You actually didn't kill too many grues in the Zork games. Maybe none. You just shone a light on them, and they scattered. Here, you are a hungry grue, tracking down adventurers before you starve. There's no standard map to this game. You need to use your senses. It's a timed game, as you starve if you wait too long, both overall and at the final conflict. But there is also nothing wild to do, or any intricate puzzle.
Sight is not one of them, of course. You start with your eyes closed, in your layer, and if you open your eyes, you lose your other senses: taste, feel, smell and hearing. All four of these are used as you stumble through caverns. There's some trial and error here, but the main thing is, if you use certain commands twice, the adventurer is alerted to your presence. They may flee or outright kill you.
It's a sparsely described game, with a tense if quick hunt. At the end, you corner the adventure, and this is where I hit a wall. Some deaths were expected--you didn't prep yourself enough, or you used the same sense twice. But the final one, I just assumed you used one verb first, and I kept trying to find ways to make it effective. (There is a preparatory verb. It makes sense.) I didn't think of skipping over a certain step. There's some cluing here, as the game asks you if you want to, before the adventurer kills you. If you manage to get to the point, though, you have a meal!
Grue is clearly well beyond Zork: a Troll's-Eye View in terms of realism and description and character development. It's fairly quick to go through. I suspect it slid down the rankings due to the guess-the-standard-verb frustration at the end, as well as some other things which seemed like beginner mistakes. However, I recognized the author's name from some Apple II programming groups, so he is no beginning programmer, and he was probably just blindesided by stuff he could fix easily once he knew about it. Inform can just be tricky that way. It's a good idea and worth playing, and it's quite surprising someone didn't do it sooner. It feels like it has some holes that could be fixed pretty quickly. But all the same, I'm very glad it's there. There are a lot of Zork tributes that rely on canon knowledge or are just another treasure hunt, and this is genuinely different.
Aisle clones have been done before, of course. I did one I'm glad I did, but I'm not going to show it to anyone as an example of my brilliance. They help the programmer explore, and they're perfect for game jams like ShuffleComp. Especially if the author draws 50 Ways to Leave Your Lover by Paul Simon.
In 50SL, you're in Tom's Diner (I got that reference!) with your lover, Sam. Soon to be your ex-lover. But what is the best way to leave?
The standard Inform commands fall quickly at first. Some two-word commands work, but all have a parallel one-word command. For instance, LOOK and X SAM do the same thing. Meta-commands work, too, in line with the "poke technically at stuff because this is a game jam" ethos. I had things fall in bunches as I realized what to do. One command forced me to hold down the space bar to see a few subsequent related commands.
This all was amusing until I realized that I had no way to track what I did. Also, the text was overwhelming after a bit. The jokes, for the most part, landed. And, also, I really enjoyed the reject responses if, say, you typed SCORE twice. They're much shorter and snappier. Brevity can be the soul of wit.
That said some of the verbs have to do with love or being dumped, and some are Zorkian in-jokes, and the final one may be a meta-command. I had to use a text dump to see the last few.
50SL does have a few rough edges, with one particular synonym missed as they hacked the parser. (Spoiler - click to show)Z is not a synonym for WAIT. But by and large, it hits the main commands. And I do enjoy the rejections for stuff I forgot I did. It's just that you'll probably leave the hard verbs for last, and that gets frustrating, to be so close. You don't really have any clues--perhaps alphabetical listing of what you got, with ?'s for what remains, would be useful. One word in particular ending in Y irked me, and there was another noun from Zork.
Nonetheless 50SL was memorable enough for me to poke at it years later. I was amused to see I'd already disassembled it during the ShuffleComp judging period, but there were still puzzles involved. I submitted a guide to CASA so you don't have to jump through all the hoops I did, and you can enjoy this game before it potentially exasperates you. In this case it's better to check the hints too soon than too late. It's a neat idea, and you might as well use resources to be able to walk away appreciating it the most you can.
Neo Twiny Jam inspired quite a few entries where protagonists interacted with pets, or where you were an animal. It's not hard to see why--you weren't going to get suckered by detail. It's excusable to use one word instead of a full sentence to describe what you want to do. Oh, and you probably get automatic "cute points." Even without the appealing cover art.
