questions, and of course ideally, it is about opening up those questions which last a lifetime and are worth asking no matter what your career is, or how big your office is or whatever. And CIC's are.
That's my story. It's not quite May's or Jason's, but theirs would have helped me bring things into some perspective even if CIC quickly laid an egg. But it didn't. They asked questions I'd had before I convinced myself weren't really relevant or suited to my skill set or to all the opportunities high school gave me. They were the sort of person I'd have liked to meet in college, regardless of university entrance exam score. I didn't realize not only did other people share similar than me and they're worth having, but you could do so and still do well in classes or whatever. It just required more effort and sacrifice. To be frank, I am a bit jealous that somebody was able to express these thoughts at an earlier age than I was, but hopefully I have the maturity to be glad if I got something out of it. And I got a lot.
CIC presents itself in three parts: Shiloh Hills, Lost on Layers' Edge, and Counsel in the Cave. You can play through any of the three chapters repeatedly, making the interface very smooth. As May and Jason talk, you're presented with choices of how to take the conversation, from fear to hope, and so forth. And I think this is done well, as you often have a choice between two plausible but different emotions, and in the flashback or fantasy scene, the choices are always exciting. I'd like to compare it to a choice-based game that did much better in IFComp, Creatures Such as We, and it took a while to express why CSaW didn't do much for me. There, you had choices, but it felt like the author was constantly saying "C'mon, one of these is good, right? Right?" or mayve they were giving you a personality survey to "surprise" you at the end with a gift you couldn't decline and had to like. Sometimes I related to none of the four choices given. I don't sense a lot of this sort of people-pleasing in CIC, and it was refreshing, because CIC is wanting to be about more than people-pleasing and yet at the same time, you want to fit in somewhere.There was a certain amount of "I'd like to let my mind wander, and not around you, if you please."
CIC let me push back if I needed, or let me blow off the rare choices I didn't care about, so I quickly stopped caring How Good It was or What Its Place in Posterity Might Be. i enjoyed having to go forward with what I picked but also being able to look at the other choice or choices too after too long. I'm the sort of player who can lapse into "okay, I'll just choose the first choice and see what happens." That didn't happen here.
The first part felt the strongest for me, because it quickly brought up good and bad memories as well as fears or dreams, and it let you decide what to dwell on, both as May and Jason. Moondog, an old fisher you meet in act two, feels a bit too old-and-wise at times, with some mystic advice, but once I accepted this was a bit of a trope, things worked better. The third part includes a lot more surrealism, and the thing about surrealism for me is, I can't judge it unless there are clever jokes. I think at some point I was saturated with my own thoughts and just clicking around a bit to see if anything hit me directly. Overall, though, I got the feeling that May and Jason were both waiting for a sign to move on, and at the end, they sort of got one, but they realized they couldn't and shouldn't expect it in the future.
I suspect with CIC there were chunks where I sat back and just heard what I wanted to hear or read what I wanted to read, but I got a lot from it anyway, and it very much beats the alternative. There are works that hope youdo t that, and there are those that let you, and CIC is in the second, which is preferable. I've played through a few times now, and I feel sure I missed something, and I'm okay with that. It means I'm actually searching and interested and don't want to close the door on those questions. There's a surprising amount of wisdom in there for someone who is as old as the author seems to be from their Twitter bio. And I wish I'd let myself try to write something this good when I was their age, even if it hadn't nearly been as successful. CIC quickly reminded me of some former concerns and put other long-term ones in new perspective. I hope this is higher praise than the adults who told me "Oh, hm, yes, you ask important questions. I asked them too at your age!"
Final meta stuff: the author had two entries in IFComp. The Hidden King's Tomb was the less successful of the two. I imagine writing HKT was itself the sort of experience Jason and May both fear and anticipate. They're worried they won't succeed. They wonder what they're there for. They wonder if things are worth sharing. They're worried they won't hit their potential, or their potential has a ceiling. And HKT missing the mark adds to CIC in a way a more successful entry maybe could not have.
We understand that this person is good, and they've shown it, and they just missed the mark, not due to laziness but becaue they took a chance worth taking. They deserved, and deserve, to show up and say what they had to say, and maybe they didn't use their time the best way. That doesn't matter. They've looked for something beyond what was necessary to get by, and they found something or they said, you know, I didn't get all of that, I would like to do more.
