Reviews by Andrew Schultz

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Approaching Horde!, by CRAIG RUDDELL
3 of 3 people found the following review helpful:
Efficient real-time resource management and humor, too, December 29, 2022
by Andrew Schultz (Chicago)
Related reviews: IFComp 2022

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.

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Witchfinders, by Tania Dreams
3 of 3 people found the following review helpful:
Engaging enough, but a bit too straightforward maybe?, December 29, 2022
by Andrew Schultz (Chicago)
Related reviews: IFComp 2022

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.

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Am I My Brother's Keeper?, by Nadine Rodriguez
1 of 1 people found the following review helpful:
Terse, compact game about helping (or failing to) a troubled sibling, December 28, 2022
by Andrew Schultz (Chicago)
Related reviews: IFComp 2022

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.

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Beythilda the Night Witch, by DCBSupafly
1 of 1 people found the following review helpful:
Quick fun spooky touching poetry, December 27, 2022
by Andrew Schultz (Chicago)

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.

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The Pool, by Jacob Reux
2 of 3 people found the following review helpful:
Can be scattershot, but what links, links well, December 27, 2022
by Andrew Schultz (Chicago)
Related reviews: IFComp 2022

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.

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The Staycation, by Maggie H
3 of 3 people found the following review helpful:
Flatmates, can't live with 'em, can't live without 'em, December 26, 2022
by Andrew Schultz (Chicago)
Related reviews: IFComp 2022

The Staycation listed itself as taking two hours, but for me it wasn't close to that long. However, the time suggestion and content warnings (which seem almost apoligetic) pushed it back in my IFComp backlog. It's more a sprinkling of discomfort than anything intense–a brief Texture effort about spending a few nights at home, or trying to. Claudia and Xavier, your two flatmates, are on vacation for a bit. It's not clear if they're actually dating, or if you are upset about this, but they mention you are welcome to come along. You don't. You're sort of glad they're gone, you say. But then night comes, and you either poke at a book you don't process or a phone, where you see Claudia and Xavier on social media.

There aren't many choices here, but that's part of the intended creepiness. You realize you may not want to be around your flatmates, but you don't want to be away from them, either. The main choice is whether to face your demons inside or not. You have two or three nights of this. My first ending was, apparently, seeing my own blood on my arm and not realizing why or how it happened. Another? Well, it seemed the story got frozen, which was creepy in its own way. You have two options to drag-and-drop, but you have no words to drop them on. The text say "you choose (X)" and the implication is, you can't choose.

I looked at the source, as I wondered if this was intentional.I don't think so, because there's a final ending, where you have a nervous breakdown. Whether or not it is, it's effective enough. I've had times I thought I made a decision and didn't really, because I would flip back and forth. Or I'd choose to face a horrible truth but only after this next go through social media I didn't care about. Perhaps if and when texture becomes more mature, people will know this trick and say it's been done and can we find something new? But I found the jolt effective.

The Staycation mirrored a high-placed game several years ago in IFComp written in Inform that forgot to include an "instead" at the end, and the result was that excessive text bled into the game, but it was surprisingly effective. Here, if the hang was unintentional, it was effective–it gave the prospect of an endless loop of nights, or a fear of an endless loop.

Sadly there isn't enough here. It's a bit light on character sketching, and I think too much is left to the imagination, so it falls short of the well-done cover art. Obviously filling in all the whys would be unsubtle. But there were missed possibilities to play to Texture's strengths by, say, looking at items around your flat.

Side note: this is the first Texture entry I played on my phone, because I looked for ways around the apparent bug and thought it might be the browser. The interface made me wonder if I should revisit my earlier reviews–it makes a big difference!

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Lost at the market, by Nynym
2 of 2 people found the following review helpful:
Of dreams, music, and playing to the crowd (or not), December 25, 2022
by Andrew Schultz (Chicago)
Related reviews: IFComp 2022

So, a game in GrueScript! If Robin Johnson isn't in IFComp this year, it's good to see his engine makes an appearance, which is the next best thing. I've been curious about GrueScript for a while–sometimes it feels like it could capture everything I want out of a parser, except maybe for gag commands like XYZZY or SING or profanity to be coyly rejected. I dabbled in USE X ON Y, hoping to make guess-the-verb less of the puzzle, and I may go back to that. But I realize how efficient GrueScript can be!