Frog feels like it doesn't rely on said "cute points," which is very good. It quite simply follows the progress of a frog from egg to maturity. There is confusion, and there are roadbumps. The ending was very nice, and you may say "oh, I've seen this before," but for me, it works. There are forces beyond your control that decide whether or not you make it to adulthood.
There are worries about forced charm in an entry like this once we see the picture. If there was any, which I doubt, I am glad I am suckered by it. It was all quite clean and fun and a reminder to be decent to those who are a bit confused.
This was a nice first effort and a reminder not to worry if something you want to write is maybe too light or silly a subject to work. It's yet another Neo Twiny Jam entry that might be trying too hard if it went over 500 words, but it sticks the landing at its current size.
Reading this back in 2013, I felt this piece was a bit too rough or raw. But I couldn't put my finger on what I would do better. It feels too direct at some times, as if it doesn't give me room to breathe. Georgina feels like she is humblebragging to start out. Perhaps one may find her a cipher, or not likable enough, or whatever. But that may be part of the point. Targets of harassment are chosen because, well, they're putting themselves out there too much, or they're trying to hide from real judgment. They're acting too nice, or they're acting too brash. There's always something. So I think some melodrama can be the point, and whether or not we have a big or small win, there's always a worry that it's tripped up, or it's denigrated after the fact. And this is, indeed, not "all in our head." It's placed there by people who tell us we need to listen carefully to what they say, but all the same, their one offhand comment? Blowing off steam. As if you need to pay dues for basic human respect. That Georgina does not get it, both from clear louts and more sophisticated-seeming types, is the crux of Impostor Syndrome.
Because people can, indeed, be awful in many different ways. The place where Georgina feels the worst is a Ted-Talk style speech. There's a lot of anxiety. She aces the first slide, which has her name and experience. Everything else seems to be going okay, even as she remembers small things that went wrong with her process, nitpicks her boss found. Perhaps she should not even be here? Part of a minority quota? Ignoring, of course, the roadblocks that pop up for being a minority.
What strikes me about the dramatic moment is how crude and cruel it is, and how it is done by people surely nowhere near as smart as Georgina. She knows it's better not to look, and she knows it's not original, and she knows it's something she should be able to deflect, because it's been done before. She also knows it's aesthetically wrong. And we do, too, and it's not "freedom of speech" or anything like that, that people can do this with impunity. It's as if there's an unsaid voice saying "seen it before? You should deal with it. Not seen it before? Well, be lucky you haven't until now." (There's a parallel to "You never really listened to Trump" and "Trump lives rent-free in your head" taunts.)
Another thing that hit me--the same guys who micromanaged Georgina noting small things she did wrong (they probably let you know they don't suffer idiocy) do let the big stuff slip through at a talk she put effort into. It's a logical inconsistency and worse. I could picture them, after the presentation, say "Yeah, they were out of line, but you could respond better." Or suddenly forgetting talks they made about taking the initiative to build a positive culture, or whatever.
And Georgina has a chance to, near the end, to dare to get out of her lane and talk about non-technical stuff, but then she's worked so hard to focus and not waste people's time. This is the main choice in IS: you can skip it, or you can have a link-maze. If people are too critical of the aesthetics of a Twine link-maze, they are missing the big picture, but it is a relatively weak point. (I saved, but I still guessed the top five words most likely to do something, then looked at the source. It feels like link-mazes could have a way to be navigable, and I've seen Twine tricks where URLs turn into plain text, which I like a lot. Maybe that could happen here, blocking out similar words. But I sense I am turning into the same people who micromanaged Georgina.)
There are other things, too, placing harassment side-by-side with coworkers flat-out ignoring Georgina or uninviting her from important meetings and projects. Again, it's easy to imagine a voice saying "Oh, so you're mad when they bug you and mad when they don't. You seem to need things just so, don't you?" This is something I don't think I saw on the first reading, but it seems more natural now, and we really need more ways to bounce back quickly.
Working through IS I was reminded of a teacher or two who put me on the spot more than they should have. I think of how I was told others had it worse, just as Georgina was, and yet how I should be impressed by that teacher being so uncompromising! I'm older than they are now and have more access to information, so I can work through the past and know people who remind me of people like that are bad news. But they do seem to gain power.
