Reviews by Andrew Schultz

IFcomp 2021

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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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Taste of Fingers, by V Dobranov
3 of 3 people found the following review helpful:
Once you get it, ... eyowch!, January 7, 2022
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

If you may need to play something through twice, it's best if 1) it's relatively short and 2) it gives you clear alternate paths through and 3) it's rewarding to play through, because you see something you couldn't have expected to the first time. ToF is three for three here. Simple arithmetic makes it clear that re-reading through is constructive: at two critical points, you get to choose two of three memories for a tourist/businessman (their business seems more than a bit shady) in China to follow, then the story pushes forward. So if you say "Wait, what?" to the story at the end, as I did, the next time through, you can stabilize with one of the memories you've seen, then push forward with one you haven't. I was going a bit fast. So this was, in fact, an effective way to tell me: hey, look again, you missed some clues. I did.

ToF, ostensibly at first about zombies the narrator sees on a trip to China, has a twist. The person is revealed to be less than saintly. They are holed up. They know they can't go outside. Then the viewpoint switches to quasi-military personnel hunting down a rather big zombie in a coffee shop ... and we can assume the original narrator is that zombie, and they saw the personnel in their Hazmat suits as zombies of a sort, because they do look alien. We learn there's a virus that turns only certain ethnicities into zombies.

This would have felt ripped from the headlines in 2020 or this year, but it was apparently written a few years before. I certainly didn't need this sort of scare about how COVID could be worse (my basic fear was it would mutate into something more contagious like, well, the Delta or Omicron variant.) And, in a way, COVID has targeted a certain sort of person through misinformation. Thankfully hospital staff aren't and don't have to be as ruthless as the exterminators in the story, but there's obviously a toll on them or a temptation to think "this person asked for it." I've certainly long since grown weary of schadenfreude stories about "hey! This idiot promoted misinformation on Facebook, and COVID killed them!" The main character in ToF, it must be said, is worse than average.

Seeing a new vector for how awful COVID could be is, of course, not the sort of uplifting thing anyone's clamoring for right now. But it seems like a logical and nontrivial extension of how the next COVID could be worse, and other passages reminded me of where I can't visit and how and why, and ... well, quite bluntly, I'm glad I'm not the only one having worries, and sometimes when someone else puts their own worries into writing so well, it at least stops the vagueness. There've been all sorts of things COVID has cut short or made annoying: for instance, making the choice to eat something I am missing an ingredient for, or finally getting to not-waste a grocery purchase I made, instead of actually going to the store. And even when at the store, worrying about people who would not wear masks and ignored the one-way signs (bonus points for cell phone yammering) and thus raise more unnecessary risks. Again, the narrator is far, far worse, and the examples I cite are not worth getting worked up on a personal level, but ... too many people are like the narrator, and their petty actions may increase the risk all around. ToF's narrator, with his need for adventure despite what must've been frequent and obvious warnings, reminded me of that. It was worryingly pleasing to see him meet his fate at the hands of soldiers who were, conveniently, just doing their jobs, but they sure had fun doing the parts that would put most of us off.

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How it was then and how it is now, by Pseudavid
2 of 2 people found the following review helpful:
There's emotional reasoning hidden behind the spatial reasoning here. I think., January 6, 2022
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

HIWT promised to be interesting for me, as it described "two smart people walking to the center of many disasters." I like writing stuff about people who need to be smart, or are seen as smart, etc. And the main characters are characterized very well. They've had arguments. They argue over what they should remember and what the other person should remember. Oh, and they've been called to stop a huge apocalypse where everyone is turning to collections of geometric shapes (fingers become cylinders, head becomes a sphere, etc.,) and you're trying to run towards, or away from, something called the Exit, which will help stop all this. Unless you make a wrong step and get geometric-ized yourself. The puzzles alternate between telling which 3-d solid a graphic is a cross-section of, or having three lines between greater-than and less-than prompts. I (Spoiler - click to show)cut and pasted them to text and still seemed to get myself into trouble. So these may be red herrings.

