Reviews by Andrew Schultz

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Kobold in Search for Family, by tosxychor
1 of 1 people found the following review helpful:
Satisfying if slightly bumpy, May 14, 2022
by Andrew Schultz (Chicago)
Related reviews: TALP 2022

I admit the title put me off a bit. The wrong preposition could signal much more serious problems. But fortunately the game turned out not just satisfactory but satisfying for me, even though some of the puzzles would wind up forcing me to wangle more than average.

The plot is simple. You, as a young kobold, fall off a cart and wind up in a human city. Since humans don't like kobolds, you need to sneak around. The first puzzle seems simple: find a disguise to blend in. Except it's not that easy! And that's where some custom verbs, along with USE X ON Y syntax (something I'm a big fan of), kick in. One custom verb in particular is clued and makes sense, and it's phased out as you solve puzzles.

You also have SEARCH MEMORY to see if you need to do anything in a location. It's interesting to require such a long command for hints--it certainly deterred me for going to spoilers. However, sometimes I went in for a spoiler when I didn't need to. I had the puzzle figured, but I didn't quite have the right syntax, so I wound up checking if I was on the right track. I was, and things seemed clued well enough, but this broke immersion a bit despite SEARCH MEMORY avoiding fourth walls. For instance, one puzzle requires USE X ON Y, but I didn't take X because X seemed kind of heavy and similar to another object I couldn't pick up. So I went with a bit of parser trial-and-error, but fortunately, there were very few errors to make.

There are also a few auto-deaths with timed puzzles where humans are getting closer. You just have to leave and return to reset the timer, but it's enough to create atmosphere. I wound up running ahead too fast after solving one non-timed puzzle, not realizing a useful item I left behind. So I thought "okay, okay, timed puzzle" while it happened, but it had a knock-on effect: I was that kid, running ahead, looking for their family, not taking the time to get centered and see everything that could help.

The timed puzzles start out pretty easy (just take something and leave) but the final puzzle requires a bit of prep beforehand. In one case, using a verb with an implicit object not only gives a reject but uses a turn. That's not too bad, as you can auto-save, but it's not very hospitable. I also worried I'd gotten in an unwinnable state when I seemed to have consumed an item I didn't, due to a reject message ((Spoiler - click to show)the game says you burned the plain stick, though it's still in your inventory).

Nevertheless, what was going on was pretty clear. There were a few "you can't quite do that" moments that forced me to make logic leaps that were generally pleasing once I pushed on to the next room. And while it's pretty linear, there are clues of side locations once you're stuck, and you'll realize you're stuck. The final puzzle has probably been seen and done before, but it's well done. At what I didn't know was the final room at the time, I felt the game might be ruined if it dragged on too much. There was potential for a maze, but the author cut things off, and it made for a strong or at least tidy ending.

So KiSfF has some rough spots, enough a post-comp release could boost it nicely (lots of parser clarification, implicit verbs and verb synonyms, and also custom bits like changing the RESTART from the generic "Would you like to forfeit the game?") but they're the sort that I think if you know of them ahead of time, you'll be prepared to sit back and enjoy it. And the tutorial does a good job of showing you what you can do.

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Danse Nocturne, by Joey Jones
2 of 2 people found the following review helpful:
memories of year-end speedIf ... and (successful) experimentation, May 6, 2022
by Andrew Schultz (Chicago)

For the first Year-End Speed-IF I participated in, I was a bit worried I wouldn't fit everything in that was suggested. I was assured that was okay. I did my best. There were some really good efforts that put everything together. I was proud to sit down and get writing. I think I got some good laughs. Danse Nocturne got more.

It didn't contain any of the suggested items or plot lines. It was definitely its own thing--not guess-the-verb--more guess the adverb, telling you how you, as a lady being courted, should dance. A lot is clued in the story and text, but you can guess and improvise and go against the story's grain without punishment, too. Guess-the-adverb works rather better and not just because you're spotted the last two letters immediately. There's no real way to gauge, at least at first, how well you're doing or what ending you'll get to the poem. There are several, and based on the stanzas you get, you decide what to do next. Guessing wrong gives an interlude-ish sort of line, which is far cheerier than the standard parser errors.