Still, fight-back strategies are way more at our fingertips in 2023 and 2013. YouTube videos have discussions where even the most generic or overwrought descriptions of mistreatment bring people together. The techniques, short- and long-term, have lagged behind trolling techniques, because the second are much easier to develop. Looking back I'd be more interested in the small moments and victories and such--they are there in IS but intentionally muted.
The author said that this was intended to make people think, and I think it did, but it led me the wrong way at first. That's not malicious like the antagonists in the story leading Georgina the wrong way. But it is enough to say it is an opportunity missed. This should in no way preclude the author to keep fighting and tell stories that need to be told. It's been ten years. Sadly, there will have been more data to help hone said stories. But if we say IS is a bit too direct and the author has the talent to write something more powerful, one thing we can't credibly say any more is that the plot, or the narrator's feeling, are too exaggerated. It's not perfect, but it's very good it's there, as it addresses issues well beyond standard angst.
We've all read a story about someone who was told how they were going to die, took steps to avoid it, and had it happen anyway. Or that someone they loved would die a certain way. Years ago Ryan North built on this to say, what if there was a machine that could tell anyone how they were going to die? It spawned a short-story collection I read and enjoyed. One I didn't find out about until I played Machine of Death. I don't remember any of the stories, but I remember MoD, maybe mostly because it was part of IFComp, and so naturally I read what others had to say about it, and I remembered details.
But I think MoD's interactivity allows us to remember certain things. Anyone who got a card from the machine would wonder about all the details and start what-iffing. It must feel awful to know the walls are closing in, and you aren't even near. So should you? Well, in MoD, you're hanging out near a machine, wondering just that. Or maybe you'll just engage in Deathspotting, a wonderfully evocative word MoD uses that I don't think I need to define. You even chat with someone who got a card. It all seems impossible, even in this enlightened day and age where we can evaluate risk factors for a certain sort of cancer or whatever. But the moral and emotional import is pretty clear. We'd change what we do and who we are. It would be on our mind. Knowledge would not bring power.
So yeah there's a way to sneak out of the mall and say "nope nope nope." You can still learn a lot in the process. You can waste your remaining $5 at a fast food restaurant that gives discounts to people with certain death cards. There's a story of a famous person who did well by embracing his cause of death and another who lied about theirs.
But what if you choose a card? Well, then, there are three scenarios. I don't want to spoil them, because they're quite different and worth seeing, and with something like your own cause of death, it's a surprise. The game lets you restart from the beginning of the death scenario, or you can go back to the machine, where you can loop to the next choice. It doesn't directly allow undos, which might feel artificial given the theme, but this feels about right, since we all do trace through the past and think "could I have done better" and sometimes even hope for verification we did as well as we seemed to.
Suffice it to say one is pedestrian, one is absurd, and one contains a corporate slogan of sorts that can mean anything. This variety allows MoD to poke at certain tropes or obvious considerations without beating on them too much. For instance, if you're in a normally life-threatening situation, you can be risky because, well, you can't die THAT way.
I found the absurdist one to be the least effective, though it gave me the most laughs on the surface. There's some celebrity doppelganger stuff in there, which only goes so far, and because the cause of death is so specific, you really do try to do everything you can to avoid it, which weirds some people out. But hey, it wouldn't be weird if they KNEW. Still, there are ways out.
The corporate slogan is a bit different--you have a boss at work who knows their cause of death, and they let you know "I know my cause of death and I'm not letting it stop me! So I don't want to hear any whining." It's like "there's no I in team," but far, far worse for underlings. One of the main dramas here is getting to work on time. The bad end is lampshaded quite effectively, but the good ending blindsided me a bit and yet still made sense. The author, of course, wrote a lot of stuff to just make people laugh, but I appreciated the twist here, after skewering awful corporate types, to take some sting out of them abusing a catch phrase.
The pedestrian scenario makes a few things obvious, but the thing is--you know you aren't going to die violently! At least you're pretty sure. So everything's okay, right? But then you have a chance to look at someone else's death card. There are some implications there of what you might have to do. But one neat bit is that if you think you can do or avoid something because you're invincible, you only sort of get away with it. You aren't told what state of mind you'll die in, and that's something you have control over, for better or worse, with certain drastic actions.