LatM is a bit of an odd game. There's no real market, officially, and I was waiting for one to show up, but it never did. It's more about your dreams as a musician and how you go about finding them. It felt a bit surreal to me, which given my stuff, I can't complain about, but it took a while to realize surrealism was the intended effect. You just need to find things to rig so that you can escape from various situations, some of which feel very odd. For instance, you are locked in a bathroom, but you have enough tools to make a hole and get out by trial and error. In another place, it turns out you're just in a dream, and you have to find a way to destroy that dream. Orr you talk with an old man who may or may not be your future self before doing something odd and symbolic ... but it makes sense in retrospect.

Your ultimate goal is to make it to a concert, though there are other endings that provide failure. In one, you avoid the stage and open an envelope, and you decide not to go on with things. It feels like the author had some metaphysical recollections they need to include, but they didn't, and they're leaving a bit too much hidden. And unfortunately this seems due to unintentional omissions. There are a couple bugs where you search scenery X and an item appears in the room. But if you search X again, the item reappears, even if it's in your inventory. This is particularly odd with a wardrobe after you've worn your costume to go on stage, which probably isn't the dreamlike effect the author wanted.

There are two ends, one where you give up on your dreams and one where you don't. You have a choice whether to sing a pop song enough. It feels like something the author could've explored more, and on balance, a lot of what seem to be philosophical statements feel a bit overgeneral. Nevertheless, LatM felt complete, though quite possibly the scope of its ambition was cut short by the IFComp deadline. It was a good technical demonstration of what GrueScript can do in the hands of someone other than its creator. I hope we have more.

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Jungle adventure, by Paul Barter
1 of 1 people found the following review helpful:
Very chaotic Python parser game with whimsy to spare, December 25, 2022
by Andrew Schultz (Chicago)
Related reviews: IFComp 2022

The fears of some about parser games, especially custom parsers, are fully warranted for Jungle Adventure. It has all the usual faults. But it manages to be fun. I like the ASCII graphics, the whimsicality, the not-too-big maze. And, I admit, I enjoyed peeking in the source code. I'm still not good with classes in Python. Paul Barter is much better than me with them. If JA is whimsical (describing your game as "rip roaring" certainly is bold,) his organization is not, and I learned a lot from it. Hats off to him for that!

The game part is chaotic, though. The parser, first. There're simple verbs that outright clash. You don't want to type just "exit." That exits the game without warning. But "exit plane" leaves your plane, which you need to do. Similarly, LOAD GAME and SAVE GAME are necessary, not just LOAD and SAVE. Some items are implicit in the charming ASCII art or the item description, which is clever until something is forgotten, and you're looking for something that's not there. More seriously, you know your radio must have batteries, because it works, but this is not explicitly described in-game. Then the batteries form part of a neat puzzle. And seeing "oh, hey, this is the part of the ASCII drawing that's not in the text" is neat, but it comes at too high of a price.

The game itself isn't too arduous--well, if you cheat a bit. While there's some guess-the-verb or guess the item, once you get a puzzle, items are swapped and you move on. If something is broken, it's pretty clear you must fix it and how. The maze near the end is not too painful, and the main map is not huge. You'll know what to do. A lot of times you may need to get killed to know what to do, but you'll know. There's humor to keep your spirits up as well. Maybe not Mitch Hedberg or George Carlin, but it's there, and it helped me through some parser-wrangling.

So even if the puzzles take on some additional weight due to you missing the right verbs or nouns (pro-tip: read main.py and scenes/*.py in a text editor) and you have to save-and-restore the fights in the maze (if you get killed while button-bashing, you may be kicked out from the "restore or quit" dialogue, too) it's not too bad. As BJ Best said, there's a certain joy of discovery in Jungle Adventure which more advanced games won't have, and we can lose that if we're not careful. That doesn't make up for serious technical flaws, but for those of us who like writing or playing parser games, it heartens us to try neat new stuff and take on a bit more than we might have felt comfortable with before.