So this is a sort of guessing game, and there's not necessarily a right answer. You just follow it where it goes, and generally after fewer than twenty adverbs, you get an ending. They run the gamut of emotions.

I don't want to spoil the mechanics too much other than to say it's a Speed-IF game and there's no huge surprise and no need to twist your brain, but there's enough you'll keep engaged and probably won't try experimenting formally and measuring what does what for a while. It's possible, but it ruins the experience if you do so too soon.

So I was impressed and glad Joey broke the rules to bring everyone Danse Nocturne. I wanted to see the source, but I'm glad waiting for the source somehow got lost in the shuffle. I think I had a binary on my computer that I poked at, trying to figure the mechanics, and when I finally noticed the source was up, I was a bit sad to lose some of the mystique. But as a programmer, it was very nice to see relatively simple code (the long topic snippets amuse me--Joey recognized coding conventions were the last thing to worry about when trying to cram content into a 3-hour speed-IF, and he had things set up so adverbs could be added easily) bring complexity into speed-IF, and it reminded me that things are out there, where you don't have to be fancy. There are still rules to be broken the right way. In this case, it's guess-the-word, but it's robust and interesting and engaging, and it's hard to get stuck.

I'm glad I've had Danse Nocturne going in and out of my playing experiences over the years, and even if I'll never write anything like it, it guides the way for the sort of effective rule-breaking I like to see and maybe even do. It's one of those positive oddities where you say "I must know how they do this" but you don't want to know righ t away, as it spoils a bit of the fun.

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A Tale of the Cave, by Snoother
This game, though small, filks McGonagall/A poet so bad it makes us glad, May 5, 2022
by Andrew Schultz (Chicago)

The author told me about this game long ago and I never got around to playing it. He hasn't logged in for 5 years (since 2017) and seems to have disowned some of his early stuff, but this remains. It's a tribute to the very bad poetry of William McGonagall, which is now available in the public domain. I think I went and read it all and forgot to come back to ToC. One thing sticks with me more than any of his poems: someone claimed McGonagall would think twice about moving away from Dundee before the year 1893.

ToC is blandly titled and has little plot, and the only puzzle is an odd one, but that's appropriate, given how McGonagall's poetry itself is not especially rich, and it explores well-known rhymes and overused images. ToC is rather short and all in poetry, with very few rooms and only one real puzzle, but of course too much McGonagall could be, well, too much. At some point, we get the point, and that's that. The cadences are all in the McGonagall style, and years after reading him, I wasn't able to pick out what was original stuff by the author and what was fake. But it was all pleasant. McGonagall wasn't particularly known for his epic poems, and those that were kind of ruined the joke.

There are other, deeper poetry-based games out there, but this is amusing and a nice introduction, and I wish I'd remembered to look at ToC before the author left, so I could say thanks to him.

ToC feels like something that could be expanded a bit for other projects or for other authors (I'd love if someone did an Amanda McKitrick Ros matchup, as bad prose tends to take longer to grate than bad poetry--I believe the author may have let me know about her, too!) and there have certainly been more robust efforts. But this does the job for what it wants to be, and if the author has rejected other juvenilia, he has his reasons, but he was right to keep this up. It's a small joke but a good one.

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Barry Basic and the Quest for the Perfect Port, by Dee Cooke
1 of 1 people found the following review helpful:
The origins of Barry Basic, with some secondhand nostalgia, May 4, 2022
by Andrew Schultz (Chicago)

It's hard to capture the feeling of discovering a new programming language or system and seeing that, yes, some things you always hoped were simple are, indeed. Or that new feature is a bit different in ways you didn't expect. There's a lot of plowing through stuff and educated guessing until it works. There can only be so many ways to do it wrong, right?

