From the screenshots, FoK seemed like this was one of those RPGs you could just lawnmower through. Which was a change of pace. And indeed, lawnmowering through gets you to an ending quickly enough. You start as an egg, and you become more fully developed into a Kabu (nightmare creature,) you learn (or think you learn) about your world. But there isn't anything like stats or inventory or combat. You simply have a few screens--some with areas you can't get to right away--and NPCs to interact with. There's a mole, and there's a child killing ants, and there are even other Kabu, who don't seem to like you.
And with all this is a small story with several different possibilities. You can go full nightmare, where you wind up killing an entire city in a surprisingly quiet manner, or you can try to learn what is happening and why you are who you are. I wasn't able to get a happy ending, though I think there must be one. I also originally assumed you couldn't get to a small spring. So I had a story in my mind about how your life is really depressing and there is no way out, until I managed to make my way to the spring. Life still wasn't perfect for the poor Kabu.
And perhaps the game isn't. You interact with NPCs by running into them, and I killed a few without meaning to, before I'd officially turned bloodthirsty. So this left me confused. But it's hardly fatal, and I didn't mind translating the Spanish text that crept in the game either.
It's neat that something like this could exist. Even if I'm not 100% sure what to make of it, or if my ideas are even reasonable, it'll stay with me. It's all a bit vague, but it's supposed to be, being a fable and all. Small things like how you hatch or discovering your mother or the color change as the story progresses work for a memorable experience, and the one-bit graphics work well, too. I even enjoyed the trial and error to see what I could walk over, as it was mostly intuitive, and often when I couldn't run through something, I was able to figure what it was. I'd always had vague ideas of blending a top-down RPG-style game with text, and it's neat to see how doable it can be, and that it's done pretty well. And I hope it's done again.
If you are going to make a last-day entry, EctoComp is the competition to do things in, and Twine definitely helps. Healy is an EctoComp specialist who provided cheery scary stuff in 2014 and 2019 and this year's entry follows up on that.
The basic plot is that you quickly meet a witch in the woods and then maybe Dracula. It felt like the game would branch out a lot more than it actually did, because I made the "right" choice to move forward, so I had my pencil ready to map the branches out. But then later I enjoyed how it gave the option flipped back between 2 weaker options, one of which is lampshaded as "cry." I was also amused by "text a friend" because I'll never forget a tweet that said "Boy, a lot of horror movies pre-1995 could've been solved by having cell phones!" But you are still scared.
And the endings are appreciably silly. So I got a few laughs. But my fears it might overstay its welcome (the title lampshades it's a bit overdone) turned out to be 180-degrees wrong. I wanted a little more. I hope Healy uses all four hours next year. I appreciate having games like this to recover from the darker ones, whether they're in EctoComp or even IFComp.
Haunted Mustache Pizza Delivery is a heck of a title, that's for sure. It reminded me of an article I read long ago, about a college football head coaching change. There was a picture of a mustache in a bowl of oatmeal. It was hilarious (no, really) because the old head coach had a cool mustache. The defensive coordinator had a cool mustache. He was considered the frontrunner, but the new head coach wound up having a cool mustache, too.
HMPD doesn't quite reach these heights, but it gave me a laugh or two. You have to stay late for one more delivery, and the chef is gone. So it's up to you to make the pizza.
Your mustache twitches as you put certain ingredients on. And there are a lot. I naively decided to put them all on, and maybe I should've seen the ending coming, given the clues. I replayed several times, and I managed to get several different pictures of pizza, from "boring school cheese pizza" to "looks more like a detailed woodcarving" to "full on vegetable platter." So I think what you put on affects what sort of picture you get, and I was curious, but I don't know enough about food to find everything.
I didn't find a truly winning ending. Perhaps there is one combination that works. But I enjoyed it enough. Yes, the content-warning bits Weren't My Thing, but they weren't tasteless. So it seemed nicely executed. Though my technical side wonders if it might not be better in Twine.
I'd like to see a post-comp release that tracks or clues the endings. I have a feeling I missed something, and while I Got It overall, it feels like the author may've had more they wanted to pack in. But it more than does the job as a short EctoComp piece.
I always enjoy seeing more Adventuron games, because it's a good new system, and the Adventuron community is serious about producing creative games with neat graphics. The River of Blood is no exception. It's well-suited for a 4-hour competition and well planned out, well beyond being able to type "U" for upstream and "D" for downstream.
You are dead and traveling through the afterlife, or something close to it, in a river of blood you can't escape. Items float by. You can go downstream to pick them up. There's also a Grim Reaper who approaches periodically--mostly for dramatic effect. It sometimes randomly killed me, but I was able to undo it.