The author is good at stringing juvenile jokes together without being cruel, and here he's a bit more profound than in In a Manor of Speaking. I can't say which entry is better, but I appreciate them both a lot, and it's neat to see the author have two drastically different successes from one IFComp to the next. MoD contains a lot of deep thoughts and worries under the jokes. It'd be ideal if we didn't need that to explore serious matters, but we often do. Replaying MoD almost ten years after its original release, I felt relief I hadn't found any stupid ways to die. I remembered the ways I worried I might die, instilled by teachers or peers or whomever because I was too careless or conservative. But I do think MoD is one of those things that help you worry less about dying so that you can, you know, pack more life in. And the whole concept of the Machine of Death turns out to have been prescient--ten years ago, we knew that machines knew a lot about you, but with political campaigns and so forth, knowledge of microtargeting and such has expanded to where it seems like machines can figure everything except how we're going to die. MoD lets us join in the fight against that sort of fatalism, or at least imagine how to, which would be worthy even if it weren't well-written.
At the start this just looks like another story about meeting a shade rowing a boat on a river. The river and the shade's identity will be obvious to anyone with a passing knowledge of mythology. Yes, it looks like you've died, and there's not much left, except the entrance/exit interview.
It's something the ferryman has clearly done a lot of, playing Death's good cop, letting you know your possessions don't really matter any more where you are going, and that's really okay. There are two pretty clear paths here. I found the path of resistance clever.
You see, you can keep asking "What?" This causes a number to go up on the screen. That number is, in fact, the ferryman's word count. He has a certain plan to small-talk you into submission, and it usually works, and in fact the direct "it can't be me, this can't be happening" approach is shut down quickly. There's the whole cliched bit about seeing the light, and so forth. It's been heard and done before.
But playing dumb and making him speak eventually makes him mad. You start with four candles, and each hundred words the ferryman speaks wipes one out. This plays along nicely with the concept of a 500-word jam, but it still falls within its bounds, since the conversation can cycle. (It's okay to reuse words/passages.)
The small talk on the boat reminded me of when I'd heard small talk that ostensibly was to put me at ease but really it was to stop me thinking, hey, wait, something's off here. And it is, if you pay attention and poke around. You may need several cycles through. The third solution, between meekly accepting your fate and getting zapped by the ferryman, is clever and satisfying.
It also raised a ton of questions for me. Was the ferryman just bored of their job? How did they feel about the people they helped across?
and how death is inevitable, etc. You don't seem to have much choice in the matter. Or do you? There are a couple of clues that may help you figure what is going on, or after a few times poking around randomly, you may figure out the mechanics. Either way, the third ending is rewarding, and you will feel accomplishment at finding it. I'm not spoiling it!
This was the sort of neat puzzle I'd originally hoped to see in Neo Twiny Jam. It took a while to uncover, and in the meantime there was other writing I found and enjoyed. It would be hard to recreate in a parser setting, which might give too many red herrings with standard verbs, and it also plays quite nicely on the jam's theme. So, well done to the author.
THJ is a short reflection on what it means to be happy, or at least to try to be. Of course there are people who will pontificate "don't search for happiness, search for fulfillment/service/enlightenment, etc." These people are tiresome if they do it too often, especially when you are really asking for ways to help certain things make you feel less unhappy. But on the flip side, grabbing it doesn't work. I mean, we don't like it when other people are clingy around us. Not even if we're the mean sort of people who laugh at others for being too clingy. But all the same, we do want to go reach out and find it and save it when we can for a rainy day.
It's hard to capture how fleeting happiness can be, and in this, the two main characters place a happy thought in a jar a day, to take it out when necessary. But when is it necessary? When do we realize we were happy? I know too often I've been captivated by someone who is clever with dialogue, but they were just selling the sizzle and not the steak. And yet -- happiness is that undefinable sizzle. And this shows through in the writing, as small arguments become big ones. You click through to see more text, and it's never clear where the next thing to click will be. Again, chasing happiness, thinking you've pinned it down, and it changes. Until it doesn't and you realize there's no more happiness to chase.