We saw last year how Infinite Adventure cleverly added to BJ Best's comp-winning And Then You Come to a House Not Unlike the Previous One, but that was intentional. HKT feels less intentional and more real for all that. Because it's an old saw to say that you should try new things, because so what if they don't work out? It's hard to express, though, just by writing something that doesn't work out. With the author's two entries, we get to see both, and my general feeling is: the author will get their next Inform game right, if they choose to write one, and they did the right thing sticking their neck out or maybe even taking on too much this time. Next time, it won't be too much. But they may have found bigger and better things to do.
It's hard not to enjoy a game where you play as an animal. And in AMHU, my biggest groan was realizing I'd missed the pun in the title. (If you missed it: highest/heist.) It's a bit less serious than last year's Finding Light, to say the least. You're Anastasia, the Power Pony, and through this brief game you collect evidence after the crown jewels have been stolen, then you go fight the baddies to retrieve said crown. The only other entry I can think of offhand that does this is Peter Nepstad's Slap That Fish, and there, you're fighting with animals as weapons (Anastasia's weapons are her hooves,) and there's more strategy and less to do outside of that. MoHU allows for a good deal of showmanship and style points that weren't my thing, but I was glad they were in there. They fit the comedic tone of the heist.
The evidence collection is not hard. You do it considerably better than Sir Ponyheart or Commissioner Mumblebumble, who is true to his name. Sir Ponyheart understands the Commish, but you can't. The evidence quickly points to some evil llamas, and once you track them down, the fighting starts. This is one case where excessive disambiguation works. It captures that you're beating up a bunch of llamas at once, like a true action heroine.
And the author makes it hard to lose, with the focus on humor and creating a detailed fighting scene rather than intricate puzzles. The main thrust seems to be cluing you how to perform fighting tricks. The fight's on a pirate boat, and anyone who's enjoyed a pirate movie will be able to figure a couple of them and will probably want to. This factors into your rank at the end of the game. I'm not sure you can really lose, as there seems no ending besides the default, where you-the-character leave slightly disappointed, but I-the-player did not. I was amused by it, as well as the in-game good-bad puns. And the title. It's genuinely good-hearted, and my fears it might get too twee never materialized. It seems like a really good type of entry to expose interested people to the parser, too, because it's got a clear vision of what it wants and achieves it without feeling light-weight, and in a fight sequence, well, custom verbs seem almost necessary. I even appreciated the music, which feels like a really neat chiptune tribute and is appropriate for such a bouncy game.
AMHU already has a post-comp release, and I'm glad it did. I can't be the target audience, but that doesn't matter. I really don't care much about pirates, and the bonus content for choreographing pirate or dance moves or similar things isn't something I'd prioritize. That doesn't matter--I wound up enjoying the craft, and it's the sort of entry that makes me glad I at least tried to hit all the IFComp entries. I probably won't play the post-comp release due to general time concerns, but it's cool to imagine the possibilities opened up by the author's change logs, and given the good work they did in-comp, it's good to see they're dedicated to their craft and this won't be the last thing they write.
I'm not big on alcohol, in general. I was fortunate to learn quickly that it doesn't work for me, and there were other ways to loosen inhibitions that did more harm than good. Yet as a kid I remember looking at all the drinks in bars and how people might mix them and it seemed like magic or artistry, perhaps even more fun than mixing a root beer float. The reality of bars was drearier, though. I still loved Cheers growing up, but that was much more for the characters. They all had their flaws, especially Sam, the bartender. But it was must-see TV, and my later (slight) experience in bars never came close to that. There were other TV bars, too, such as Phil's in Murphy Brown or McLaren's Pub in How I Met Your Mother or even (if for all the wrong reasons) Paddy's Pub. Again, they seemed more fun than the real thing. Also, there was the occasional illicit game of Tapper, or even Root Beer Tapper, at the arcade, with an amusingly violent end when you failed to schlep brews in time. Then later there were bars in RPG where you found information or new recruits or, perhaps, found experience-gaining fights. That seemed to cover it all. But T3 provides a new perspective: you're an employee who likes where they are, but you want to do better.
The production values for T3 are established early: the "wait, loading" graphic is a neat green snowflakey tesselation on a tan background. There's been a lot of thought put into the design, and it's not just about looking pretty. The whole experience is very smooth, and at the core, it is about mixing drinks, though there's a neat subplot as to why you want the money at your tavern job. And of course the title is very cool. It suggests some rough clientele who dig their knives into the table, just because.
