American football is tough to write a simple game about. Many early computer game tries stunk as One on One: Dr. J vs. Larry Bird soared. Even other Americans are baffled by the men in motions, the Wildcat formation, bubble screens, illegal procedure, or what's the point of extra points, anyway, since people make them most of the time except when they don't.
Kicker doesn't really deal with any of this. It doesn't try to. It's more about observation, without any direct humor. You're probably the least macho player on the squad--a placekicker. His good kicks are taken for granted and expected. He sees even less action than the punter, who is an NPC in this game and who looks down on the kicker less than the linebackers, the special teams coaches, and other people. And it's not recommended he try anything fancy.
So most of the game is spent observing, except for the time your team scores a touchdown or their drive stalls within field goal range (that's the last third of the field) and you're called into action.
The game even has a nice little scoreboard in the upper right, with the field position in the upper left, but the game text doesn't actually show this. I suspect it's a comment on how you're probably wrapped up in yourself.
The game seems totally random as to who wins or loses, but it's more interesting how your teammates try to ignore you or put you down. So actually, instead of going through the game, you're better off just hitting Z.UNDO to see what everyone is doing.
Sometimes the game is a bit too light on detail--it's not even clear if you're a pro or college kicker--and unfortunately there aren't enough scenarios that might make the game more interesting. Merciless undoing seems to show the game accounts for safeties and also makes long field goals tougher and even lets you incur a concussion, and the plays account for when there is little time left. The mad libs for the plays are pretty good, too, although sometimes a (slow) linebacker successfully covers a (fast) wide receiver.
I've probably said more about this game than the author intended, and it's an amusing curiosity. But given how the game started--my team went down 9-0 and I kicked a field goal--I sort of expected a dramatic end. And I think it would be amusing if someone could rig together a string of fake field goals, two-point conversions and so on to try to capture a game's feel and do more than this observational piece.
Given the author wrote a game about waiting in line, I think his game gave the intended effect. Nevertheless, there's the possibility for more, with maybe giving, say, the special-teams coach a turn, though I don't think a text game from a more active player's perspective could be effective.
Also, I really want non-default responses for (Spoiler - click to show)score and any sort of swearing, both of which are integral parts of the game, for better or worse.
It's tough to write a tutorial game without making it sound patronizing, and it's tough to write an example without it feeling like an example. The Inform docs do a good job of explaining how to do specific things with the language. But it's tougher for a complete game to show you what to do.
And I think Sand-Dancer does this. Because I'm not strictly grading it on being a game, I'm not giving it a starred rating, because as an example, I think it gets five stars, and I find it hard to dissociate the learning tool from the game.
As a learning tool, it shows how to use basic Inform syntax, but more generally, it captures various stages of creation on the game's website, which is a nice blueprint for anyone making a game who wonders where to start and how to keep it coherent. This is more a comment on process than content, but I really like when programmers are willing to share their code and ideas, and it is well done. Especially in a game where there are a lot of things that may leave you wondering "how'd they do that? I'd like to do that." The game does a bit of everything with the Inform language--scenes with NPCs, opening new areas, variable text, and even defining new objects and concepts.
As a game, it offers a lot of possibilities. You play as Knock (Nakaibito) Morales, a high school dropout who's crashed his Jeep into a cactus with a cold desert night approaching. He's impregnated a girl and is not really sure he loves her. He's hardly a hero, but the game never gets too sappy or too judgmental. He has to pass a few survival tests, although there's no real way to fail them. The game, and the book about the game, stress a lack of cruelty to the player in the narrative, and I think it works well.
After passing each survival test, Knock visits a spirit animal who replaces bitter memories Knock needs to let go of with virtues. Virtues allow you to do things that seemed too hard before, such as (Spoiler - click to show)being brave enough to reach inside a spider web, and once you get more resources, you meet more spirit-animals that guide you toward your ultimate choice. I very much like the setting and uncomplicated puzzles, too--the Arizona desert is probably a mystery to many Americans, far enough but not too far from cities, without any silly Wild West romanticism or melodrama.
But what I remember about this game was the "I see how they did that" moments that go beyond how they did something in Inform. General design and user-friendliness principles come out in the game, too. I'd really like to see a similar sort of game for other IF programming languages, because I think it'd be handy. This sort of thing seems ideal for collaboration. But I think the key is never trying to blow the player away, and Sand-Dancer is never too fancy. But it's never too simple to feel like you're being herded through a tutorial.
The source and notes on Sand-Dancer at its website were good enough to make me buy Aaron Reed's book eventually. That adverb should not have applied. But that is another review for another site.
Back before Choose Your Own Adventure got tiresome for me, I still wondered. Why wasn't there more where what you did before affected the choices you could make? Without cheating? I think there were a few examples--one CYoA asked if you had talked to a weird guy who gave you a clue, with a better ending if you did. It couldn't track game states without being spoiler-ish.
