Ratings and Reviews by Andrew Schultz

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Save Bigfoot's Christmas!, by Quizlock
2 of 2 people found the following review helpful:
Detective work, North Pole style, January 7, 2023
by Andrew Schultz (Chicago)

The enjoyment I got from Save Bigfoot's Christmas was well worth the struggles I had with the parser. This seems to be more a case of the author still learning Adventuron. It's a tidy, balanced game, in the big picture. You're an elf assigned with verifying who has been naughty and nice. Bigfoot is your subject. He believes he has been nice, but Santa has received information otherwise. That information is out of context, and your job is to find out why.

The crimes are not especially terrible: Bigfoot's hair is near a littered soda can in a national park, BIGFOOT has been sprayed on the side of a house in Hoboken, New Jersey, and Mrs. Maple's children have fingered Bigfoot as the thief of one of her pies. The graphics? Well, it's probably old hat to compare an Adventuron game to Sierra AGI graphics, but this feels particularly close to the good bits without rehashing any old Sierra puzzles, with graphics changing as you make progress, so that is very neat.

These locations are, unsurprisingly, spread out, and you need to go through a teleporter to get to them. In each one, your main goal is to (Spoiler - click to show)get rid of an NPC so you can rummage around the environs to find the needed evidence. The puzzles have a good balance of absurdism. In one case, there's a garage making a lot of noise, and you find a garage door opener. But of course the battery comes from another of the areas! So the puzzles have balance this way. You have to go in and out of the teleporter a few times.

Accomplishing each main task is pretty varied. Sometimes you must do something off-stage, and one (the campground) is pretty complex. There are a couple spare items I didn't figure the purpose of (the toy robot,) but the descriptions and basic verbs managed to clue me into what to do or try.

Brian Rushton's review mentions some of the exact verbs you need. This game pointed to a high-level weakness of Adventuron and maybe parsers in general: for Mrs. Maple's pie, I had an item to use and saw what to use it on, but the verb was tricky. Perhaps having a hint-cue if I typed both items would help, so the player doesn't flail too much. It was more notable than usual, since for an AAA battery, you couldn't type AAA or battery but had to type both. So hopefully this warning lets you know where not to get stuck.

Having that aha moment to get rid of the campers was the high point for me--after that, I had a bunch of wobbles, but the game clued me nicely to make progress inevitable but still challenging. Combined with a small puzzle-maze the game only made you go through once (I'm glad this user-friendliness seems to be more common!) it was clear the author was committed to the player having fun and was willing to offer ways to streamline the pedantic bits. There are still a few that could be sanded. For instance, you need to enter the transporter out and the portal back a lot, so ENTER TRANSPORTER and ENTER PORTAL could, after a try or two, be replaced by IN. Disambiguation for similar items could be honed. But there's nothing to really make you bash your head. SBC, despite being slightly raw, is genuinely uplifting and clever, so the bumps when the parser fights you a bit are quickly forgotten.

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The Thirty Nine Steps, by Graham Walmsley
1 of 1 people found the following review helpful:
Classic spy novel, adjusted to three flavors you can customize, January 7, 2023
by Andrew Schultz (Chicago)
Related reviews: IFComp 2022

I used to have a ton of Dover Thrift edition books. They were $1 at a mom-and-pop-ish bookstore. I bought up whatever I could. There were ones I knew, like A Shropshire Lad, and ones I didn't, like The Thirty Nine Steps. The physical book is gone, but an e-copy is on gutenberg.org, which sort of has everything–well, before a certain date. I didn't remember it very well, and I think that's the best choice for a project like this (or Dorian Passer's refiguring of The Lottery Ticket by Chekhov!) Too well-known, and it feels like a rehash no matter what you do. Yes, there's a movie by the same title, so it's known, but it's not overdone.

And I think the project works well. You wake up to notice Scudder, an acquaintance, has been murdered. How to escape and maybe figure out the who and why? This sort of thing lends itself to immediate choices. Whenever I read a book like TNS, I'd think "boy, I'd be too dumb or unobervant to make this choice, or I'd cop out." And though I gave the book a brief re-glance at Gutenberg, I couldn't really track how much was the original source and how much was needed to put parts of the original book into believable branches. Whatever the ratio is, it works. I noted some obvious changes: the cipher key is different in this work than the original book, which makes for a nice small puzzle without having to bang your head.