If you do things in time, you find who you are. But if not, you die for-real. The time limit seems fair. There's one neat clue that changes slowly as time goes by. The first time, I missed a clue I should have seen. And when I won a second time, I realized I hadn't seen everything. Examining objects can provide even more clues as to who you are--though some must be examined after doing things.
I really like the retro feel of this game--the low-res graphics are quite effective, and detailed pictures would feel like overkill--and the red/white/black motif feels quite nice and economical, too. The sound also feels comfortable and old-school. It's quickly replayable so you can see everything and made up of low-pressure Halloween thrills.
It took a while to update Java so that it would run Wabewalker, and it was time well spent. (Note: download Java 17--you may wish to uninstall your curremt Java version first, too.) It’s a game that’s meant to be confusing at first, I think, but that's not just for its own sake, and certainly not due to the custom parser, which I found worked well. Finding a clue what to do (beyond "explore and take stuff") is a great introduction, and it’s quite possible you’ll solve a puzzle by accident and then realize what’s going on. And that all feels fair.
The oversimplified plot: keep getting killed, sending you to another person’s life, until you organize things right. You become three people total, in three different worlds. If you’re not careful, you get killed for good. At one point, I was quite legitimately worried there was an endless loop, and I very much felt the tension when I was trapped between two worlds, unable to open the third, because I’d forgotten about a door and instead looked for something else that changed game states. That something else was behind the door–I hadn’t taken careful enough notes. If this sounds vague, I want to keep it that way, to avoid spoilers.
Because this game has ambition. It forces you to say “Huh?! What?” and banks on you being able to sort that out. What are the panels with three lights for? How do they work? How do you change lights? And so forth. There’s a certain frustration when you’ve set more lights than you need to open something, then fewer, and you wonder what the heck you have to do. Because there are only so many possibilities, though there seem to be far more when you start.
After I figured what the puzzles were about, the rest seemed like scratchwork, and, well, it wasn’t. There were other moments I hoped I wouldn’t be getting killed like before. I thought I calculated it. But I was still scared. I’d spent all this time scratching out figures to possess three people’s consciousnesses properly, not really knowing who they were, and it had better pay off!
Other than these three people, though, there aren’t many you deal with. Someone invites you in to hypnotize you, for a short segue that lets you see beyond one area where you get killed. This confused me a bit since my host said “No, that worked wrong,” and I still got a scroll. But given I was a bit careless about the narrative, I found it trippy that somehow A might’ve killed B might’ve killed C might’ve killed A. One of them killed the other, though. There’s also a phone call over a landline, which I found amusing, because it plays on a few text adventure tropes. It wasn’t hilarous, because that didn’t fit the game’s tone, but it was a well-paced joke.
So overall, I was pleased. What could’ve been busy work felt like a legitimate adventure. I can’t rigorously decide how true to Buddhism it is, but I do like how things work–there are so many orders to solve the puzzle in, and you may loop around a while before getting it, and quite possibly it’s more rewarding if you loop around more.
As for issues? The end cheesed me off a bit once I knew what to do. All those similar commands to type felt anticlimactic, and between bad memories of Ultima IV shrines (meditating three times in a row, I would go do something trivial and notice my response time had timed out–plus, these games have two mantras in common) and being unable to use an up-arrow, I was ready to get on with things and not particularly close to inner peace. In short, the ending puzzles were what I feared the beginning would be. In fact, one item really seemed to cue that. I saw and thought “welp, I hope they’re not instructions for later.” This all contrasts with how solid the parser is in general and how economical the “open the locked door” puzzles are and how they weave together. So be prepared for a grind at the end, but it shouldn’t outweigh the rest of the game.
The custom parser overall worked very well, though I wish H (hints) would mention the MEMORY command. The author may have updated it by now--I suspect it is an oversight, since they did the hard work of tracking everything you have learned with MEMORY.
This review was moved from the authors' forum, where the author helpfully pointed out some oversights: most notably, hints are written into the game text, and I missed some places to mine credits. But I want it up here so people will have an idea how to approach a worthwhile game that may feel intimidating. The TLDR is, even if you miss some of its neat features, it's still a smooth, rewarding effort.
Cygnet Committee is a big download at 140MB, and I admit I was intimidated by the size and 2-hour playtime suggestion, which was accurate, but I’m glad I pushed through with it in the end. The concept is intriguing: infiltrate a cult that worships Joan of Arc’s AI and destroy it. There’s a good deal of backstory here, which is shown as you get further into the base, where you reach save-points that give you small videos. You learn why Joan of Arc is so appealing and why she rose to prominence. You have a map at the game’s main screen, which is useful to show you how far you’ve gotten. It’s tidy and well-organized and purposeful.