The Ascot takes advantage of this in many ways, both to slip in a few jokes and provide different endings. The humor's pretty off the wall, from the not-so-subtle railroading (there're several riffs on the But Thou Must trope) where you pretty much have to take the Ascot, to making sure you only type YES or NO, to forcing you along to a park or searching where you need to. It's rather fun to be heckled by the good-natured parser, and I enjoyed trying to be stupid. The side paths don't take too long, although you do get stuck if you (Spoiler - click to show)utterly ignore others' help.
What characters there are, are good. Gertie, your friend, is a good agent for moving the game along, and the beast you fight at the end is silly and fearsome.
But just a string of jokes wouldn't be enough. The author took huge risk (Spoiler - click to show)including the "decent" ending and not the best one in his walkthrough and, in fact, not showing us the best way through. This almost surely cost him a couple places in the standings. However, knowing what I know, it was a pleasure to work things out, and as someone who played the game after the comp, I'm glad he made this choice. Other reviewers have alluded to this, but really, figuring out what to 'really' do is clever. I think it's adequately hinted that you need to do something, and the sheer lack of options makes it frustrating you don't quite know what you do. Until you figured it out.
I giggled stupidly after finding what to do, and the final puzzle is a delightfully annoying brain teaser, consistent with the game's friendly needling. This game packs a lot of fun into a short amount of time, and it leaves me hoping there are other games out there. It's clearer than many other multiple choice games, and it offers an example of how restricting choices can make for a tighter puzzle. I am sure there are other ways to do it, and I hope to see them.
A lot of the Apollo 18 one-movers followed the basic formula of forcing the player to pay attention to detail to find out newer, more precise moves. Some made an actual story. COWMC doesn't quite, but its different branches certainly provide a lot of amusement. It's got a nice little percent-solved meter, and the mathier among us will see the number of ways through. Some obviously contradict each other. And plus, it starts with your car falling and manages many endings other than the obvious one. Strictly they're implausible, but so's a falling car, and it's more than fun and well-written enough.
You'll need a bit more patience reading than with What's That Blue Thing Doing Here or Leave Me Alone, which are worth playing to compare and on their own, but it definitely pays off. It allows more different actions than LMA, which is more about finding fun wrong stuff and using classical IF commands than about observation. There's more of a narrative than WTBTDH, which has some really clever meta-jokes I'm a bit jealous of.
The one thing I would add to this game would be a (Spoiler - click to show)tally of what you've looked at and maybe how you got it, or maybe even eventually hint which endings you need to re-look at(yes, one of my Apollo games needed this even more,) so you spend less time running in circles (I did, and so did ClubFloyd,) wondering if you took care of X or Y or Z. This sort of violates the strict one-move premise, but given how endings clue new endings & that's part of the game's strength, it could help the player get that last lousy point from a blind spot he may have.
That's technical, though. This is an effective and entertaining use of the one-move limitation, and I'm glad I eventually got to be part of a group that worked through it all.
Mortlake Manor is very old-school in its approach. It has a generous map, a couple of mazes, and even some randomization. But it is a bit on the plain side. There is a little too much walking and not enough reward. I'd have liked more items and fewer rooms, as I spent a good deal of the game looking at my maps and typing in commands without looking at the screen, especially once I retreated through the mazes, (Spoiler - click to show)with the 15-room nonreflexive-direction garden maze (too long!) causing particular annoyance. I tried dropping items in rooms since I didn't get the gauntlet--which probably needs a description, or a clue it can be loosened, so here's where more is less. I just wasn't expecting anything new, and when a player's staring at a chart of which room goes where, the author has lost him a bit.
It's certainly tempting, once you get the hang of text adventure programming, to start creating more rooms, since the first is the toughest--but here, we have several named "east-west corridor" and even two adjacent ones named "back door." This requires nontrivial technical skill to DO in Inform, but instead of adding to the mysterious feel of a mansion, it leaves me wondering what's so special and upset I'll have a few more rooms to walk through if I leave an item lying about. I was especially nervous about (Spoiler - click to show)the hammer, which never got used but was in the corner of my mind--and the game's map. What was it for?
Another thing that could be explored is: (Spoiler - click to show)the ghost gets you points if you study it passively. Why not have it do something, or be able to follow it?
To the author I would say--publish a second release that is not as faithful to the original as this one. Have fun and ask your testers what they'd add. Maybe you can cut down and describe the rooms more, or take advantage of some Inform-specific stuff, while keeping the original somewhere else. Describe the rooms or cut them down, or both. I have one test I like to do for a game--how does the author's by-move walkthrough look when printed out? And this game is a lot of walking around. The story's relatively sparse.
Things like the help and the (Spoiler - click to show)acronymic maze clues in two places show the author has a strong idea of making the game fair. If there's a way to clue without just leaving a few irregular verbs out there to try, then that allows for more immersion and not picking a verb vs guessing one. It helps the player avoid annoyance, but all the same, if a player is looking to avoid annoyance while playing the game, the game needs to change its tack.
I hope this is not too harsh treatment for a first-time author with the guts to put his work out there for opinions. I'm nearly certain the author can make this review obsolete with a second version. In fact, I look forward to it.
(ps - email for transcript if you want it.)