TNS is pretty up-front about the choices you can make. They're mostly classified into Open, Bold or Clever. There are no wrong ones, and you get the bad guys no matter what. But there's still a lot of tension. The music is effective and not distracting. And I wound up trying to play through while going heavy on each option, and I enjoyed the flavor.

Since you get vindicated in any case, you might then ask, what's the point of going through? Well, the more you observe correctly, the more of a story you get. You get out what you put in. With a bunch of bad or careless choices, I wound up saying "okay, yes, action, good." But when I made an effort to look around, things popped up. This might not work in a standard Twine story, but given that it's a spy story where there's supposed to be pacing, and the start is "someone is dead in your house and you don't know why," this makes a lot of sense–you can stumble through and be glad you're safe and have no clue what's going on, and the action in the meantime is breathless and branched enough that you can have completely different stories despite the core text being there.

So I thought this was a neat trick, though really it's more than a trick. There's enough to piece together that you have a story, but not so much you're confused. It's never self-indulgent, and I don't mean this as a pat on the head and a cookie for people or works that "can't be exciting" or "are efficient, at least." Flashy effects or embellishing critical passages would ruin the mood of the original book, since only the text is modernized and not the in-story environs. I enjoyed both the immersion and the realization that helpful technology would make a lot of the protagonist's concerns moot today (for instance, the cryptogram could be googled, as the hints point out.) True, more technology would make it easier for your pursuers, but it's really good to have a reminder that that's not needed for a good thriller. I retained a lot more images from this than from gaudier works. Perhaps that's because I read the original so many years ago, but I also think, beyond being a good story, TNS is a very neat and successful experiment in seeing how the writer or reader leaving certain things out can expand a work.

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Use Your Psychic Powers at Applebee's, by Geoffrey Golden
1 of 1 people found the following review helpful:
Terrible beer, terrible lives, great profit potential, January 6, 2023
by Andrew Schultz (Chicago)
Related reviews: IFComp 2022

Does anyone really like Applebee's? It's a pretty easy target. Maybe it deserves to be. Nobody likes working there. The food isn't great. But it seems convenient enough and not as unhealthy as McDonald's. You could do better. But you could do worse. You could say Applebee's is as easy a target as airline food was. It seems like a good target for someone like the author, who's so consistent about putting out an adventure gaming newsletter, and for light-hearted humor, it does well. It also goes beyond "Applebee's, amirite?" The main thing it hits is advertising. I mean, nobody really likes advertising. Many advertisers probably don't enjoy their jobs or the ethical implications. But over the years I've found ways to be able to zone it out, and I feel that's an achievement. Probably the trickiest was blocking the ads for stuff I didn't need between songs I didn't like at the athletic club. It's the sort of thing they don't teach you in school. But of course, advertisers are always looking for another way to horn in on your life, preferably without you feeling violated enough to push back.

One they haven't gotten around to in the real world is the protagonist's main power, which is being able to see in people's minds and also plant a thought there occasionally. So, yeah, you're getting quickly into "creepily overstepping boundaries" territory. And here I originally assumed the game would be about parlor tricks where the crowd paid money if you were particularly clever! (Of course, if some people just wanted to sit and eat and didn't know you'd be there, that's invasive in its own way.) There's a certain violation of childhood dreams for me, too--mind reading seemed like something really cool, but of course powermongers will ruin it. It's treated as an asset by corporate management, and not just an asset. One you'd better use to their advantage and maximize, or the lack of initiative goes on your performance review. But -- but! The ad agency you work for has ethics. Well, sort of. You'd better not mind-read more than once, or they'd be in legal trouble, and you can't do that to a place with such an innovative business model that helps you make the most of your abilities!