Some parts of the work seem to be deliberate clues: the number of sides determines where to go next. So it seems like some of the talk choices between the narrator and Ciara, whom he is seeing after a long layoff, matter. As does whether you get the intelligence test-y choices right. They seem like they shouldn't be hard, but I wound up failing. I know my 3-d solids and what cross-sections look like. I also seemed to avoid bad choices some of the time, but the text still clouded over randomly, and Clara asked if I was okay and was sure I would figure it out, before I didn't. The text being blotched out seems to indicate I'm doing something wrong, too, but I can't catch what I did wrong or how the puzzles affected how I should respond. A look at the source seems to indicate that you die anyway, trying to relate to memories with your old friend (lover?) after your jobs split you apart.

And the text is interesting--there's a good deal more beyond what I saw, where you and Clara squabble as you run towards the Exit. I never made it. Later pats of HIWT seem to indicate that you coordinate with other people a good distance away. I never got there, so I never fit the writing in with the narrative.

This is one where I'd appreciate a walkthrough, and I assume there is a hearty helping of misdirection, since what I thought were logical tries for the puzzles didn't help me progress. Once I see it, I'll say "Oh, geez, of course." Perhaps you have to be not too mean or not too nice to Clara. But if so, I didn't quite see how that was clued. Still, what I saw, I liked. There may be too much misdirection in the puzzles, but the narration as you run towards the apocalypse to help fix it is strong.

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An Aside About Everything, by Sasha
1 of 1 people found the following review helpful:
Great title but short on memorable bits, January 5, 2022
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

An Aside About Everything seemed to promise a universal message and maybe didn't quite follow through on it, but it was still quite worthwhile. You're some nameless man or, more precisely, Him. You want to find a woman, whose last name is an initial. This reminds me of an admonishment from Geoffrey Braithwaite, the protagonist of Julian Barnes's Flaubert's Parrot. Rule 8 in particular: "8. No novels in which the narrator, or any of the characters, is identified simply by an initial letter. Still they go on doing it!"

Now I may or may not have started my own writings with a character named A. and later, when I was feeling adventurous, J. But AAAE started this off with a main character named Him and K, so along with the title, it felt like it was swinging for the fences with someone generally-named. It never quite got there, and the conclusion, though pleasant, didn't feel earth-shattering. But it had enough for enjoyment.

You, as He, start off in the sort of dingy detective office Geoffrey Braithwaite, again, might cluck at if he played lots of text adventures, parser or twine. It's in The Void, though, and you can escape to it at any time and return to the Outer Ring and, later, the Inner Ring. Along the way you meet a bunch of women who give you information about K. Why they know this, it's not clear, but they seem to have nothing better to do. One has an assortment of pills that give different emotions. You have to find four weird objects to give her to get all the pills, but then, you only get to take one pill at the end, which is kind of a bummer. I have a chance to take mind-altering drugs I never would in real life, and it's taken away from me for .... a revelation that, apparently, the journey is more important than the goal! This is nice, but it belies the game's initial ambition. Perhaps the narrator needs to learn this sort of thing along the way.

But this is sniping on my part. Looking back, it makes sense. He uses four women to get at the woman he really wants, and he has to realize he's been using them, and he has to admit he went about things in the wrong way and didn't deserve K's attention. So it all neatly folds together. And if I knew the ending was coming, I was surprised to remember things I'd looked long and hard for until they weren't worth it for themselves. But I realized things on the way, and I realized I realized things on the way. It just felt a bit blunt.

My adventures where I found this in real life were far less supernatural. For instance, I remembered books I loved as a kid and picked them off with city library intra-branch loan, and tracking down everything by an author or everything in a series was a rewarding sort of adventure, and AAAE felt like that. But it wasn't having the books so much as going through the process of finding what I wanted quickly and no longer missing it or worrying I was missing something big. And of course these books weren't perfect, but they were worth finding, and doing so encouraged me to tackle bigger projects and not be upset about what I missed.

Or there was that BASIC game programming book I remembered a year ago. Another BASIC book tipped me off to vague memories, and I followed the trail until I saw a cover I recognized. Then a friend tipped me off there was a sequel, which I built up in my mind until finally I just went through with it. The programs that seemed so profound, and they seemed, well, pretty cheap, and the sequel objectively wasn't much more. And I couldn't blame myself for not typing them out, or I recognized the coding was weak, and I realized I'd even remembered some as far more complex than they were. It was something I thought I had to find, though I didn't really. But when I found it, it was good enough. (The books, by the way, are by David Ahl.)

