I first stumbled on the community in 2010, when I beta tested Leadlight, and -- well, conventions had sprung up. And new programming languages. There was a lot to catch up on! Back then, ABOUT and CREDITS were strongly recommended, and too few people went along with that. And there was the Player's Bill of Rights, as well as other basic stuff parser games should implement.
I think it's no great spoiler to say that Mite requires you to X ME to make a certain puzzle at the end solvable. I got stuck there, despite the nice in-game hints. But even if I'd spun out there, it would have been an enjoyable time.
Mite takes place in some fairy realm where you are a pixy who can jump on mushrooms and flowers and such, and you'll need to. You've found a lost jewel belonging to the prince, and this coupled with your own basic decency and a sense that Things Are Generally Getting Worse lead you to return the jewel. But there are obstacles.
There's a neat puzzle where you must keep track of the wind, another where you must kill a predatory spider, and then there's an invisible bridge you must find and reveal somehow. None of the solutions are mind-blowing, but they are all extremely pleasing to me. And there are all manner of magic creatures and talking animals and such.
When this sort of game is done right you don't really notice the effort and love that must have been put into it. But on taking a step back you soon realize a lot of care into making things work. There certainly was enough care put into this so that I remember it years later. Oh, and also, I think back to it whenever X ME gives me something particularly salient. As X MEs go, it's still one of the best I've read.
It's hard to hate a competently written game that's written around a pet. I dare you! The Big Blue Ball last year was about a dog as the main character, and this is about a cat you wish to befriend. I'm more a cat person than a dog person, but I found both worked well for me. You know what to do, more or less. You have a likable protagonist or NPC. Things can't get too simple, because it would confuse said cat or dog.
SSoA and BBB were first efforts, and they were strong ones. I could play games like this a lot, though I'm sort of hoping for the occasional gerbil or hamster game. Perhaps it has a low ceiling compared to more serious or profound subject matter. But said ceiling is more than high enough, and SSoA is closer to that ceiling. It has all the basic elements of an adventure game and does not feel too basic, and at seven rooms it doesn't try to do too much. So it is closer to the ceiling.
I've had experience making friends with a cat, myself. I have some experience with this. My first ever cat was from a barn in Iowa. He seemed like he really wanted an owner, but the people most likely to adopt him had another cat, and he didn't get along with them. But he got along with people. Well, not me for the first day. When I brought him back home in his cat carrier, he immediately slipped behind the toilet and stayed there. He didn't seem to want to be petted. He wasn't growing or anything. He had just been moved around a whole lot in the past week, and he needed space. So I laid out a litter box, some food, and some water. I think I put some toys out, too. Within 24 hours, I remember playing Pooyan on MAME and I think he liked the music, because he walked in and just jumped on my lap and then on top of the hard drive. He was at home! (I still remember switching from a CRT monitor to a flat-panel one. I felt sort of guilty, giving my cats one less place to sit.)
I wound up having to do nothing, really, to befriend a cat, and SSoA has you do a few things, but with some surreal adventure-game wrinkles. You own a catometer, which is just a fancy name for a bracelet telling you how friendly the cat is at the moment. It starts at red and goes to green, through the rainbow. It's a neat variation on scoring with points, because in relationships, keeping score leads to lots of suspicion. Perhaps even among animals who don't care much about arithmetic. They understand emotions! Also, "0 out of 4" makes the game feel a bit small and technical, which SSoA, in the spirit of adventuring, wishes to avoid, and does! It also says you don't have to do too much to gain the cat's trust without leaving you feeling "there's not much to this game."
The puzzles are not too hard, and they're not meant to be, because this was sort of written for the author's son, about a real-life new cat. There's a key on the other side of a keyhole, with a different solution than us adventure game-playing adults who love Zork would expect. Looking through other reviews, I think others found the potential game-breaking bug which was intentional on the author's part–here, though, it seems like they have a neat loophole which could make sense out of things.
In the comp version there was some suspension of disbelief in the store, from being kicked out when the cat is following you (here it seems like the nice old lady proprietor could/should reject you a lot more softly) to, well, kind of stealing for the correct solution. The author worked to fix that and keep the good absurd bits and provided an alternate solution, which is commendable. The drama at the end when you actually get the shovel involves a fight that does make me smile how it is a wink-wink-nudge-nudge substitute for, say, Excalibur.