This is of course bad on many levels: one, that your psychic ability is for more ambitious and "big-thinking" people than you to enjoy, and two, that the legal branch of the whole corporate empire has considered all the angles here to provide loopholes if things go wrong, and they've probably cross-communicated with the number-crunchers, and even the lawyers who would sue you for violating other people's space are probably plenty sleazy. And so forth.

This is the scary bit. Fortunately there are funny bits. First, you work for Schtupmeister beer. The world can never have too many parody beer brands--these certainly do more for me than actual alcohol. The four people whose minds you want to invade are, well, imperfect in their own way. There is a cryptocurrency trader. This was written three months before Sam Bankman-Fried and FTX went belly-up, and now that happened, I'm actually sort of disappointed more wasn't written earlier about Cryptocurrency, and, well, it's a bit too easy of a target now. Cryptocurrency, like advertising, drains resources in ways most people aren't aware, and of course, there are some smug, slick types pushing it. But dang if the story doesn't roll out another side quickly!

There's also a somewhat lonely old man, and a waitress upset with her lot in life (I couldn't help but think Schtupmeister would both fire someone for drinking on the job and for, well, not getting enough people like her to start drinking on the job, or right after their job) and a kid who turns out to be exactly the wrong sort of special. Let's just say selling alcohol to minors isn't the worst thing going on here.

You have a small number of turns to try to get each to try your special brand of syrupy beer before Applebee's closes. Do so at the wrong time, and they ignore the instincts you planted in their brain. And this right time isn't obvious for all targets until you've played through UYPPA several times and read everyone's mind. Since it's not too long of a game, this is no burden, and I'm disturbed how nosy I got and how fast.

Once Applebee's is closed for business (my not just saying "closes" may be a minor spoiler) you can catch up with your targets to see if, indeed, your psychic invasions got them to buy Schtupmeister. The indications of whether they drank your specific brand of beer are amusing. For instance, one person has Schtupmeister beer spilled on their shirt instead of what they were drinking, and this pleases you greatly. In all cases, the fallout from people drinking Schtupmeister far outweighs any profits you redirect towards Schtupmeister.

Though you the player already have a pretty good idea, the performance review at the end hammers things home, both how well you did and how awful the Schtupmeister corporate culture must be. You get a combination of rah-rah and condescension from your sales manager no matter how many people you got hooked on Schtupmeister. UYPPA combines a lot of this sort of small horror into a big one.

Criticisms would be that UYPPA hits some low-hanging fruit, though it knows not to beat said fruit into a pulp. It's low-key terrifying, too, and I'm not surprised that an author who has a newsletter of short games understands balance. UYPPA reminded me of all the times I'd been accosted by salesmen, and how hard it was to turn them down, and the effort it took to be polite, because I knew it was their job, even though I knew part of their job was leveraging guilt and hesitation. These four decidedly imperfect souls of targets? Well, for the most part, I sympathize with them. The kid, no. His mother, yes. So this was definitely a successful entry, to me.

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The Alchemist, by Jim MacBrayne (as Older Timer)
2 of 2 people found the following review helpful:
Custom parser, classic fantasy, January 6, 2023
by Andrew Schultz (Chicago)
Related reviews: IFComp 2022

This is the author's third effort with a custom parser, and if you've played the previous two, you probably have a feel for what it is. The parser is very old-school and attempts to recapture the good bits and cut out the most useless bits. It pretty clearly succeeds. And with each game, Older Timer's work has made technical and creative strides.

But I also saw the potential to hit a wall. It's one I fear I have, too, for what I write, but in a different way. We write about different things. But it's OUR different thing, and we care about it, and we're willing to take a risk that people say "yeah, yeah, I get it" and move on. And we don't try for a huge emotional effect. And I see those sorts of similarities which could be comfortable for those in the know, and a formula that works for enjoyment for the people who like this sort of thing, but then that comfort formula will eventually run out. That time may be a long way away, but it's still there, and it certainly lurks in the back of my mind. However, being able to enjoy efforts like this consistently reminds me that, yes, there are ideas ahead, ones I should work on, even if they pull from previous works, or you realize you've seen that general twist before.