That's usually not so hot in games. The plowing through stuff had better be obfuscated by an adventure, or it should be pretty short, and in BBQPP, you get both. It's a two-room game, with Barry's computer room (old BBC Micro, new ZX Spectrum) and the downstairs room where a new package has come in. So there's a bit of excitement built up here and a bit of nostalgia as well, even though I never had a Micro or Spectrum. I did have various programming books I understood progressively more of, the more I programmed them and ran them and tweaked them, and years later I was excited to a PDF-scanned version of a sequel to a childhood favorite. I'm sure Barry did the same sort of tweaking, too, though I don't think a wash-rinse-repeat in BBQPP itself would've been beneficial.

BBQPP doesn't tell you the commands to win, and while it's a guess-the-verb sort of puzzle, the verb isn't too hard to guess, and it feels like when I'm learning a programming language. I start looking for too-obscure stuff before realizing the solution was simple, and it should be, or nobody would want to move over to the cool new programming language.

The first installment of Barry Basic isn't as robust as the ones that came after it, but it wasn't supposed to be, since it was for a jam with a very specific purpose, and I believe it hit the target there without micromanaging the player. But it captured moments of discovery I remember for my youth. Perhaps it only did so because I had already played and enjoyed the two Barry Basic games (as of May 2022--cross one's fingers) that followed it and wanted just a bit more. But it did so nonetheless and reminded me I didn't need any extraordinary excitement or huge fights to have those moments. I wound up looking a lot of odd programming stuff immediately after playing it.

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The Libonotus Cup, by Nils Fagerburg
4 of 4 people found the following review helpful:
Jolly little game where you repair your boat for a big race, January 28, 2022
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

The Libonotus Cup provided a nice break from the more serious entries which certainly had their own virtues. It's a pirate race, replete with weapons, treasure and mythical sea dangers. It's not too long, but replayable, and it has very high presentation values. While I put the web version of my game in Parchment, this goes a bit further, with custom CSS. It's a combination of JavaScript and parser and choice I didn't quite grok technically, but they're blended welll, and it's not hellishly complex. You've got a compass rose that changes to show which directions you can go...that sort of thing! It fits in great with the pirate theme, so LC never wore out its welcome with me, and I once quickly got tired of "talk like a pirate" memes and jokes.

Having the hybrid of parser and choice works well for when you have to do things with ship--you're the captain, so it might be a pain to type, say, "Have Joe tie the knots." It cuts through a lot of guess-the-verb, and it's better than the game spoon-feeding you the actions, which would make you feel less like a captain and break immersion. (Compare and contrast with Sting, where the parser does a good job of putting you in a slightly confused player-character's shoes without, well, confusing you.) and the choice options are quite nice especially when you see, okay, it would be hard to guess the verb for certain actions during the race, and at the same time, having the game spoon-feed you them would break immersion. So LC combines the best of different system, and sometimes the text of a hyperlink changes if you click it.

And if races have been done before, the puzzles are enough to make things rather interesting. You start with a damaged ship (you need new sails and a cannon) one day before the big Libonotus Cup race, and worse, Henry, the shipwright who could help you repair it, is dead drunk in a bar. Searching for a cure for drunkenness is an amusing puzzle, and it's been done before. Twice this IFComp, in fact! I wound up feeling a bit silly it took me a while until I realized there were twice the options I thought there were, and this only happened when the way forward seemed like the way back. One clue in the game text made me feel particularly silly, but it was a good one, and it fits in with the good-naturedess of the game, where even the death text and messages add nicely to the story. It's one of those "I don't want to spoil the obvious stuff. Trust me, it's funny" moments.

The race itself is fast-paced, with an emphasis more on knowing which crew member does what than on having to know, say, how precisely to tie a bowline. But given what a big chunk of the game the race is, you sort of need a bit. And contrasting Libonotus Cup's race with Sting, each captures something different–your character's more the one in charge in LC, and so I was glad they were combined together. Each also both got me googling a few terms, because it left me generally curious, and it was more about "Hey, I want to make sure I'm enjoying this fully" rather than "oh geez more studying before I understand things." The basic choices are: take risks maybe going too fast, take risks in battle, or just sail through. Err, don't rock the boat too much. Well, you know what I mean. It's clear what the big-picture choices are.