The map’s not intimidatingly big, and the main mechanic is this: you move your mouse to detect sounds. There are four ranges on the screen, and one of them gives the right sound, and the others give the wrong one. Sometimes it’s no sound that’s right, as when you’re crossing a minefield or rotted bridge, and sometimes you want a sound, when you’re fighting a drone or guiding your helicopter. Other times, you’ll start with the same sound, but it changes at the end–punching in a keycode, for instance, or listening for a robot patarol. And in some cases, the same sound in all four sectors means you probably need to solve a puzzle so things quiet down.
This is something that isn’t nearly as dramatic with text. Any sort of typing would drag things out. It’s a neat streamlined way to give you a feel for the game and the mechanics without having instructions, which is handy, because having to remember controls and such would get in the way of the big-picture instructions as you weave your way through the base. Overall, the tension worked well, though I’m not sure if it was fatigue or anticipation that had me anxious at the end. I do think the timed puzzles were ultimately a good idea, though I wish the game had started with 20-second intervals to make 7 successive moves instead of starting at 15 and moving up. I was immersed enough that, on the one-minute puzzle, I faced a drone, and its voice made me think “Ah, I’m surrounded? Not really! But I bet I would’ve been, if I’d tried to make a break for (that one protected area.)” Then when I figured how I goofed, I was a bit scared to do the puzzle. But I had no choice. Similarly I liked the ending–it felt appropriately dramatic. I won in plenty of time. I realized, looking back, the game had more of a sense of humor than I gave it credit for.
So in the big picture, it’s a very strong game. I ran into a few pitfalls here and there, and looking at the long list below, they don’t cancel out the positives above, but they may help people push through bits that seem rough.
In one place, I thought I made a mistake, but a trap was unavoidable, and I took the wrong branch to find healing the first time. The purpose of the trap was to direct you to (Spoiler - click to show)a small cabin off to the side with information and supplies, and once I realized that, it was okay–but since I hadn’t saved in a while, I panicked.
On winning, I was notified I could only replay hard mode if I got 500 credits, which is a lot, because random combats give you 14 or so credits for each win, and while you find some credits, it’s just way too fun to disable cameras or electric fields or whatever so you can skip over the sound-tracking parts. It was a steady enough process–I never expected to mess up, and I was sort of curious what happened if I did, but too often I was a bit worried because I forgot when I’d last saved. Instead of hard mode, I’d have preferred some notes on how to get to the final map area, (Spoiler - click to show)past the waterfall and on top of a cliff, where the sound barriers were the same in all four areas. Or maybe how to fight drones more quickly, so it took less time to unlock hard mode. I couldn’t seem to get the in-game temporary for-x-moves hints (also a neat idea) too work. (I’d also like the option to skip videos–especially the ending one once you’ve escaped–the second time through. I mean, the second time you see them in-game, you can skip, but I’m just impatient like that. It’s a case of, get me to the next good stuff.)
Still I hope to come back and see about all the possible deaths and places I missed and gadgets I couldn’t quite afford–gadgets that let you bypass sound-puzzles you’ve mastered. I admit a walkthrough would help motivate me to revisit the game, with all the others I want to see in IFComp. And I think, sadly, the file size and potential system requirements will leave Cygnet Committee underplayed and undervoted-on in the comp. Which is too bad. On finishing this, I was reminded I did not finish Dr. Sourpuss, the author’s first offering, and I probably proceeded too cautiously with it. I started that way as well with Cygnet Committee, but once I jumped in, time flew–and I still got done in under just two hours.
(NOTE: this is a review of the comp version of the game.)
The author redacted themselves from the competition they created, but The Job wound up making a decent account of itself, as I saw it. You are tasked with bringing back a necklace. It's hidden in a relatively cramped pub. But there's something special about the pub and how you escape it, which makes sense in retrospect--I missed a few good tries that would've clued it, because I recognized the riff on the classic puzzle this game had, and I started bulldozing the solution.
The author has made a few post-comp tweaks, but I'd also suggest (as of release 3) that they give some hint it's a timed puzzle and some idea of how long it might take until that timer expires. That, and a verb to shuffle similar sorts of items ("replace x with y") instead of "get x. (possibly) drop x (due to inventory limits). put y on z." There's a bit too much juggling, though fortunately, the solution isn't randomized. The inventory limits are again slightly confounding--perhaps the game could say "you can't carry too much more" or "your load is way too heavy" or even "you'd have to drop (weight X) to carry that."
These are a lot of quibbles but they were of the "interesting to reflect on" variety. I think they'd help the game get close to how fun the author wants the experience to be. As even with back and forth trips, the game gives enough time, you shouldn't have to save paranoically.
The following observations are big-picture to avoid spoilers. You'll find why the game is timed if you take too long. My first time through, I almost avoided this, so from this one data point, the game seems well-balanced.
It's straightforward but not bare-bones. In the first version, I felt the end puzzle was stronger and more natural and more rewarding than the lead-up.
