The review title is the response to X ME in My Evil Twin. But it also clues a roadblock later in the game. Because of your evil twin, it matters that you look more like yourself your twin, who exists in a world on the flip-side of a Vinculum Gate. And as you look around, you find evidence your evil twin is up to no good. How to stop them?
The game logic takes you to odd places, even though it's not big. In your world, there's a photo booth, but in your twin's, the location is walled off because it's a mind-control ray. Your neighbor's lawn in your world is a weapons shop in your twin's. (I won't spoil the theme of the weapons. It's pretty funny.) Navigating things so you can enter your evil twin's apartment is the main thrust of the game. The main mechanic is that not only does every room have a twin across the gate, but every object does, too. So if you drop something in Hyde Park and cycle through the gate, it'll be something else when you come back to Jekyll Park.
MET is filled with funny jokes and odd items that tie into the theme, from the statue of Grover Cleveland to a game of hangman. They'll slip if you don't notice them, and playing MET for the first time in over a decade, I got to see them afresh and definitely wanted to examine anything. And while I'd forgotten the precise walkthrough, MET clued the puzzles well, so it was a neat experience of rediscovery both of the world and solution and the conspiracy theories that make total sense in-game. It even gets a small bonus for even using XYZZY practically! XYZZY acts as a way to flip between your world and your twin's, if you're able to, which is handy to save a few keystrokes but obviously not critical to completing the game.
I'm not sure why I didn't review MET when it came out. Maybe I had nothing to say about it beyond "I hope to write something as cool and compact as this one day." Over ten years on, now's a good time. It takes you somewhere neat and new and dazzling so you can get lost a bit, and the fun wastes your time so efficiently. Due to the economy with which it uses the twin mechanic and throws out sly jokes, I think it's my favorite of all the Apollo 18/20 games.
It feels like a much bigger game could be made with MET's mechanic. But I am a bit greedy. I just remember thinking "oh, man, I wish I'd written something this good" on playing the pre-release version. Years later, I don't know if I have, but playing it certainly reminds me that there must be relatively simple ideas that can open up something like this. I'd be glad to uncover just one.
Look Around the Corner has one gimmick, but it's an effective one, because it helps open up a bit more story. You get up from your bed, go into the hallway and ... well, you get overwhelmed by eternity. In several different ways. Whether or not you look around the corner!
This creates an interesting set of perspectives and feeling of being overwhelmed. It's not laugh-out-loud funny, but it sort of captured the general feeling of waking up when you weren't really ready.
Hidden in these ways you are hit with eternity is the solution. If you are a smart-aleck kitchen-sink tester, you may stumble on the solution without realizing how or why you were supposed to. Indeed, back during ShuffleComp, I did so (I think I was in tester mode from testing other entries,) and then I figured how I was supposed to be reasoning, and the contrast was pleasing. When I replayed just now, years later, I was not in tester mode. I'm glad I didn't remember the solution, or the reasoning behind it, and I got to work it out again.
It would be neat to be able to chain a bunch of very small, focused efforts like this into a row of puzzles. I'd guess something like this would be a good break if you are stuck on a bigger game and need a legitimate reason to feel clever again. We all need the perspective this brings.
Oh, and contemplating eternity is good, too, in moderation.
CotC dropped very late in Neo Twiny Jam. On the heels of One Word Warlock and Curse of the Bat's Tomb and Tiny Barbarian's Big Adventure, I wondered just how complex the maze would be! Would there be RPG stats, even?
I'd guessed wrong, though. CotC is certainly sophisticated, but it's more about nuance and emotion and fear and need to escape than anything else. You are, in fact, a sword. You have some sort of sentience. You need to find the right person who will wield you to get out or, as the tagline says, ... better luck next century.
You have some control of the human that takes you, and apparently there's some luck defeating the guard(s) involved. The text is more focused on you worries about getting out and building tension than the directions.
The big question is what happens once you're free from your pedestal. The game's mood quickly establishes there is no easy happy ending. Well, for the character. As a player, it was satisfying, but I don't want to spoil it. Even if you're able to guess, it's worth playing through. The author clearly spent a lot of time on high production values, which paid off. This left it more memorable and worth a replay than a lot of the mood pieces I looked at and, yes, enjoyed as well.