Him's realization reminded me of this and more. I don't know if I stayed fully tuned in for AAAE, but part of that was that I was connecting to His experience. And His being able to manipulate women to get what he wanted paralleled a Julian Barnes (again) short story where a person slowly got everything he wanted and asked to be truly happy and then was left with just his life. AAAE felt like that, though it took longer to get there and didn't have the same punch. I don't really remember whom you need to manipulate, and for what, beyond Luna. But it had enough for a good, positive think.

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Recon, by Carlos Pamies
1 of 1 people found the following review helpful:
Fast-paced, but critical parts may zoom past the 1st time, January 4, 2022
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

Recon has maybe the coolest stand-alone puzzle in the whole comp: the bookcases that clue you to a computer's password. It's a funny moment for me, and yet, it doesn't feel quite right in something with the plot of Recon--how you're a rebel leader who plans to meet up with his girlfriend at a bar in a dystopian Baltimore, but she is missing. Cue warnings that the police, or rather the restrictors under the control of a large conglomerate called Faro, know about the meeting followed by a chase through the city and up to an earthscraper, in order to find allies and information to see where and, eventually, why your mate disappeared. Along the way you-the-player also learn why you are so motivated to take down Faro.

There are plenty of ways to die, and quite frankly, they're interesting and fill in a part of the plot that playing through can't. There's a real choice between disguising yourself fully and getting a bionic arm. Each gives different puzzles, which feel a bit like the author showing off technical prowess, but they're also effective, and many give a sense that you need to hurry. While a torture scene felt a bit clumsy and was thankfully not explicit, there was certainly the expectation you had to abuse your captive just right, balancing threats and violence, which was a bit unpalatable but certainly created tension.

We don't get to see a whole lot of dystopian Baltimore, but there's certainly enough: checkpoints, smuggling and the like. The main reveal is inside a biological/cyborg-ish research facility. While it explained why your girlfriend X was missing, I really didn't grasp the whole story until I played through a few times and did some proofreading for the author. Meeting X, your girlfriend, felt a bit flat, too. People's reactions to traumatic and irreversible incidents don't feel right. But the thing is: there is, in fact, a happiest ending, with a surprise at the end if you survive. Check that: two surprise endings. One is about your pet/friend Blanco, and it always shows up. The other can be happy or sad.

And I think one thing originally off-putting about the game was that I shoehorned myself into final choice where neither really made me happy. It does have a save feature, but all the same, I thought this was The Ending. Some of this may be since things get lost in translation ("thanks for your time" after a dramatic ending is polite, but Recon is not a polite game) and the blurb and game mention too much about the "social and economic gap," which isn't the way to keep things fast-paced. Recon does better when it shows this, via a flare-up at a city border checkpoint. There might be a bit too much "Hey, here's where we go next" dialogue as well. And in some cases, the tries at quick "let's hurry" dialogue fell flat to me, like when you leave a tied-up captive behind. But we have pretty clear cases of betrayal among family and friends, and that's a good foundation for a story. And there are a lot of ways to die, which feels appropriate, given the high stakes and the dystopian feel I assume the author wants to give. These ways added color to the Baltimore the author envisioned, and so if some felt a bit out of the blue, I was glad for the detour (you get bumped back to the chapter's beginning) and the explanation that, yes, Faro's power is pretty stifling! The part where you contact another rebel leader, Olga, felt very good too. There's a third character that adds drama and tension.

I have to admit I wasn't clear on if Blanco, your companion, was an actual cat, or more like Red Dwarf's cat, or something in-between. I may have missed it. In fact, I did miss something critical about Blanco the first time through. But Blanco is a trusty sidekick in fights and makes for an interesting character I'd have liked to see more of. Perhaps Recon's too-puzzly puzzles made me miss out on a few details, or perhaps I was tired when I played it. I needed a re-read to understand things, but on the other hand, it was fast-paced enough that it was no problem, and if you enjoyed either disguising yourself or accepting a bionic arm, you have a ready-made path through with the other option. So that should work out well.