Too many JA style games in IFComp and we might have less patience with the parser. But for me a small handful is always nice, as they never seem to deal with heavy issues, and too often I do not want to deal with heavy issues, even if such efforts are well-written. With JA, there's that genuine joy that, gosh, you can DO something like this, and it succeeds at its goal. And to me it's clear these games are better than they were five or ten years ago, where we have to dig deep to find what the writer was saying, and it's a bit unsatisfactory. JA has a walkthrough now, so IFComp completionists, if you're out there, will hopefully be able to enjoy things more easily. There are frustrations, and a lot of them, but they're (relatively) forgivable. So if you are an IFComp completionist late to the show, you can notice and understand the holes in JA and not feel impeded by them, and the fun I suspect the author had putting JA together will be far less filtered.

Perhaps for a sequel, in addition to a more robust parser, the author will use the colorama package which allows a programmer to specify text color. Then, maybe, the important items could have color in them, while the background is just background. Colorama's something neat I use for my own Python programs to tell when stuff goes wrong, or when a test passes. I think JA shows a lot of potential. With the author's knowledge of Python (I imagine this could expand to learning a testing module as well,) a game design book or two could make something really special, whether for IFComp or elsewhere.

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Traveller's Log, by Null Sandez
3 of 3 people found the following review helpful:
Monster grinding in Python, parser version, December 24, 2022
by Andrew Schultz (Chicago)
Related reviews: IFComp 2022

Python? Well, it feels like Python has possibilities for a simple-stupid parser that people can figure easily. With its "split" function (divides a string into an array with spaces) and so forth, it avoids the pitfalls of a lot of homebrew parsers in C or whatever. You see the verb, and you see the object, and you know what to do with each. You don't have to worry about Inform's custom verbs. (And hey, I wrote one last year because it fit what I was trying to do. Someone pointed out JavaScript would've worked better. They were right. But I don't know JavaScript.) With my own Inform games, Python might work better, because I really abuse the regex matching, which slows Inform. The potential is there. Unfortunately, Traveller's Log (TL) doesn't do much with parsing or plot.

It's a relatively small Python game. It's a bit confusing at first in that it asks if you want to read a file, and either way, it then asks for a 3-digit code, which affects what you start as. Looking at the source, there are several options, and I only wish we'd had some nudges as to how to start. I don't mind the randomization per se, but I was flying a bit blind. Perhaps on ending, if I were given some clues how to proceed and replay, I could and would.

You're given commands to type (e.g. walk, trade, exit or warp) with the goals of either gain money to live comfortably or find a king to ally with to live happily. There are some fights, but nothing too stressful, as dying resurrects you quickly. You also get random gold for staying at inns which pop up randomly, which is counterintuitive. The main goal is just to TRADE enough for the best weapons, then kill enemies as needed.

The writing and mechanics are don't have much to distinguish them. The game's title feels a bit generic. It's technically sound in terms of gameplay, though I'd have liked "y" and "yes" to be synonyms along with "n" and "no." Nevertheless, there's a good deal of effort put into the entry, as I can see from all the possible characters you could play as, and I enjoyed looking at the source because I tend to skimp on programming classes, and after some play time, I had a much better feel for them. They're something I've used more and more as I try to to script-testing of my Inform games, and I had a few aha moments.

It's good to see people are trying to use Python. There was one game in particular I meant to look at from 2016 that also placed last, though Chandler Groover said "Hey, there's a lot here." And there are advantages to Python--less worry about failing to implement default verbs and so forth. Everything is laid out well enough in Traveller's Log, but there's not much to do and not much reward for the grind, so it misses the mark. I'd like to see more Python efforts. TL doesn't do anything to change my views on this, from a functional perspective, even if the story and imagination are lacking.

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The Absence of Miriam Lane, by Abigail Corfman
4 of 4 people found the following review helpful:
Coming out of the shadows, but nothing supernatural, December 24, 2022
by Andrew Schultz (Chicago)
Related reviews: IFComp 2022

A woman has vanished, well, sort of. Her husband's a bit confused. There's no foul play, really. You're a researcher, maybe an investigator, maybe a combination. That's an early choice, but your title doesn't matter. Your task is to find out what has happened, where did she go, and why.

Everything seems in order in not just the house by also the story and the technical layout. The layout feels appropriate–black and white sketched pictures, unintrusive but effective music, and a small local map in the bottom left where you click on where to go. So big-picture navigation is easy. The calculated sparseness gives us a good feeling that something is wrong. We're seeing enough details, right? But we aren't.