I found this quite an effective way of grasping something that seems obvious when you're five but is confusing now. It's clearly much sadder than SpongeBob trying to explain fun to Plankton, but it does search for things and acknowledge others do, too. And it highlights pitfalls to happiness without pointing the finger at you for falling into ones you should have avoided. It reminded me of the times I wrote something down and was thrilled to, then I worried it might lose excitement to read it too soon, or too late. Nevertheless, the arguments the characters had reminded me of times I was happier than I thought I was and times I convinced myself I was happy when I wasn't. I enjoyed the perspective.
I'd have played Yak Shaving sooner, but for whatever reason, I fixated on that Ren and Stimpy episode I remembered that wasn't one of my favorites. I did not need to read that in text form.
What I didn't realize was that yak shaving had become a general term for the distracting stuff you need to do just to get through life that gets in the way of the big stuff you want to do. And the author relied more on that, and it's more a satire of, well, all sorts of things. There's a yeti and a yak and a corrupt Dada Lama. With a description like "A more or less matching pair of yak's wool socks, size 90," it's pretty clear things aren't at any great risk of going basso-profundo.
YS has two versions, Adrift and Inform, and I preferred the Inform version, being bigger, though it clocked in only at eight rooms. The author had promised some new locations, but some entirely different ones popped up instead. This only adds to the surrealism, of course.
It starts as a tongue-in-cheek quest for enlightenment. An acolyte tells you you can't see the Dada Lama while carrying any possessions. You, in a way, pass the Lama's "knowledge" to the acolyte. Helping the yak helps you unfreeze a yeti. Some items have the sort of uses you'd expect in a silly game. The end is of the "I learned I learned nothing at all, and nobody can" variety. Though it was surprisingly uplifting. Along the way, of course, you bash some zen tropes that have been done to death, but they're rather fun to kick a bit further.
For some reason I built YS up to be more than it was, even though the author generally goes in for shorter stuff (Excalibur excepted.) So it was nice to get around to it. Ironically I may have done a lot of yak-shaving (to use a new term I was enlightened with) instead of playing YSKG, and what's more, I recognized YSKG as a sort of yak-shaving for my own goals of writing text adventures, which have become yak-shaving for writing actual literature. This made me feel dumb and small until I looked through the jokes again. Then I felt better.
ALL CAPS titles usually raise my blood pressure slightly. The writing contained under them often tries too hard. I know what I'm supposed to feel, but I feel forced to, and that ruins the effect. It's like someone using too many meaningful pauses or voice inflections. Even if I get it, I may just want to pretend I don't get it out of spite. Yes, yes, you're very avant-garde, that's very nice.
But I quickly forgave HRE. It doesn't force anything on you, although it does lay things out so you can't miss some very clever jokes. The flip side is that you are probably so involved you missed a few. There's no shortage of games that poke religious fanaticism as well as those who poke the sterility of a robotic approach to the world, and HRE somehow pokes both without seeming like yet another South Park episode that needs to make sure it's tried to annoy everyone. I'm amused to say that, here in a dystopia where robot popes now control the levers of religious power, the solution to missing anything is to do a good old-fashioned text dump.
So who are you, and what's your goal? Well, Morgan Santemore, instructor in robot decorum at the Mathedral of the Heavenly Code High School. Oh, and a deputy Robot Inquisitor. And with Pope Fortran in town, your goal is to kiss his ring. Everyone wants to, though.
And as the absurdity quickly hits you, the puns and incogruence come flying. Of course, there is winning the game, but if you're like me, you'll want to know the words to the DOSology and Ave Machina. You'll groan at entering the crypt ("you have been encrypted!") or wonder if the 9 in Saint Number 9 means anything, or if the fuse from a saint is more a votive candle or piece of their heart. The puzzles are silly in their own way, too--the final one requires placing a brain in the Robot Pope's guardian, after which they gratefully let you by.