LC also has a lot more ways to fail and undo on failure (I like the explanation and GUI for undoing choice-based stuff) so that there's really no risk of messing up horribly.

Doing the arithmetic, it looks like you can buy all the best stuff if you perform a small task to get a discount on your new sails. There also seem to be several ways through other encounters. I played chicken, mostly, to survive, and I got second place. While I still have other entries to get through, my sneaky side is plotting how I might get to first. I sensed pretty clearly that some of my on-boat activites made some purchases redundant, or vice versa, and that all seems clued pretty well. Looking at the source, there are some nice surprises and funny deaths indeed. I didn't give myself the time, but I suspect players who are interested will find that time. I like the author's strategy of providing a walkthrough to get "only" second place.

With LC, I don't have much to say about it other than it's well-balanced and just a lot of fun and well thought out. It's innovative technically and well-tested, and I really like the concept of a race that takes a long while, yet manages to be packed into a relatively short game I want to revisit. Maybe I'll even use those cannons the next time through! And while I tried not to think too much about final placings in IFComp, I was happily resigned to LC bumping my entries down a place, because the fun I had was more than worth it. Other authors in our private forum agreed.

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The Golden Heist, by George Lockett and Rob Thorman
2 of 2 people found the following review helpful:
Outfoxing Nero is, happily, as fun as you'd expect, January 27, 2022
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

I'm always a bit leery of ancient-history or mythology entries in IFComp, because I worry I'll have to know a lot about said history or mythology. Usually, though, I'm proven wrong, and GH was no exception. It deserved the high placing it got, and I'm disappointed I didn't really revisit it before posting this review.

Because this is one of those entries that you just like from the start. So many heists or heist movies rely on crazy technology or gadgets, and--well, that's the case with one of your three companions (inventor, sneak or fighter). But the focus is more on contacting your person on the inside and cashing in on favors your family gained when your father built Nero's huge decadent palace. These days, well, your fortunes are reduced. So you need to rob Nero's vaults and get out. Seems easy enough, since nobody likes Nero, but on the other hand, everyone has good reason to fear him.

Of course there are complications. This is one game I wish I'd seen sooner so I could have looked at more paths through. I can't really speak for historical accuracy, but I appreciate that they didn't take something too obscure, and they didn't put in too many gross details about Nero's legendary overindulgence. I had no clue how many characters were real and who was added for flavor. I wasn't particularly worried. Those that appeared, like the Captain of the Guard, often knew me or my companion, and I saw connections as to how they would maybe interact with others I might take in the future. And a few surprise twists made sense--there are a few once you get in the vault!

The dialogue's also very good. It could easily fall into "look at us, we're making fun of cocktail parties," but the tension of looking for the right person to say the code-phrase to helps avoid that. The misdirection and potential false positives make for quite a story, and thrown into all this is how your companion has made enemies at the party.

I took Fabricius, the inventor, and he seemed to have the right amount of "do I have to" and "you can't make me" and even pushed back when I asked for hints, which worked far better than a fourth-wall voice saying "Are you sure you want to X?" Fabricius had some crazy ideas, too, and I did so want to try them out to see how they'd fail, but then I didn't want the story to end early. Hooray for save points to revisit later. While his storyline was surreal and had an anachronism, that anachronism worked!

A scan of the game text, along with the authors' postmortem, suggests a balance to each of the three companions and how you deal with them that makes things replayable. I wish I'd spent more time doing so before this review was up, but the gist is--there are several bad ends, and you can ditch them or be ditched. Incompetence can be punished, and your choices along the way also affect what happens.

The story makes liberal use of timed text, which you can thankfully click, and I also found the music pleasant and unobtrusive. It doesn't call attention to itself, and it changes just right.

I escaped with nothing but the knowledge I'd performed a successful heist, and yet I'd had my fill of excitement and entertainment. I panicked when I had a priceless relic, because I figured I'd be arrested for just having it. I guess that is why I have to rely on games like this instead of becoming an actual criminal. GH is as impressive as its first impression, and it ended too quickly for me, which was a surprise since I played it near the end of the IFComp gauntlet and was just trying to get through all the games. That speaks to how entertaining it was for me.