I'm probably never going to have anything I waited a century for. But I know what it's like to wait for something and maybe grab it too quickly. Heck, I remember that one year I forgot about free Slurpees on July 11th until July 12th! (I got them next year.) I took time to think of all this and more, after I failed a few times. Then, I succeeded.
One might even picture the author thinking something similar about creating their game for Neo Twiny Jam. Was this a good idea? The last NTJ was eight years ago. Is there enough here to make a splash? Am I taking on too much? I don't want to have to wait eight more years. (Yes, the jam coordinators want to make this a yearly thing. Yes, that'd still be a while to wait, though I hope people who just missed the deadline are ready ASAP if/when it starts next year.) I'm glad they got it right in one try. Or maybe they tried once a week to write something until they finally got something good, and it slipped in under the wire.
Anssi Räisänen's games together really mark out a lot of territory. No one is particularly big, but they range from fantasy to realism, and they all have that very classic feel to them without flaunting their old-school credentials too intimidatingly. Puddles on the Path is distinctive among his works for the mechanic to solve major puzzles: many powerful spells are, in fact, common sayings. It's always good to breathe new life (ahem) into cliches, and this brief romp does that.
It's just good fun, as Anssi's works tend to be. You're a wizard's apprentice who can't help but be curious--you find a golden egg and try to get it, guards capture you, and then you must escape. Even though it's a null-sum game in this respect it's a lot of fun to find a magic sword and so forth and actually use the spells. Yes, I enjoy the odd syntax of ancient tongues, but it's also nice to breathe life into more well-worn words.
The game ended a bit soon for me, as I'd sort of hoped to use more than half of the proverbs you had in your spellbook to start. That would leave the door open for a sequel, much like Anssi wrote Ted Strikes Back in 2017 to extend his Ted Paladin game from IFComp 2011, which was the first of his works I tried. I remember hoping for a sequel to the original Ted Paladin game, but I didn't realize Anssi had sort of written one. Given it's 2023 and there was, alas, no Ted Paladin sequel within six years this time, it was neat to uncover Puddles on the Path.
Just looking at a map of the London Underground leaves me a bit dizzy. All those colors, all those loops, all those stations! Chicago is a lot more linear, but then again, part of that is due to just not having as much public transport. I remember a family trip to London where I diligently tried to memorize all the stations and hoped maybe we could visit them all. Of course, I wanted to visit all the tourist sites too. I vowed to be back one day, but of course, Life Happened. I don't think I've even gotten to all the Chicago L stations. Some are not in great areas, and I drove by them on the freeway, and that's enough.
Moquette, a Quest game with JavaScript effects (the best by far to me is how the text whooshes off to the left like a train starting off away from a terminal) helped fill in part of my desire to visit the London Underground without having to buy a plane ticket, as it's a faithful replication of, well, the central area. It starts you off at Balham station in the southwestern area. Balham is part of the Northern Line, which made it confusing when I was trying to get my bearings to start! Perhaps I should not have. The game describes your general path to your job: ten stops to Bank, change to the Central line, one stop to Liverpool Street.
And so you take the Northern Line to work. There's a constant intimation you, Zoran, might want to do something else than go to your vague tech job today. Eventually the game pushes you out at London Bridge, one stop short of Bank. It's actually possible to get to Liverpool Street, where there's no way to get to leave the Underground and go to your job. But all the same, you can't go further. You want freedom, but you don't want to end up in the middle of nowhere. (One wonders what people on the north side think of Balham. Perhaps it isn't the middle of nowhere, but on the other hand, it's impossible to visit the Highbury or Upton Park stations in Moquette.)
This isn't just arbitrary by the game. Part of what makes the London Underground so interesting to me is all the loops and runarounds and interchanges, and if the station names far out seem interesting, it does get linear. So it seeks to maximize the confusion and looping. Without a map I was baffled to see myself winding up at that same place I hit about eight moves ago.
There's not much, strictly speaking, to DO in Moquette. You look at people, think about their histories and what they want to do, and ponder changing. You leave the train if you feel it may wind up in the middle of nowhere. Some people may quit before this, and it's a satisfactory experience. Eventually you stumble on a girl named Heather, whom you sort of liked. This all is a bit awkward, but there's more of a point than just emo stuff. You fail to converse adequately with her, or you think you do, even if you remember stuff she liked.
Fortunately, an unrequited crush is not the main thrust of Moquette. It goes a bit further than that, and if I didn't particularly like the end, which felt too swervy and too on-the-nose at once, I do recommend the journey. First through without the map, then trying to hit specific places. The people-watching bit is well done.