You start off getting a letter from one Ezekiel Throgmeister, who has left you to do your own thing–and if you do it well enough, you'll gain his approval and see many neat things. The ultimate goal is to find a bunch of reagents to make an alchemical spell that, well, completes his experiment. So you know you're getting an adventure game with this all, and if this is not your thing, that's okay. It is mine.

The most entertaining part of the game is a device that renews items. There aren't very many to renew, because even though The Alchemist is long, it doesn't flood you with items. But it's useful in some fun and unusual ways. Alchemy almost feels second to restoring a document or being able to refill a weightlessness or strength elixir endlessly, but then again, if alchemists exists, this is the sort of thing they would ultimately develop. And it's handy in-game, as if you make a mistake with where to use one of your elixirs, you get a small but not insurmountable penalty.

Another focal point of The Alchemist is a mirror that you walk through to visit new weird areas–fantasy staples such as a chapel. You find something new to do there, then move on. It's hard to hate on mirrors that transport you somewhere else, but having this magic contrast with seven-digit codes found on documents laying about didn't fully sit well with me. I wound up more with the feeling of accomplishment I got when I got a microwave or VCR working instead of "hey, I'm exploring a cool fantasy world." Especially since the game has you PRESS 1111111 and then PRESS ENTER–making the magic mirror feel more mechanical and less magical. There are some adherences to old- school parser that don't quite work for me. It's big and involving enough that this sort of busy work drains me a bit. Another nuisance was TAKE ALL/EVERYTHING FROM X, when a one-word verb like, say, CULL would be more convenient. But these are the sorts of things the author sanded down over time.

Sometimes The Alchemist feels a bit color-by-numbers, if you're an experienced player. And if you're not, it won't be for you. But it's fun for all that, and the author has craft. There are no great social insights to be had. It has a relatively low ceiling but also a high floor. It seems that, for non-parser players, just sitting down and going through the walkthrough could help someone familiarize themselves with how parsers work, both strengths and weaknesses. It seems universal but at other times a bit generic, with the various mirror codes. It clearly fell more on the "fun to play" side for me, though. And efforts like this probably will for a while.

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A Christmas Quest, by Richard Pettigrew
1 of 1 people found the following review helpful:
Elf needs transport, does chores, January 5, 2023
by Andrew Schultz (Chicago)

"Elf helping Santa" seems like a good idea for a Christmas theme in text adventures. Being Santa would require the sort of big-picture administrative commands or tasks we may be putting off with our latest game. And between A Christmas Quest and Santa's Trainee Elf, the results are intriguing. There's probably a limit to stories that keep things fresh, but these have enough differences.

The big one is this: STE is full of NPCs, but you have been left behind after an elves' party, and you have one more package to help deliver. There are some optional cleaning tasks and a small bit of gross-out humor (avoidable, I'm pretty sure, and not VERY gross) but the heart of the story is very neat indeed. The present is not too bad to find. The transport is trickier! Christmas games are best when they riff on something you thought was completely played-out, and ACQ definitely does so with a heart-warming way of finding transport.

The main puzzle is actually cooking something up, which sounds potentially really tedious, except once you know what to cook, the why is really persuasive. There is, in fact, a lot of fiddling, but with the imaginary ingredient involved, why you're doing it feels as real-lifey as an imaginary trip to the North Pole can.

The graphics are also neat--they go heavy on the green and red in many right ways, and I enjoyed wandering around once more before calling it a day. On winning, the game also suggests some actions that are the sort of thing a young elf would enjoy. I get the feeling more were implemented, but they might've been hidden.

There are some fiddly bits, such as needing to TAKE something to READ it. But the in-game hints do the job, along with David Welbourn's walkthrough in case I tripped up. So I was able to forgive any parser hacking, or perhaps the latest version fixed some things post-comp. And maybe ACQ could have benefited from keeping score or having a brief list. But then again, if you forgive any game, a holiday game has to be at the top of the list. And it feels like something I could come back to next Christmas and enjoy working through now that I get it in the big picture.