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extraordinary_fandoms.exe, by Storysinger Presents
3 of 3 people found the following review helpful:
Friends + Learning CSS = healing and growth, January 3, 2022
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

EFE in the big picture can be tied up pretty quickly. It's a story about someone who finds friends and relief on a Discord server. They learn to code. They become a part of something. Their life takes a big jump. The different dialogue choices seems trivial. If you're worldly wise and cynical, it's all a bit too simple. And yet it works. Maybe it would wear out its welcome if I read more like it, but as of now, I can take it for what it is, and certain parts resonated with me. A lot of times I caught myself saying "No, no, it's all more complex than that." Strictly speaking, yes. But then, the voice that said that was partially influenced by Authority Figures (including a few younger than me) from way back when, who muddied things on purpose and who didn't let me enjoy small victories. They were melodramatic and oversimplified in their own way, which was far worse. And EFE helped me push back on that, so I'm glad it's there.

It's presented as a sequence of brief chats where pinecone logs into a Discordant chat server, introduces themselves, hits it off with other fans of C-Project, which is a totally fictitious anime, and begins doing some role playing and offers to help with what is a pretty downtrodden wiki. They doesn't know coding, but others are happy to help them learn. Pinecone doesn't know everything about CSS and thus makes makes oversights, and that's okay. This was probably the part that hit most for me, because my experience with coding was first, learning BASIC, and then feeling guilty I wanted to learn about graphics or other neat stuff to make games instead of the Real Stuff that Pushed Research Forward and Took Advantage of Given Opportunities. I remember being in a summer program after 8th grade where other kids and I learned Pascal, and the instructor was noticeably cool on me wanting to just make branching-story games. Even back then there was a lot of one-upmanship, of bragging about what they knew without passing the knowledge on, of playing both sides of the coin: "Boy! This is hard! I must be smart to figure it out!" and "Boy! How'd you not know that? I know that! Everyone knows that!" It's nowhere near the abuse Pinecone suffers, of course, but it is there, and it's unnecessary, and those CSS guru-ing sessions worked well for me as a reader and person. I'm glad it's out there, and I'm a bit jealous I missed out on it.

It never struck me that the "accelerated" class and competition were, in fact, inadequate for my needs, because it wasn't just about helping you get ahead, but about competition, and the people at the bottom got looked down on. Pinecone gets that every day from their father. So I can relate. For me it was just a "fun" summer program and a high school class that left me thinking I wasn't a "real" coder. It persisted through college when I learned HTML on my own but felt I didn't have the passion for real programming that other students in the computer lab did. And later when part of code reviews, I was unable to disassociate the jostling for power and "haha look what you did wrong" or "You DO know THIS, right? EVERYBODY knows this!" or "this is easy, easy enough you better not ask me again if you forget" from legitimate "hey, look how to do this" or "hey, let's throw in some details." It's not easy to blend just showing someone cool stuff with pushing them forward, and while EFE doesn't explore this rigorously, it does establish that role-playing, etc., can lead to people wanting to learn to code, and no, that code doesn't have to be super-abstract or impressive, and part of learning to code is, in fact, learning what shortcuts people ahead of you took and which ones worked for you. There's a parallel with making friends: some people act as though it is very hard to make real, good friends. It is, in a way. But people who act like coding or friendship is a series of trials they deserve to dish out to others? Well, that's not abuse, but it's certainly not a good thing.

And Pinecone seems to be learning to accept this. While I think there were too many choices that were too-similar, having a few, especially between plain thanks and "gee, really, wow" established that Pinecone is the sort of person who worries over choices that don't make a difference, because they can't help it. Perhaps if they said something different, their parents would've behaved better. Really, Pinecone should pay more attention to their own family! Of course, when Pinecone needs to say something different, it had better not be TOO different, because that gets you looked at funny, or whatever. We've all had people who played these mind games, where we just have to say the right thing, but we have no chance. And it gets in the way of accepting situations devoid of such mind games. Some, I found hard to accept at first, or if I stuck with them, I rationalized why they wouldn't last. Pinecone is able to accept this in the end. I've learned to, too. It seems to be fertile ground for a lot of stories, and I wish EFE would have explored it a bit more.

One thing I want to add–I usually hate timed text, but it works well here. So often in twine it feels like an implicit "Hey! Listen up! No, you can listen up better than THAT," but here, it signifies a legitimate break when Pinecone disconnects from Discordant and probably doesn't want to, but real life must take over for a bit. As the story goes on, I wondered what sort of awfulness Pinecone's parents were up to each time Pinecone logged off.