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Sting, by Mike Russo
5 of 5 people found the following review helpful:
Memories built around an unexpected nuisance, January 24, 2022
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

Sting, which I beta-tested, is a slice-of-life game that never really intrudes on you or forces you to empathize. It never portrays the autobiopgraphical character as too outgoing or too deserving of your sympathy in a harsh society, or too woe-is-me-I-was-dumb-when-younger, or whatever. The main character's sister is clearly more outgoing and than the main character. But they have a sort of bond through Sting, which explores that and how they see less of each other over time and develop their own lives, but there's still an odd fulcrum.

Perhaps what I liked most about Sting was that it had the right distance. It didn't lean in on you with a Big Message or a Story You Had to Like, but it also didn't go into trivia you felt bad not caring about. It invited me to find my own memories and not worry if they were more or less profound than the author's. This isn't always the case with autobiographical works. They can either be too flippant, or too "you need to listen up for the good of society." These still work in their own way, but with Sting, I felt encouraged to imitate it badly if need be. It took a while after testing it and writing a review in the authors' forum.

That's a general assessment, but I also don't want to spoil too much. Part of the enjoyment is the discovery of something else as you guess how the scene is going to end. The boat race is funny and navigates the terminology well (I enjoyed both finishing last and second.) It has a nice balance of giving you an idea of what's going on and not forcing you to understand the terminology. Getting a player to feel lost is a tricky business, because too much, and they hit alt-F4. I definitely didn't. There's the feel that the people you're racing with aren't going to rub it in, and you've been there before, and you'd really like to do the best you can, but you just don't have the skill, yet. Maybe one day. (There is a way to win. It requires foreknowledge of what goes on. I think I'm close to figuring it out.) It was the most interesting and involving part of Sting to me, because backing up and putting on my game designer hat, I can picture what a hash I'd make of trying to show a player-character in a chess game against someone two or three hundred points higher rated than them. The terminology would be pretty horrible. Which is a bit confusing in the boat race, but not too confusing. Your sister yells at you what to do if you mess up.

The other bits are tougher to describe without spoiling, but the first scene, where you are very young, is well done. An object disappears if you try to examine it, but it's not surreal or crazy or anything. It reminded me of a bee sting I had when very young, and how I avenged myself killing a few bees after that. Yes, it wasn't their fault. Yes, mosquitos still got to me anyway. Yes, I grew out of it.

My later memories of bees are a bit more pedestrian, too: urban legends (?) of the bee in a beer can that stung someone's throat (one more reason not to drink beer, kids!) or bees at cookouts, or even at college football tailgates, especially when my family found lots of cans to recycle at the local Alcoa plant, and then how there weren't any when we moved to Evanston, because crowds were smaller and Northwestern was stricter about litter. I even had a beehive stuck in a dryer exhaust vent outside my condo. They liked the warmth, I guess. The reader may have stories and memories, too, as bees aren't a huge nuisance, but they're there, but not enough to become pedestrian. And certainly when I see kids get upset about bees nearby, that brings back memories. Learning to deal with them took some excitement from life.

The main events work for me because a bee sting isn't quite getting insulted or breaking a bone. It's embarrassing and painful and briefly debilitating, yet not fully embarrassing or painful or inconvenient long-term. And certainly every time I get a rash, even, I think back to the only bee sting I had, as well as the near misses, and the memory of adults taking out a hornet's nest down a gravel road to a pool I loved to visit as a kid, as well as learning the difference of bees vs. hornets and being very very scared of hornets for a while!

But back to the story: you have other small motivators to push the story forward later, too, like groceries getting warm (I almost missed this! Taking the bus to my favorite discount grocer, with good sales on refrigerated/fresh goods, got a lot riskier during COVID,) and the shift from the second-last to final scene made a lot of sense when I slowed down to stop plowing through the testing.