Asking her husband gives you additional questions to ask in general. Some things seem out of place. The light is wrong. You can have up to five questions to ask, and the right one in the right place offers clues, leaving Miriam Lane closer to visible. Ones you don't need any more are discarded. While brute force works, things are generally well-clued, and you should be able to find some clear places to ask the right questions before the last observation or two needs guesswork.

Once you become adjusted to the light, you have an idea of how or why she is gone. Here there's the only thing that really broke immersion for me, but the rest of the game is so well-done, I may be missing something: you-the- character need to find her name, which her husband never tells you, but you-the-player know it's Miriam, and based on the puzzles in the rest of the game, "M. Lane" would seem suitable. It's minor, but the rest of the game is so strong, I want to leave the possibility open I was missing something.

Once she's visible, you can start collecting items. Some of them have special meaning to her, for better or for worse. An average reader should discern pretty easily what makes her happy and what doesn't. Also, the stuff that makes her happy is hidden, and most hidden items are similar to something unhappy in clear view, and yes, this Means Something. The more positive items you collect and show her, the more optimistic the ending is, though once you know her name, describing what you've found of her also helps her return to her normal self. This threw me off slightly, too. There was a status bar at the bottom, and it increased when you gave her something nice, but I was under the impression you had to make it go all the way. You don't. But perhaps I should have known.

You see, there's a moment in AoML where it clicks that the author knows what they're doing. This is the only other time AoML slightly broke immersion for me, and that was more due to me appreciating the technical and design work, because I was looking for it when writing a review. There's a book of flowers and a flower bed. The book describes several flowers. Each flower has about five descriptions. When you pick a flower, you're asked to choose from about twenty descriptions. But you don't need all five! I can't recall this convenience before and, well, it just makes sense.

This was an immense relief but also in line with the game: you don't need to know every detail about why things happened to Miriam, or how she got to be the way she is. Although in some cases, items you find may make her upset. Several that seem happy aren't, which you can deduce if you have been paying attention, thus putting AoML that much further above your average fetch-quest. That's how empathy works in general, beyond an "oh, you like this, right? Well, you seemed to enjoy it. Whatever." Miriam doesn't need that complete understanding, yet you feel she needs it, and her husband seems to want a complete explanation. None is necessary from her, and none is necessary in-game. So when we ask for people to understand us completely, perhaps we would really just be happy with people who understood enough to block out others who tell us, with bad intentions or not, "Gosh, I just can't understand this about you." For Miriam, it's her husband not really caring about her impractical or "childish" desires and ignoring her sacrifices. While that may be a truism, AoML pushes it forward nicely.

There's one more criticism that's quite high-level. I'd like it to be easier to tab through the options. There's a lot of mouse movement, and certainly AoML is more ambitious and intricate than your average Twine effort, so there needs to be, with pop-up screens when you want to think or take an item. This is detailed GUI stuff, and it's the sort of request I only make when it's clear the author knows what they're doing and then some and, well, I wanted to see everything in-game before rifling through the source. I think with something as high-level as AoML is, it leaves you asking for more--especially because the main NPC, Miriam, never did, and look what happened to her! That's what being sympathetic gets you, game.

This is minor, though. AoML offers a wide variety of emotions and choices. You can play very badly or well. The second time through, when I knew there were things to be remembered (the more you remember and find, the more you recover of Miriam) I felt bad forgetting stuff I should have known. It occurred to me that there were people I found forgettable whom I cared about more than noisier people who grabbed my attention, and perhaps I was on the other side of that.

One more thing: AoML made more than enough sense the first time through, but it made a lot more sense when I replayed the introduction and poked around and also re-read the content warning. So much is well-hinted. It leaves you feeling you missed something, and that is your fault and not its, and that's an eerie feeling. I wound up remembering times I'd been ignored in my past, as well as people I ignored. There was no rage. But I remembered certain items people felt should give me joy and didn't, and I had an explanation. So that was a boost.

AoML and Elvish for Good-Bye were my top two rated entries in IFComp and may be more similar than you think. Both talk of unspoken desires. In AoML, they're more realistic, stuff you can't say you want, or stuff that can be easily crushed. EfG is more fantastic, more optimistic, a knowing there's something out there you can't imagine one day. Each feels necessary to give life color in its own way.

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