The result was a work that didn't get in my personal space telling me whom I have to sympathize and why. In fact, it's nice to picture Pinecone learning how to deal with personal space and not worry about getting in others', both implicitly and with any creative works. It still gave me something to write about: here and for my own private journals. I got some good snarky lines in at people that don't remember me. I wrote stuff about learning coding that doesn't belong here. The main thing? Just knowing that "simple" games do, indeed, work, and you don't have to be a super-brilliant coder to make others' lives better, makes me happy. I don't necessarily need a super behind-the-scenes look. I just still appreciate the affirmation that not really being able to get stuff done around certain people isn't my fault. Like the guy in the accelerated summer class who got called "Yes, Sir, Mr. Studly Aaron, Sir." No, I wasn't lazy or jealous of his brilliancy. Yes, I'm kind of glad I forgot his last name so I can't Google it.

So my take-away is that the fandom itself isn't extraordinary, though Pinecone's jump in life quality is pretty phenomenal when given something like normalcy. Pinecone seems to have learned that sort of interaction shouldn't be seen as extraordinary. Perhaps the work is too black-and-white about abusive parents and a supportive teen social group and how quickly things can change. Perhaps I'm jealous I never had that fully supportive teen group. Let's just say there were oddities in my family life, and kids in the Smart Classes said "boy, in case you're not lying, you're dumb to sit there and accept that. Oh, also, shut up and be grateful for advanced classes." Or it's too optimistic, about the turnaround Pinecone's friends help her achieve, and Things Don't (Usually) Work That Way. Yes, there are probably diminishing returns to scale if I would read too many similar works. Yes, reading too many might put me in a dreamland that prevents me from doing stuff.

But it is worth finding a work, or a community, that hits that sweet spot just when you got cynical, where you seem to be good at something and it feels like it's no big deal, but it is, to other people. It is believable, far more than the standard "if you believe it, you can achieve it" melodramas with a rags-to-riches story. Someone quite simply finds acceptance, acceptance most of us think we need, but we figure it's not enough. Here, it is. Pinecone finds a niche and doesn't worry about who has more Programming Experience Points or whatever. Maybe Pinecone never takes on super-big projects or reaches the top. But Pinecone finds acceptance and peace. And even though I felt EFE may have cut corners or left something out (maybe for a sequel, perhaps, when the author has had more time to reflect on things,) I want to label it as a Good Thing well worth looking through for someone who feels blocked from learning new coding. Yes, it felt too general at times, and I felt the author may've holding back the sort of important details that are hard to write down. Perhaps exploring Pinecone's doubt more, or what their parents would think of such a project, or Pinecone fixing other stuff they missed, would be a good idea for a follow-up work.

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The Miller's Garden, by Damon L. Wakes
2 of 2 people found the following review helpful:
Quick, efficient motivation and reflection without philosophical cliches, January 2, 2022
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

The author has labeled TMG as "experimental," and on my first play-through, that seemed like a cover for "heck, I'll throw something together and claim it's experimental." Oh, sure, the graphics of gardens depicted as rhomboid tiles was cute. It's neat that people offer that sort of thing on itch.io for free, and I think the visuals worked well with the game. But that was it, right?

Because the gameplay seemed awfully repetitive. Not annoyingly, tediously repetitive, but hey, once you get it, it's not too hard to keep going. You've been left some land to tend to, and the lawn and flowers and watermeadow by the river keep eroding, so they need to be tended to more. There's a pamphlet discussing the flooding, which seems like a red herring, but it's not, because the mill you've built is the reason the river is redirected and ruining your nice garden and such--also, the dry text says-without-saying that this sort of thing destroys beauty. It's not hard to figure how to be able to tend to everything you need to for each day of internal time. You then fall asleep, tired from your exertions, before you wake up and have to do it again. So after a bit, I said, okay, I get it, and I, in solidarity with the main character, fell asleep. Then I woke up and poked around to see if there was more. There was. A game-day later, I went through the motions and was asked "Is this how you wish to spend the rest of your days?"

The irony is that I probably wasted more time with more "interesting" stuff before I came back to TMG to see the whole point of it. Even then, I sort of missed the point until I thought about it again.