So where does your bartending pay go? What are you saving for? Well, you've got a leaflet about joining an adventure academy, with a 300 coin fee for a course that starts in one week. This all feels a bit fourth-wall. In fact, the scenes at the beginning and end drive this home a bit too much for me, but on the other hand, that's probably my major complaint, and I'm not sure what I'd had the heart to cut out. Overall, T3 fell into the "I was just having fun and really paying attention, so I feel half bad for noticing this missing detail" camp. I recommend you do the same. I enjoyed many moments throughout the game, even ones the author probably did not angle for–for instance, I had a slow internet connection, and so the graphics of the various drink ingredients that appeared behind the bar popped up in amusing fashion. It almost gave the feeling the drinks were about to fall off the shelf, and I think it fit in well with the general lack of organization the author established was endemic to the tavern itself.
The mechanics are simple enough. You're the barmaid, and you mix drinks. Get them right, and you get tipped well. Miss, and you don't. You can decide whether to knock the tavern sign for luck (Roscoe, the owner, gives you a trivial fine) or to leave your tip box out, too. It might get stolen. I made sure to save before making the decision for the first few days, but I got absorbed enough that I forgot later, which is a good sign. (This almost bit me later, but the details are a spoiler.) You have a frenemy relationship with Brom, the cook, and Ez, who serves the food. Roscoe isn't very reliable, but it'd be boring if he was. People play stupid pranks on each other during slow times. Coffee isn't just for the customers.
I played on easy mode, so I was under no time pressure, and I assume the recipes were there for me to take my time with, so I did not miss out. It wasn't just easy mode that made T3 feel welcoming. I particularly enjoyed how certain syrups or fruits would be lumped together. Perhaps this is done behind the bar regularly, but in this case, I think the author nicely avoided clutter. You want it to be busy, but not too busy. The pull-outs for applying garnish were very charming, too, and I liked that I had to use some minimal reasoning to get some drinks working. For instance, there's only a specific section for citrus fruits, but if you're asked for oranges or lemons or limes, you just have to click there. So there's no need for additional futzing! You don't want everything done for you, but it's nice when a game trusts that you do, indeed, get it.
With all this, the first two days, with generic customers, were more than enough to help me adjust to the curve. I was ready for more challenge, and this came (one of those neat moments I don't want to spoil,) and it was pretty clear how this would fit very well into the timed/arcade version of the story. Then there were two special customers. Contrasting their goals with yours worked very well, I thought.
This special encounter helped me scrape by after just five days of the seven allotted. I tallied up my tips, and yes! I had just hit the mark! There were good-byes, and they felt appropriate, as I felt enough of a kinship with my coworkers. But once I'd moved on, I wanted to go back and mess up a bit to see how long things would last and whom else I could meet in those remaining two days, or even how my coworkers would react if I did not meet my goals.
It wasn't until the end of the story that I realized I hadn't used the cognac to mix anything, and I was never called on to use the paper umbrella! As a fan of The Jerk, this made me sad, but now I wonder if adding them willy-nilly might have gotten me bonus coins. The cognac felt like a sort of Chekhov's gun, along with the rattling tip box, and it's moments like this, where something you looked forward to didn't materialize and you still had fun, that make you realize what a smooth, enjoyable ride you had.
T3 established high standards quickly and gave my mind time to wander free. I've often thought of the good-citizen concept of IFComp entry, and sometimes it feels like "you didn't have anything profound to say, and you didn't pretend to! Yay, you!" In a way, yes, but in another way, this is something to enjoy and see things from a different perspective, and you don't need anything profound, and the game never taps its foot and expects you to find profound stuff. You know you don't need tense life-or-death situations to have revelations, or to remember something cool, or to say your own experiences are worth sharing. Plus it reminded me of those baffling bartender books I remembered seeing, and I never actually wanted to mix drinks, but I wondered what was in there. I did find trivia I might like to correct for a post-comp release, but in this case it would be an excuse to generate more deserved publicity. I think it's definitely one of the cheeriest and best-produced IFComp games, and it clearly doesn't rely on its production values only. It's a game about friendship and goals that doesn't get mushy. Part of me wants to try the arcade mode to challenge myself on replay, but the other part is worried I might miss a part of the story I meant to revisit.
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.