We all have a story like this. It's one we suspect everyone has, until we talk with people and realize it's sort of unique to us. Maybe it's parades or tricycles or poison ivy or even loose nails that tear up shoes or clothes. I'm left slightly jealous that someone could have these memories organized so well, because I don't with regard to a sibling, but Sting left me to sit down and piece through how I'd make a story of my own, of things I remembered from much younger that popped up again and again. They're that profound, but they were mine. For instance, every few years I kick an exercise weight buried under a pile of clothes. Or perhaps I remember the short walk and bus trip to the vet, where I got to show off a cat or two, and that time during COVID when my bus pass expired and I had to run to the vet. And perhaps a lesser work than Sting would have gotten me close to this or made me say "I bet I have that too," but Sting made it a lot more likely. I think and hope there will be such works in IFComp in the future that won't have to compare themselves to Sting, and they won't need you to be blown away by them, but they will be very worth telling, and they'll bring back memories for me and others.

NOTE: A couple days before I revised and posted this review to IFDB, I realized there was a thread I'd seen in chess games. It's sort of my own story, but I want to tell it here, because without Sting, I might not have made the links. I'll spoiler it, for those indifferent to chess or who just want me to stick to the game. Maybe Sting will do the same for you, or your own hobbies or phobias or bugaboos.

(Spoiler - click to show)When I was looking to get my rating up to 2000, someone showed me a weapon against the Sicilian Defense. One line went (sorry, notation is unavoidable!) 1. e4 c5 2. Nf3 d6 3. c3 Nf6 4. Be2 and if ...Nxe4?? 5. Qa4+! picking off the knight. I'll spare you the opening theory, but the point is, you set a few traps, and if your opponent knows them, you still don't have to face the sort of openings they can really prepare. Grandmasters wouldn't play or fear this, but then, I don't play many grandmasters.

A year later I played Ron, a chess hustler who went to my high school 20+ years before me (later Harvard--I didn't go there,) and he fell into the trap. But he started laughing and joking around and pointing out how he might be coming back and things I should watch out for. His extra pawn controlled the center! My extra piece maybe wasn't doing much! And so forth. I wondered if he was making fun of me, but we got to be friends, and he encouraged me and showed me other things.

But I gave up on chess for a long time and didn't see Ron my one college summer. In 2012 I read he'd drowned in an undertow, just offshore from his friends playing chess. And I never got to ask him if he fell into that trap on purpose. There were still a lot of lessons, from that and others, so it didn't matter, and it was fun to imagine either way. When I got back into online chess in mid-2021, I didn't want to face preparation, so I went for the system above. I guess I did the stinging--sort of. Sometimes I'd be shocked someone rated 2000 would fall into a trap and wondering if I didn't really deserve the win. Sometimes they'd bounce back, and sometimes they wouldn't. Black's center pawn mass made for an attack or tricky endgames. I even had some slip-ups where I blundered back against people rated 300 points lower. One pretty strong opponent fell into the trap twice--oops! (I've done that, too.) But no matter what happened, I saw the possibilities in the game, and I welcomed the fight, not worrying if I should be winning quickly or I deserved to cash in on the trap. It just encouraged me to take my chances better the next time I lost material early with a silly blunder, too. Or, for that matter, to bounce back better if I flaked in real life. I didn't feel too dumb or clever after the computer dissected the possibilities I missed, for better or worse. So there were a lot of wrinkles.

Ron wasn't related to me by blood. He probably did this for other people, too. But Sting helped remind me of him and that silly opening trap and pull my experiences apart to realize a few things, and it provided some closure.

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Closure, by Sarah Willson
2 of 3 people found the following review helpful:
Clever and cute, but I'm just glad it's not TOO immersive, January 18, 2022
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

Closure is a potentially unsettling take on the whole escape-the-room genre, but it still has wisdom and humor. Your friend has just instant-messaged you for instructions to look through her ex-boyfriend's room to find a photograph of her. It's in the last place you could possibly look, of course, and along the way you and Kira learn a lot about the relationship. Using the thought bubbles as instant-message text in a parser game makes Closure stylistically pleasing, too. I wasn't surprised to learn that one person focused on the story and the other on the CSS to get things going, because both parts are well done and substantial.