So the experiment worked. What seemed like a nice, harmless, tidily-packaged fifteen-minute game left a question stuck with me. Sure, I'd asked it before. I'd had others ask it of me, in that “your time isn't valuable but you're morally obliged not to waste it” sort of way. I'd felt bad not feeling fully inspired by people yelling "GET OUT THERE AND DO WHAT YOU REALLY WANT TO DO." It reminded me of how I'd spent some days, not even building anything back up, and I'd have done well to ask myself that question before sitting around for three or more hours, doing something that took energy but not getting anywhere. Perhaps it was at a website that long outlived its usefulness or benefit. Or maybe it was playing a game I'd mastered and found nothing new at.

But by this time I'd forgotten that it was the mill's fault that you had to do this extra work to keep your nice garden up. And so the "is this how you wish to spend the rest of your days?" question becomes more serious. Work and profit have gotten in the way so much that you've forgotten Nice Things, or rather, upkeep of the Nice Things gets so boring, you've forgotten what was there. And that happens whether you own a mill or not. Coworkers distract you from time to yourself. You need to learn new skills. You need to meet and keep in touch with the right people, people who are far less likely to have a garden than you. It brings to mind the opposite of the ending of Voltaire's Candide where the main character says "bien sur, il faut tenir notre jardin." And it takes even less time to (re-)read than Candide.

All this is more motivating to me than being yelled at to either get out there and live or do what you have to do. It reminds me of days I want to tidy up works I've written, or how I want to exercise every day or look through my old writing notes, where there probably won't be anything awesome in any 10-minute stretch, but when there is, it's really awesome. We all need these wake-up calls, and I'm not the sort who likes loud, rousing ones. They exhaust me. I suppose TMG worked on a superficial level and then a deeper level, and it will stop working one day, and I'll have to ask myself "is this how you wish to spend the rest of your time you use to get motivated?" But in any case, TMG really helped me get through all the other entries in IFComp, and I'm glad I did.

Because "Is this how you wish to spend the rest of your days?" is a question we need to ask ourselves, and we know it, but we also need the right context so we don't blow it off, or so we find a better way to spend the rest of our days. And of course we need to ask it before making drastic decisions like building a mill. I'm glad TMG asked this of me, and hopefully the next time I spend more than 15 minutes somewhere out of inertia, I'll know to ask this question without going through a few loops.

I feel like I'm raving about how it's the sort of game you don't rave about. But I think we need that sort of thing. TMG is an oddity for an IFComp entry despite not saying "LOOK AT ME I'M ODD." Its economical design certainly made me think back to my plans for 2021's IFComp--with 100 entries in 2020, I really wanted to make something that people could enjoy briefly, feel good about solving or working through, and move on to the next one, while still offering challenging things to think about. And I certainly hoped to see other games that did this for me. It may seem like backhanded praise to "attaboy, sport" TMG as a "glue guy" sort of game or a "good team player," but I certainly saw it that way, as something small that punched well above its weight and gave perhaps the best insight-per-time-spent ratio of any entry. And if IFComp continues to have 70 entries, well, I think we need efforts like this that help us breathe and still reveal a few things. Some will find it over-general, and I can't blame them, but I'm glad I didn't.

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Unfortunate, by Anonymous
2 of 2 people found the following review helpful:
Missed opportunities--in relationships and gameplay, January 1, 2022
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

Every year in IFComp there are a couple games with great ambition and obvious promise that have techincal errors, so things never shine through. Unfortunate is such a game this year. Without the bugs, it would be neat and bold, but with them, unfortunately, there's an additional puzzle of working out the right order to do things in so the story isn't dead-ended. With more testing it could've been quite interesting, and I'd have been more eager to try different endings. It's sad the author wasn't able to find testers.

In Unfortunate, you're at a party with 7 other people you give fortunes to. Once you do, things start happening. Someone drops a salsa jar. People make romantic plays for each other. There's almost a breakup. Then things wind down with a short timed puzzle at the end. Sadly, this timed puzzle can be started at the beginning, which hosed the causality for everything else. But as Unfortunate isn't very long, it's not bad to restart and try again and make sure that people don't disappear before they have their resolution. As things turned out, I was exploring and experimenting so much that I forgot to do a few simple nice things for people. The party bombed, and all my predictions (I spammed 1's, which seemed the most dire) came true. I scored 7 of 7 points! So I both totally won and totally didn't. This charmed me. Unforunate had several different ways through, clearly.