The puzzles, thankfully, require no great robotic calculation. They really do feel classic, the first point coming from more or less following instructions to process a student's test. While some might object to the hygiene and ethics in some of the puzzles, that can be hand-waved away by saying "well, you're a Deputy Inquisitor. You get to do what you want!" You wind up exchanging a lot of dollars with a hermit for a lot of items that seem useless. They give a full refund for slightly-used stuff. This may not make perfect sense, but it's worth a try. Perhaps the implication is that humans can be suckered around.
Oh, there's a chronological list of robot popes, too. It's well worth reading, as many of them are named after languages. Their rule started in 1 ARA (after Robot ascendancy? The mystery is interesting--perhaps we humans are meant to feel silly we can't figure it out) and it's one of those small shaggy dog stories where you don't have to understand the languages to get most of the laughs.
Amusingly, in this well-implemented game, one item that isn't described is a fiction paperback--and the joke works well. There's also a discussion with your supervisor about their job, which ... well, turns into a disturbing inquisition. We've all had power struggles at the office, or stuff we need to say to the boss to make them feel great, but this, oh man. There are a lot of these conversations, which are to the point about what to do (after all, robots don't care about frippery, and anyway you should be smart enough to figure it out, right?) but they do leave me feeling quite hopeless for the main character. This is the neat stuff on the side, besides the puzzles and jokes you must see to get through the game. So you may walk away worried you missed a bit.
HRE does feel intimidatingly smart, and it's very well put together. Coming back to it after a few years, I remembered it as being much bigger than it was. It uses big words like Narthex, which intimidated me (but when Cragne Manor came around years later, I was PREPARED.) It may intimidate you with just how smart it is. It certainly blew me away with "you'll love this or hate this" vibes early on, but after reading the descriptions in the first two rooms, I knew which side I was on. It's really extremely clever, and perhaps my main gripe with it is that I couldn't think of all the thematic puns and such. They populate the game, and they're what you'll notice most, but there's also an undercurrent of dissatisfaction and authoritarianism and idees fixes through the laughter. Sometimes that is the only way to approach such issues.
Oh, also, there are some Tom Swifties once you win, as a bonus.
FBS was written for ToasterComp, where the rules were: implement a toaster, and don't call it that. This opens the door for, well, the narrator not knowing what a toaster is. Enter you as Miles, a servant to Friar Bacon, in some unspecified Medieval year. Friar Bungay, an officious chap, tells you to fetch him.
But where is Friar Bacon? Perhaps that's the wrong question. You-the-player, armed with standard text-adventuring knowledge, will probably find the first clue of where he went. He's not in his office.
To find Friar Bacon, you/Miles will navigate a series of anachronisms, involving electric devices we take for granted. This has been done to death in stories or whatever, but it's still pleasing to figure out what is what. The most obvious candidates are electric light and, given the title of the comp, a toaster. Having a simple peasant find electricity the work of the Devil has been done before, too, but having do so from their perspective as the story deadpans away (Miles is very educated compared to his friend and understands the concept of "letters") reminded me how my five-year-old self might've had my mind blown by stuff that people find natural today. I probably wouldn't find it Satanic (well, maybe AutoTune. I did grow up in the rural US, which was big on that whole scare) but certainly a lot would be hard to describe.
Finding Friar Bacon is different from giving a successful ending (there's another funny one where you just flee,) but it really rounds out the story nicely. He and Friar Bungay come across as nasty people, but all the same, I wonder how I would act in their situation, knowing the existence of technology.
FBS was one of those games always on my radar, but I didn't look at it until I replayed My Evil Twin. It has source code included, which ironically was a look into the past from Inform 7 to Inform 6. And it taught me a lot about I6 that I didn't learn, and how simple it was, and if I didn't quite feel like Miles seeing the papers and knowing what writing was, FBS must have put me that much more in the right frame of mind to learn. This probably wasn't the author's explicit intent, but obviously I'm glad it happened, and to drag out an old cliche, the really good games are about more than winning them. (Another well-worn point: this was speed-IF, so there were typos. The author was obviously smart enough to sort them out if he had time, but I'm glad he spent his time actually pumping up the story and game mechanics and allowing interesting alternate paths through. It reminds me not to worry much about the little things, at least starting out.)
The whole experience leaves me wondering what other neat stuff is just out of my reach. It's very good for Speed-IF, with a well-constructed plot and backstory.