This division of labor generally leads to a game that places well in IFComp and deserves to, and Closure is no exception, even if the plot may seem in the "that's something I'd never do" department. I can't say I'm comfortable with the thought of the player helping someone rummage through an ex-boyfriend's stuff, but first, I've had moments of nosiness where I didn't have the will-power about far less than a romantic interest. Also, I suspect Kira wasn't in the mood to hear "just get out, already." This could've gotten creepy fast, but I'm going to go with "friend got emotionally blackmailed into support and is trying to minimize the damage," because I think Closure does a pretty good job of establishing who's mostly at fault in the breakup. Kira, the broken-up friend, gets what she deserves for snooping around, but she's not totally humiliated.

At the end I was just sort of glad I didn't have to put up with Kira any more, but I had to admit it was a clever idea and well-executed. I may just have been put off by things a bit because I've had people who shouldn't have looked through my stuff do so and provide a really horrible justification later. But Closure does a good job of giving Kira what she deserves without going overboard on the humiliation, and that's impressive. (She's probably better off without her boyfriend, too, as we learn.)

Logically one wonders why Kira would need to call a friend to ask what to do next when searching through a room that Kira herself is in and her friend is not. But la couer a ses raisons and all that. People ask for support in weird ways, and it's not so much about the actual instructions as wanting to hear "I understand you need someone to listen" while leaving it unsaid that what they're listening to is a bit off their rocker. Of course, all Kira wants to find is a photograph. She's pretty sure it's there. It's up to the reader's imagination to figure why. And of course it's hidden, and it's a bit sad where it turns up, and Kira needs to look around just a bit more than you'd think she would. And her boyfriend TJ's new flame's name also led me to wonder if there was a Call Me Maybe style twist at the end. The main twist, to me, was that TJ was telling little white lies to Kira that you couldn't blame him for, and then he got sick of having to keep track of them as Kira began seeing inconsistencies, and, well, I sympathize with him even though I've never met him. Not that he's blameless--he moved on pretty, uh, significantly. I think we've all had people we tell little white lies to, to keep them from blowing up, and then they turn around on us and cut us down for not being truthful. And it's very good that Closure gives us TJ to empathize with, flawed though he is, to counterbalance Kira's burglary.

The fear in Closure is purely psychological. There is no potential confrontation. But Kira suffers enough embarrassment and disappointment when she realizes she hasn't been a good person. But at the end, I wondered if TJ ever looked for that photograph or even knew or cared if it was missing. However, though Kira and TJ are probably best off not looking back at each other, revisiting Closure provided me some learning moments, both from the CSS and the actual plot that reminded me of less-than-savory people I once thought I couldn't do better than.

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Dungeon Detective, by Wonaglot, Caitlin Mulvihill
3 of 3 people found the following review helpful:
Upside down and straightforward at the same time, January 13, 2022
by Andrew Schultz (Chicago)

Some IFComp entries give you a "why didn't anyone do this sort of thing before" feel, and Dungeon Detective definitely falls into this category. It espouses no great philosophical views or breakthroughs, and while well laid-out, it's not super technically proficient. But it is a smooth, fun experience, with amusing characters, and I'm glad of all the bases it covered.

You, as a gnoll with somewhat broken English, offer your detective skills to a dragon who is worried treasure is missing. They have enough, of course. Dragons aren't greedy, at least not in the game-world. But they want things to be safe for others that dwell in the dungeon. You look through for clues and rumors, and there are five pieces of evidence that you need in order to nail down the perpetrators' identities. None of this is too esoteric or demanding, and the exploration feels just about right. There's no grinding for experience or anything, either, and DD even tracks the clues you've found so far, so you don't have to.

The end result, when the dragon interrogates you about your findings, is satisfying whether the dragon's convinced or not. They are a sporting type, so even if you mess up, nothing horrible happens to your character.