I admit, though, I had to decompile the game to see some of the text. As-is, the game offers helpful advice for compass-direction exits but doesn't mention two places where you need to go IN. So this threw me off one trail. Then I found a record in a closet and played it, but it was meant to bring two people back together--two that had disappeared. However, once I knew what scenery was relevant, things made sense. There are a lot of details that are well-observed but may not work well for parser fiction, or they might even be better with twine, e.g. you could highlight important items or closets with a link. Some nooks are important and some, like the shower in the bathroom, aren't. There's a lot of meaningful care given to certain details, which leads me to believe the author didn't know quite what to look for or where to ask for guidance, and they did the best they could, and that's not a backhanded compliment. But it's not enough to make Unfortunate playable without serious aid.

You see, there are games where I shrug and say "oh I guess they wanted to do that, that makes sense" and others where I'm genuinely disappointed for the author they didn't make things smooth enough, yet. And this falls in the second category. I obviously stumbled on an odd way to do things, going out of order because I just poked around to make a map, and I finally got my bearings in the bedroom, which was meant for later in the game. But Murphy's Law is cruel that way.

There's a thread on the intfiction.org forums of what order you need to do stuff in so Unfortunate doesn't go belly-up. It's worthwhile. And most of what you need to do is something that feels natural--but there are so many things, you may wind up forgetting something, leaving you with nothing to do. Unfortunate could use an update then, even post-comp, and I'm sad the author may've looked at the placing and decided this sort of thing wasn't for them. But if you have the patience to tiptoe around a few game-breaking bugs or learn from where others fell, there's a good experience to be had.

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Smart Theory, by AKheon
3 of 3 people found the following review helpful:
A brief work about cults where maybe I, myself, saw what I wanted to, December 31, 2021
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

Smart Theory is a great title, from my view. I guessed what the game was about, and I was right. It's very slippery. You see, if you're an advocate of Smart Theory, you get to show how smart you are, but you don't actually have to put it into practice. And if you're wrong, well, it's a theory and You Can Evolve. Of course, the antagonist in this game, Paul Bother, who invented Smart Theory, doesn't state things so directly. He strongly invites you to his lecture on Smart Theory, and you have no way to wiggle out (smart of him to know all the angles, eh?) You find Smart Theory is simple and accessible and has also changed people's lives. Everything about it works, and if it doesn't work for you, well, you don't understand it well enough.

This seems very much like a cult but also of times people just needed to hear themselves talk and I was a convenient alibi. I wanted to tell them they were full of nonsense but just couldn't. Sometimes they rattled on for a half-hour, which was longer than I spent with Smart Theory, both when I tried to reject Paul Bother's "philosophy" completely and accept it.

Now this isn't the first game to railroad you and try to do so amusingly, but I think it's quite effective, and I'm glad it's only 15 minutes, because too much would be too heavy for me. The author probably knew this, too. Paul Bother, to me, is every sort of person who informs you how lucky you are they are sharing their opinion at, I mean with, you. When he gets up there to make that lecture, he gives you a lot of things to think about but, of course, no time to. It's impossible to leave. And of course you get the inevitable "How was it?" question at the end. There are no right answers. Fortunately, unlike Paul Bother, the game (via Paul) exhorts you to think about what he said, and then it actually leaves you to think about what he said.

ST certainly pulls the usual psychological tricks to keep someone roped into a conversation. It pulls a lot of psychological tricks on the protagonist that can hurt in real life. You have the sense no matter what you do, Paul Bother will show you why you just weren't being very smart. Around Paul, you need to kiss up, but you also need to expect to be ignored. More advanced Smart Theorists will understand. At some points the game lampshades Paul's "rules for thee but not for me" approach. He is more advanced than you, you see, and his secrets are worth $10000 because, well, they just are. Paul's a philanthropist with stuff everyone should know, but only the people willing to make a commitment deserve to know the good stuff. He knows how to shift from soft repression to hard repression of actual ideas. And sadly, learning these tricks from someone like Paul would, indeed, be worth $10000 or more to some people.

All these thoughts are serious, but ST never got too serious. I see a lot of self-important humbugs from my past in Paul. Some had good concrete information and some didn't. But in either case, their personalities overshadowed any good advice. All needed to be looked up to, or fawned on in different ways, but nothing too obvious. They gave me a sort of ceiling I felt I couldn't break through, and if I wasn't able to overwhelm them with praise, I did look back feeling guilty I didn't praise them enough.