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Crash, by Phil Riley
2 of 2 people found the following review helpful:
Sabotage, with a question of who did it, and oh, space chores too, January 5, 2023
by Andrew Schultz (Chicago)
Related reviews: IFComp 2022

Crash is commendably ambitious both narratively and technically. It doesn't mess around to start. You're given some trivial tasks to fix a spaceship (a microwave and cabinet are out of whack,) but of course those are just an introduction to the main plot. A spaceport to the side blows up. Obviously, someone needs to figure why, and you're the only person on the spaceship who can do so. Not because you're a detective, but because you're conscious. Not only that, you're on a crash course with a major spaceport! There's a lot of help early on with nice touches such as the Unicode character for an arrow. So I felt pretty comfortable attacking things early. And there was an in-game hinting system. I was making good progress while clueless of the very nice PDF walkthrough that came with the game.

My initial try, I spun out early, but the puzzles I solved, I was happy for. The scoring was neatly done, with a list of things you've fixed, want to fix and have to fix. In some cases it seems like there's an intentional bit of difficulty, for general humor or moving the plot forard. For instance, with a pair of bunks, I could CLIMB the one I didn't need to do anything, but the one I did, I couldn't. The alternative verb exhausted me for a bit.

Still, I had a lot of neat stuff to do and found it generally amusing to see or find what the solutions were. Like the microwave, which should be easy to fix, except I didn't have the right tools. Fixing the microwave, though not a puzzle requiring intense technical knowledge or deep building on what was there, had just the right sort of subversions and got that first point that said, gosh, I had Done Something, and of course it wasn't going to be super-simple right away. And I also enjoyed figuring how to go up from the galley containing microwave–you know something is there, and you hear voices, and it's a good part of the mystery, and it plays well on the fear of death and being lost. Then when you hear the voices, you have another choice to make.

I got stuck a bit after opening the way up, where double-checking the scenery got me "Really, the equipment trunk isn't important to the story. But by all means, continue to fiddle with it" and after a bit of wrangling
with the parser, this felt like someone was looking over my shoulder and saying "boy, you are clumsy with tools." I don't think this was the author's intent, and it may be gone in a post-comp release, Needling the player just the right amount is tricky, and a little snark can go a long way in the wrong sort of way, but hopefully forewarned is forearmed.

That's where I cut off in-comp. I'd started to see there were two people with opposite stories you needed to evaluate. I'd found a way to walk outside the spaceship. So I felt competent, even if I wasn't able to stop it.

So it's where I cut off, as I was at about the time limit, and I'd had a satisfying time, technical quibbles aside. Poking afterwards during a more relaxed time, I enjoyed the possible endings (failure, blowing the ship up without crashing into the city, success) and I'd even worked my way through a schematic with the help of some manuals. This is always tricky for me, as I like to play things to get away from technical manuals. And I wasn't sure if I would feel competent enough to make replay worth it, until the diagram made sense, and aha! There I went. The problem of trusting the Sergeant or Captain was interesting, and I certainly felt pressed to respond, but of course, I didn't have to.

Crash felt like a very enjoyable work that definitely wasn't my thing, and I always welcome those. The author's shown a great willingness to learn even more on the forums. And so Crash sort of has the feel of Marco Innocenti's first Andromeda effort in 2011 both because it's Sci-Fi and it involves an apocalypse and old-scoolish puzzles. In 2012, the second Andromeda effort won IFComp.

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Jimmy's Christmas Foul, by Kieron Scott
2 of 2 people found the following review helpful:
Hope the coal next year's worth it, kid!, January 4, 2023
by Andrew Schultz (Chicago)

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.

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Into The Sun, by Dark Star
4 of 4 people found the following review helpful:
Spaceship scavenging maximizer with randomness and a deadly enemy, January 4, 2023
by Andrew Schultz (Chicago)
Related reviews: IFComp 2022

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.

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Twelve Days, One Night, by B.J. Best
2 of 2 people found the following review helpful:
A good small game that turns an annoying song on its head, January 3, 2023
by Andrew Schultz (Chicago)

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.

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Lost Coastlines, by William Dooling
1 of 1 people found the following review helpful:
So many things unexplored, like a dream half-remembered in a good way, January 3, 2023
by Andrew Schultz (Chicago)
Related reviews: IFComp 2022

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.

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