DD is the sort of game that could've been overwritten easily and beaten the joke to death. But it is also not underwritten. It hits at a lot of neat points. Whether or not you get the joke before officially solving the case, there are good laughs to be had. It's all well-constructed, and I think I played a post-comp version so I didn't encounter the bugs earlier reviewers reported. It's one of those entries where you have a relatively simple joke that won't baffle people, but it has enough side passages that it's legitimately fulfilling, and it's not just a joke.

I worry I potentially spoiled the experience with what I've written. But I don't think it's totally spoiled. I can't be the only person glad 1) that it exists and 2) that it was done well and got the expected laughs and then some. As someone who'd be exhausted if I went in for super-deep philosophy all the time but doesn't like vacuous entertainment, I found DD fit my needs well.

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The Dead Account, by Naomi Norbez
1 of 1 people found the following review helpful:
Death, social media, and burial in/by social media, January 8, 2022
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

The Dead Account closes some of the loose ends for Weird Grief (WG), the author's other entry in IFComp 2021. You work at HiveKind, a social media network, and it has algorithms to detect if a member has died. A new update means their accounts must be closed and deleted. It's your first account, and it's pretty straightforward. The closed account, you-the-reader soon find, is Mike, whose funeral kicks off WG.

Through a list of chat logs we see people asking why Mike hasn't responded to their latest text. He's usually good about it. We find out how Mike dies, and the characters get closure for his untimely death.

I'm curious how I would've reacted if I hadn't played WG first. Learning about Mike's lifestyle later would, I hope, not have mattered. But TDA answered some questions: why Mike died, how people miss him, and what the fallout is. And it deals with some issues I've long thought about. I'd like to leave something cool on the Internet. Are my games enough? Are those game guides I wrote for my favorite Apple games enough? And how do we deal with people dying?

It wasn't a huge problem at first. But it will be as time goes by. It was certainly sad to me that Mike's death coincided with the new policy so soon after. And certainly I can empathize with the characters needing to talk to Mike. I've left comments on social media platforms to people who've probably long since left. I don't expect a response back, of course. I just need to say it, and maybe followers paying attention will be reminded of or discover someone pretty neat. Or if something pops up on Twitter saying someone lost their pet or, worse, someone they love, I leave a like. It's just important.

As for Mike himself? He's special in his circle of friends but not Someone Super Special. He's not especially brilliant. He seems to deserve a memorial, though. And I think most people at HiveKind or wherever would like to keep them up, because they will have friends they lost. Yet at the same time, disk space is finite, even as technology improves. There's going to be an upper limit, even as disk space gets cheaper. And it's not practical to resurrect stuff like GeoCities. What do we do then? This isn't as critical an issue as, say, how overpopulation may drain the Earth's resources, but it's impossible not to care about a bit. You feel as though the characters should have something, and even though they could make up their own MikeBot, it wouldn't be nearly the same as pinging his HiveKind account when they knew he wouldn't respond.

The closest I've come to this is having to get pictures from my old PhotoBucket account. I kept getting "MANAGE YOUR ACCOUNT OR LOSE YOUR PICTURES" messages. Some pictures were ten years old. I was able to download everything quickly and efficiently, just as the characters in the story got 24 hours to download chat messages to remember Mike. But I also kept getting the MANAGE YOUR ACCOUNT message even after I signed up for and canceled a membership. It took Photobucket backing off before I was finally able to hit delete for good. They were on my hard drive, but I still wanted them Out There.

TDA brought up these disturbing issues without rubbing your face in them and certainly reminded me of the things I really wanted to do. And while I wish there would've been more of a story around the moderator who made their decision whether to follow policy, I think the author is within their rights to keep the focus on Mike's circle of friends.

TDA is one of those entries where you don't have a lot to say, as Getting All Literary ruins the point. You realize these are things you think about, and these are things people quite unlike you (such as, for me, the characters in WG and TDA) think about. You're glad others do, even though they're uncomfortable. It makes other thoughts easier to face as well and removes the "I might be weird for thinking this, but ..." overhead from some of our tougher thoughts. There are plenty of entries in IFComp that give us what we wanted, and we should not begrudge them. Some, like TDA, finger stuff we didn't know we wanted to discuss, or we just forgot.

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