So I was quite happy to see this sort of polemicism dealt with. It didn't need anything deep. I've long had an axe to grind with "if you believe it, you can achieve it" motivational speakers (note: there's a place for developing your intuition and faith, but it's not with the Paul Bothers of the world). And people who need to tell you how smart they are (or common-sensical, because all YOUR book knowledge, well,i it's not practical.) It certainly brought back memories of very awful conversations with very overbearing and self-assured people, both smarter than me or not. Ones where no matter how much I contributed, I was sure I was doing it wrong, even if someone said "chime in if you want to."

So I think Smart Theory captures the basics of Internet arguing and grandstanding quite well. I know I spent years wondering why I didn't fully agree with people who I should agree with. This seems teleological, but over the years, I've realized there are attention-grabbing tricks and methods, or even just flat out assuming people would rather hear you than listen to your own thoughts. Confidence and taking constant steps towards your goals ... works. We need to develop that, despite our fears. And we need to trap ourselves into taking action, too. We need people to push us with Morton's-Fork style arguments. But doing it the wrong way can make you into a Paul Bother type. Some people actually want that. And, of course, bad people can use all these skills to seem like they have something to offer.

So I'm glad I was exposed to Smart Theory in a context that showed it was nonsense. Perhaps sometimes it's occasionally too on-the-nose, that's okay. What was on the nose for me was probably an insight for others, and vice versa.

And yet in a way, maybe ST fooled me. I suppose it told me what I already knew, and I agreed with it, and I was intrigued to learn more. Or I saw what I wanted to, for better or for worse. Which left me worried how weighty the game actually was. But one thing's for sure: I enjoyed seeing Paul Button flipping from "just listen" to "you said you'd give me a chance but you didn't REALLY" all too quickly.

Other people saw something different. Perhaps we all see what we want, or what we expect, in ST's generalities. After further reflection, I'm inclined to believe it was meant to be ambiguous. And I think clearly it's not the sort of thing you say "ALL THE FEELS" or "SO MUCH YES" to. But if you're in the right mood, it will help you deal positively with the next person who "just wants a bit of your time" about "something you need to know." Maybe it will pinpoint something from your past to bury. For a fifteen-minute investment, that's worth it.

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Enveloping Darkness, by John Muhlhauser, Helen Pluta, and Othniel Aryee
3 of 3 people found the following review helpful:
Logical but unemotinal narrative of rescuing your brother, December 30, 2021
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

This is a short choice-based game with a relatively linear structure--you can try radically different things, but most of the time, they loop back to the main narrative. It opens up a lot of possibilities it never really acts on, and by the end, I'm not sure why it took the title it did. Yes, there's a war going on, but I never really encountered a darkness or overarching evil. That said, there's enough to do that I played through it twice to flesh the world out a bit more.

Enveloping Darkness takes you quickly through your younger brother getting captured by orcs. Then you grow up and ask to go on a quest to rescue your brother. You usually will. I only found one possibility that kills you. Trying to avoid your fate doesn't work. You can insult your king or neglect your half-orc ally who wants to help you get to the palace. You can even act sore at your brother. The choices are all plausible for an adventure-seeking adolescent.

The mechanics of the storytelling are good. It's well-organized. But there's not much to be emotionally invested in, which is a pity, because having a half-orc ally in enemy territory presents so many possibilities. The game makes good use of a few rather quickly, but it felt emotionally wanting. Sometimes the game seemed to steer deliberately away from any emotional revelations or depths. For instance, when you rescue your brother:

(Spoiler - click to show)First things first. You ask, "Where's dad?"

Shazia says, "Hello to you too.


This is a bit cold, especially from someone who begged to go on the quest in the first place! I've had this unintentional misdirection where I walked away from a story mid-idea and come back, where I've worked out the technical bits and forgotten about the emotional or readability side. The authors have kept track of things abstractly--there are some running tabs on how willing you were to let Troy, the half-orc, join you. But none of this is put into the narrative as you'd expect, when two very different teenagers have to rely on each other for survival as they flee Something Bad. It doesn't have to be heart-wringing. But here it buries the lede or jumps off a track for a bit. The story opens up possibilities--for instance, ditching Troy or expressing displeasure with him--but it's all tamped down too quickly, and all this avoidance of overwrought prose turns out to take away from the story's full believability in its own way.

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