This was in the Spring Thing back garden, but I think it would have been at home in the main festival! It's experimental, with AI-generated text, and it's much better than what I've previously seen of AI. There is more discussion of what I felt on and after playing than of the work itself. But I think that's because, if you're as lucky as I was, SD will remind you of things, so to speak. I also found it to be better fleshed out than The Fortuna, which appeared in ParserComp a few months later and also used AI.
This is going to get a bit political, but – well, in this case, I recall reading two very bad AI-generated poems praising Elon Musk and Donald Trump. They had minimal value for ironic humor, at least. But I was able to forget the words and not that, well, AI-generated art or stories can be mind-numbingly painful and little more than a checklist of details. (I couldn't tell if any text was strictly AI-generated, which is a good thing. I suspect the author had a go-through and punched it up.)
And there's another angle. Right-wing trolls' mantra is "Donald Trump is in your head, and you can't get him out of it." But we'd like to, because it would clear things up for what we want to do. (Never mind that certain people are certainly in Trump's head without trying to get there!) How do we get Trump, or anyone, out of our heads? And how can we be sure that if we do, we're not just cutting out legitimate opposing views, period?
SD is not specifically about this, but it helps address these questions. And it's a nice change of pace from works over the years where you have a long quest to enlightenment. Now, many are very worthy indeed. There are some where you decide your eternal fate, such as Michael Hilborn's The Life and Deaths of Dr. M. And there are some where you try to get someone out of your life. And there are others with a big, horrible realization at the end. Sometimes I'm not ready for that. But I can get a lot of mileage out of them, too. See AmandaW's What Heart Heard of, Ghost Guessed. And, of course, there is the whole "you have amnesia" subgenre. Pieces fit together, and actions you made or things you saw or thought that didn't make sense, do. Some stories work well, and some don't. And, in Spring Thing this year, we also have Repeat the Ending, which deals more directly with emotional issues and drowning in one's thoughts.
But this is the first I'm aware of where forgetting is a quest! At the end, after meeting some other spirits, you drink from Lethe. This is a gross oversimplification, and SD provides no outright solutions, but it's a short mythological story that brought up questions I had and gave me enough partial answers to old questions I had. It reminded me briefly of things I let weigh me down, of things I hadn't quite let go of, and of things I let go of enough that when they popped up, I was able to push them back off the front burner. There were even a few people I remembered who couldn't let go of things they should've, people who seemed very with-it and attuned to society's faults big and small, and the semi-tortured souls you got to talk to near the end reminded me of them, and I saw some of those real-life people were just babbling. So that was big for me. I tend to place very high value on "what does this entry do for me," and with SD, this worked. But it can't be too forcing!
And I'm glad, for instance, the souls in the underworld have no grand description. Dante's Inferno–well, I loved it, but I'm just not up to that sort of thing right now. And the souls are simply a former warrior, etc., and they will tell you about themselves, and they ramble on, but not too much. The contrast of "don't you know who I am" versus "I was nobody and didn't really even try" (which to me implied "I don't deserve to try until I square away X") struck me as very important indeed. Both parties deserved to forget who they were or what they did, at least partially–the one, to become better people, and the other, to reach their potential. Although the powerful types reminded me of people who told me I'd better remember or forget. Perhaps they told me I was forgettable, and I shouldn't forget why. (Spoiler: these people probably don't remember me and have probably done this to others, sadly.)
SD is not a huge game, and if it were, that might deflect from its central element. You have an ethereal guide. You meet people who can't forget bad and good things. You learn about yourself a bit, but then you see you get to forget, and you can forget at your own pace, and though there's no Lethe in the physical world, you can go on quests to help you forget things. Said quests are best achieved with more than "PUT THE PAST BEHIND YOU! TODAY IS A NEW DAY!" or "THINK POSITIVE OR YOU'RE SCREWED" books and mantras that tell you, the heck with any awful things you did, live in the now! I've long since seen their faults, even if they accidentally helped me in some ways. And I've searched for better, and things like SD generally help.