My own experience with public transport is spoiler-tagged, as it rambles a bit, much like Moquette does, but I've rather enjoyed myself more than Zoran, just reading a book and occasionally people-watching. (Spoiler - click to show)It has revolved largely around getting near tricky-to-find places. There are city and suburban buses to go with the Chicago L. I remember one library in the northwest suburbs that had the only copy of a book I wanted to read, and I took three buses there. I enjoyed planning the bus trips. Then one day I realized it wasn't hard to transfer my city card to work in suburban cards, and if they weren't too far away, I could place holds. I sort of missed the adventure, but I'd done things once. And that library? It's gobbled up into the consortium which means a Chicago resident can just sneak north to Evanston, place a hold, and not have to go through some mazy public transport. I sort of miss the adventure. And sometimes even on Chicago's grid, you realize you've been going west and then south to somewhere, and you've never gone south and then west. It's weird seeing a place you remember, thinking you took a route you never saw.
That's enough adventure for me. It feels like there should be more, and you can't get it just by public transport, but it's often a good start to make you want more. Moquette did that for me, even if I felt its ending didn't stick the landing.
This feels like it might be a mood piece at first. You wade through a few rooms of dead household appliances, repeating a story about a heist you performed with a friend. Eventually this story trails off, and your inner monologue stops. There's nothing to do but find the treasure.
You have a shovel and a napkin, and on that napkin is written a clue where you should dig. There are a few approaches to finding the right place to dig. One I tried that failed was to (Spoiler - click to show)turn the flashlight off and look again, which didn't work. Depending on how observant and/or lucky you are, it should turn up. There's no super-hidden item, but on the other hand, you can't just go spamming words you see in the description. DIGging in the wrong place just seems too much.
The household appliances are an interesting choice of scenery. They are useless now, a perfect place to hide a stash, yet at the same time appliances could be a great target for burglars. They're also a sort of crime against the environment, whether from individual homeowners, or from corporation or governments who don't put enough money and effort into the science of recycling. Or perhaps the appliances are a symbol of a stable home that non-criminals take for granted but criminals never can, especially the air conditioner in the final room to the south. One suspects the narrator would do anything, with all their money, to have air conditioner repair bills to pay. They also reminded me of game shows where I never understood people were so happy to win a new dishwasher.
Or, you know, it's just amusing descriptions of a forbidding surreal landscape as a sad story unfolds, even if the main actors are criminals.
DMP was the author's first full-length game (he had written two Speed-IFs before, one for Pax East 2010, where, if memory serves, the Infocom Implementors talked about their experiences in detail, figuring that was probably the best time to do so.) And I tested it, and while I usually don't review things I tested, this is different. First, nine years later, it has no reviews ... and second, I was looking forward to the author writing something new. They were longtime IFMud regulars, and like all regulars who just liked to play text adventures, they eventually considered stepping into writing one. Some went on to make it a habit.
I think IFMud must've had a testing exchange program, but however we got in contact, I enjoyed working slowly through more of the game. It's not a huge one, but there's enough in there that things can go wrong without testing, and they did. I bugged Royce a lot. I worried I bugged him too much. I worried I missed stuff. I hope I told him he wrote something well worth writing and playing. I certainly enjoyed it nine years later.
The title clues what DMP is about: namely, someone has died at a party. You've already done the whole dying thing. Maybe not at a party, but still, you're glad you got called in to be a junior Reaper. Hey, it beat sitting in a grave for all eternity! And this is your first solo trip. Nail it, and you may become a full reaper!
Now your character knows what to do to prepare, though you-the-player doesn't. This is handled by a checklist which mentions you have a gauntlet that makes most things easy. This is nice for the game but disturbing as to the actual ramifications--even low-level supernatural beings can change things at will if need be, and even if it doesn't change the world at large, there's a sense that death is extra inevitable.
Following instructions gets you most of what you need, but there's still the matter of the finicky scythe dispenser machine. It's not VERY hard to figure out, but it's enough of a puzzle. Then it's off to Mr. James Phillips's house. Poor chap just took a lightning bolt to the chest, and time's frozen there, but you can communicate with him. It seems like it should be in and out. Use your tools to put him in the spirit jar, and off you go! With everyone frozen in time as you do the honors, it seems there's not much to do.