The Job isn't a deliberate brain-breaker and doesn't need to be. It's a nice enough challenge where nothing's unclear. You may need a knowledge of standard Inform verbs to remove one blocking piece of scenery expeditiously, but I think it's not an obscure action.
Seeing this game place second-to-last in ParserComp was the motivation I needed to write a review. I rather liked it, and yet I can't blame those that didn't.
It certainly has faults, and I think many people, when looking for ways to separate games, may often rely on those faults. Or the faults may be magnified because other things show serious competence: the homebrew parser works. The whole picture fits, once you get past a certain point. The author allows shortcuts with F-keys, which I think is the sort of innovation ParserComp hoped to provoke.
Perhaps the title was a bit too bland (first impressions are important) and that, coupled with a lot of common sorts of fantasy items, let some players' minds wander.
That's not to say that I can pinpoint other entries that deserve to be below this. There's always going to be an odd man out, but compared to, say, the bottom few entries in IFComp for the first 15 years, this is light years ahead. It just feels like the author wasn't fully able to explore or communicate their vision. And I think, to a certain extent, the polish on the technical side outstripped the more subjective stuff. For instance, at the beginning, I fumbled around for a few moves but then began reading what I was supposed to. I got a message saying "You may wish to read <clues I was in the process of reading>." Which is technically correct, but a bit tone-deaf. These are the sorts of first-effort mistakes that grow far less prevalent in the future.
And some of the puzzles probably require too much of a leap without a walkthrough--but then again, I am the sort of judge who gives mulligans for too-tricky puzzles if a walkthrough is handy and I could see myself making a similar oversight. This may be a recommendation for some, but it may be discouragement for others. I suppose it depends on the imperfections you're willing to tolerate.
SS is certainly inviting enough, if a bit generic. Some parts feel overwritten, and some objects get lost in description. Yet I felt it filled enough holes I didn't know were there that it's worth the time to revisit. I'll probably need a walkthrough, along with maps. But it feels like the sort of game I'd want to replay to get ready to judge the next ParserComp.
Djinn on the Rocks (DotR) would be worth playing for the mechanic alone, and since it gets that and more right, it's well worth a play. I'm not surprised it was rated almost the same as Captain Cutter's Treasure (CCT) in the comp, as there's a lot to enjoy from both games. I find it that much more special that the two top games (by a good margin) were so different in tone and goals.
DotR simply lets you swap the locations of similar things. But they must be very similar. So you can, for instance, swap your location with the location of your annoying owner James, who won't leave you alone until you've made them rich. Things are divided by size, material (vegetable/animal/mineral) and composition, which is trickier to explain. But they must be an exact match. There's no penalty for SWAPping the wrong things, and in fact the game explains why, so trial and error goes smoothly.
These mechanics are good, but perhaps what really offers creativity is how the game notes your karma can go from -100 to +100. So you quickly see you have the choice to be mean or nice. And you have the choice to change your owner James for the better or worse. This means that during some play-throughs, some NPCs and objects may be useless. But they are still entertaining to deal with. The puppy in particular--animal cruelty is no laughing matter, but you can be heartless indeed to it, in an overdramatic "nobody could be that mean" sort of way.
So DotR has a lot of good, original laughs and a solid basic idea. It's quite worth a play. It balances CCT, the game that just edged it out, nicely: DotR has cool ideas and lets you be creative, and CCT has more of a story to unravel. It's very neat that two games that had to follow the jam's rules (start in a broom closet with a specific description) could branch so drastically and both work so well. It's the sort of thing that encourages me to be more creative.
Captain Cutter's Treasure (CCT) is an impressive, small game. A pirate's daughter has been kidnapped. The ransom is some hidden treasure. You have to find and return it. There's a map to put together, and ... a bit more. But not too much.
The game has a respectable dialogue system that helps you flesh out as much of the story as you want to. There's even a very small puzzle that crosses genres into (Spoiler - click to show)Sokoban, and while you can put the game into an unwinnable state this way, it's relatively clear what to do without feeling dumb and obvious. I was more baffled with how to open a locked door, though when I thought through it, I realized I missed a few clues.
The game has three possible endings that I counted, and since doing the obvious right thing gets the "only okay" ending, there's some interesting meta/detective work. I think I got lucky (Spoiler - click to show)distracting Barnaby when he was on watch--I understood what to do but didn't have as good an idea of the ship's map as I did of the warehouse. Maybe it was just dealing with fore and aft. But it was pleasing to figure out what should generally happen.
This was a really good experience, well-organized and without a lot of red herrings. I'm not surprised
There are some issues of having to disambiguate more than you should need to for the parser, but I think that's more a function of people getting comfortable with programming PunyInform than any serious shortcomings. Besides, there's always the up-arrow on Frotz. So I think this is worth fighting through, and knowing this in advance will hopefully ensure that if you play CCT, you'll be able to see all CCT has to offer.