But wait! James has two small last requests: put his ring and will out on the dresser, to make things easier for his wife. All spirits get the courtesy of last wishes to put certain small things in order. Of course, his wife could find that stuff eventually, but really, he had a pretty unexpected death. So it's the least you can do.
Neither puzzle is especially tricky, though one thing in the note makes amusing sense: you have a lock to open, but it repels your glove, and you may be able to guess why before you open it.
Replaying DMP, it felt very smooth. I enjoyed the jokes along the way, and when I got to the end, I noted in the AMUSING section there were other things I could have done with the glove. DMP was short enough I was glad to go back through and play it. I like it a lot, and I'd like to think it just missed the "commended" level for ShuffleComp, although the vote totals were anonymized. I don't know which it would have replaced. And yet looking back, the author's game writing career seems to have ended as suddenly as poor James Phillips's life. But who knows? He might be back. I hope so.
One other thing: I remember a Grim Fandango CD I bought and never played. From what I understand, this game wasn't just Pratchett-y, but it also owed a small creative debt to Grim Fandango. Somehow, I couldn't find that CD after playing. Maybe I will find it one day.
As LMWH starts off, you don't know what to do, and you don't know who or what you are. But this isn't an amnesia game, far from it. It's a tightly contained game where you, quite simply, have to help someone find their way. You are some sort of ethereal spirit, and you have the ability to give an electric charge to one item at a time. The goal, as stated in the story, is to bring someone home--figuratively or literally.
This person is the most beautiful person you've ever seen, with no direct description why. The story implies it strongly, and it's not hard to figure out, but of course it works better than if you'd been told directly.
Objectively, the person you guide seems a bit stupid as they bump around oddly, but it's not hard to care for them in the game, because of who you guess they might be, and what they need to do, and how powering certain things up makes them move around.
There are only a few things you need to power up or down, but that is enough for a satisfying story. Too much, and the person might seem clueless indeed.
The author seems particularly good at making these nice short stories that provide a quick burst, both as a player and as someone who'd like to make a few more good short games or scenes. Replaying this years after it came out for ShuffleComp, the combination of what I remembered and what I forgot felt about right.
The Cave of Montauk seemed simple the first time, and indeed, the solution is not hard, but I wound up coming back for the graphics a lot. As part of the Adventuron Cave Jam it's about finding treasure in a cave, guarded by a troll. Getting in is not too bad--you have to figure how to get an apple from some high-up trees, and once inside, you need a light source. These puzzles string together well.
Inside there's some guesswork as to which item a statue wants, but since CoM is not a huge game, a bit of trial and error is more than okay. In fact it shows off some more nice graphics for the side rooms that ultimately don't matter.
CoM is a very safe game, and if it is not terribly ambitious, it's aesthetically pleasing and welcoming, which I think was the thrust of the Adventuron Cave Jam. Though there's no risk getting lost, I still do wish there was a bit more and that the author tackles a bigger project in the future.
There's a lot packed into BOE--although it took 3 hours to code (since it is SpeedIF,) the author obviously did a lot of planning in his head to give a very complete experience.
The story is this: you are a vampire, and you need blood. You've already been without it for a bit, and X ME describes you as taller than you should be, but hunched over. Worse, the current train is snowbound, and there's been a murder!
The whodunit is of little to no concern for you. You have your own survival at stake, and the body may give you a lifeline, because the humans traveling all manage to be protected, enough, against you. Nuns wear crucifixes, and so forth.
And there are a few bad endings as you go through the train. There is another vampire you must outwit, and you can also unleash a horrible monster or carelessly expose yourself as a vampire. None of these are the recommended fourth "winning" entry where, it must be said, you show yourself as totally amoral, where you manage to do something awful in plain sight. (Not that the game's explicit about this.)
The highlight of BOE to me is a cooking puzzle that is funny once you see one of the ingredients. Perhaps you can guess it. There are only three ingredients, but as a vampire, you have logistical problems. There are also amusing encounters with other train riders and terse descriptions, especially of anti-vampire items. There is a pet that you will find useful. And in the final scene, you may walk away making quite a good impression.
The author has always been one to go his own way and challenge the status quo. Mister P and his Paul Allen Panks tribute game, The Idol, are examples. BOE deals with more conventional tropes that make us laugh, but it mucks them about cleverly. I enjoyed EctoComp 2011 but would've been surprised if this hadn't won, and years later I'm still impressed with the design and touches of humor.