I could ramble on a bit about what SD helped me remember for quite a while. Those times I didn't realize I'd been a place before right away, and if I had, I'd have remembered some unfortunate idees fixes. Maybe it was something as simple as approaching a park from the west instead of the north, as I did ten years ago. SD reminded me, too, forgetfulness comes in layers–you realize you took longer between sessions when something awful hammered you. And it made me ask, what else did I put aside, or work to put aside? Perhaps it was a high school classroom where I did not enjoy myself. I took pictures of how different it looked and deleted them from my phone mistakenly. Then it occurred to me I didn't really want or need to keep the pictures. And I remembered how I had some memories in place trying to neutralize other bad memories, but the defensive memories weren't even that good.
We mortals don't have a magic bullet to forget things. At least, not without potentially proving our mortality. So we have to make do. We find something that lets us back-bench the worst of our thoughts, and if we don't forget them, we put them where they can be recalled instead of forcibly remembered. We can say, okay, I've accounted for enough, I can put that aside.
The cheap jokes just write themselves. They'd obviously be unfair, but somehow they helped with putting things in perspective. "I had something brilliant but I forgot it." "This game is about forgetting, and it's true to its colors by being forgettable." "I forget the most relevant detail, but in the spirit of the game I don't want to go back and read it and remember something long-term." None of these zingers are fair, emotionally or logically, but they were fun thought experiments and got me wondering what I felt I had to remember or wanted to. I felt okay quickly remembering and forgetting some bad things from my life, and I felt confident others would not stay. And i have to admit, I forget some parts of SD already! And I know sometimes certain writings can stir up personality-cult-like "oh, this is what life is about." But I believe SD stirred up things legitimately worth writing about for (looks at word count) 1000-2000 words.
So: forgetfulness is a complex thing. It's scary, because you know forgetting certain things would diminish yourself. But using it to lessen emotional baggage can be a way to grow. And SD reminded me of that. But perhaps it's better to riff on two lines from the Eagles' Hotel California, with its own dreamlike qualities:
* "Some dance to remember, some dance to forget" Playing SD, I realized things I wanted to remember and forget, and I picked and chose according to my own arbitrary standards.
* "You can check out any time you like, but you can never leave." In SD, though, you can check out from memories, AND you can leave them behind.
Or to mention a more technical, practical example. We all have our "Hello World" lessons for coding. And we learn stuff and forget it. I've felt guilty having to look up something that seems simple twice, or something I learned early that helped stuff click, as if that proves I don't have real mastery. But the truth is–I'm making a calculated decision to say, I believe I can put X aside to learn Y, which will have greater long-term impact. And holding onto the trivial knowledge for X gets in the way. It's different from, say, ditching friends who helped you when you hit rock bottom now you're successful.
I got a lot out of SD, enough that I planned to write a review before Spring Thing ended, and two days later I finally sat down once my thoughts settled. And it was almost scary to have someone pop up on another forum who hadn't posted for 13 years. I had forgotten them, but then I remembered (positive) stuff they said in a different context. Perhaps this is a crazy coincidence or, perhaps, I can say without getting too swell a head–if you ask questions and look for answers enough, and stumble across enough good works like SD, things are bound to happen together, and it feels like lightning struck, but really, it's just a form of the birthday paradox, where two neat things will be unexpectedly close, and you can learn a lot from that, and you don't have to worry why it happened.
Mushroom Hunt is a very well-done game for the Adventuron Cave Jam. It's might be the least cave-y entry, with the cave being tough to find and not even necessary to, well, make a good version of mushroom stew. You see, Granny has entrusted you with looking for mushrooms, and there's even a book on which are poisonous and which aren't. It's a bit surreal, as I don't know many blue or red mushrooms, and you wind up picking a polkadot mushroom, but it's rather a relief you don't need any detailed taxonomy, here.
The presentation is very attractive, with colorful ASCII art for the room graphics, and the game's nicely set out in a square (with the cave off to the side)--Granny's house is in the center, and you walk around and examine the scenery. Unlike most Adventuron games, critical stuff isn't highlighted, because mushroom hunts are meant to be a search. It's not a standard adventure, and there's a nice sense of surprise when something does turn up.
As Brian Rushton mentioned in his review, I too found a bottleneck with one item that opens up a whole bunch of other areas. I had a feeling there was an unusual lot of scenery I could cut away, and this proved right--my first story ended in just picking three mushrooms and making a soup that left Granny and me sick all night. So there's some "you need to look at A so that B reveals C." But it makes sense--it's a relatively commonplace item, but it's hinted at, and it's something you as a kid might be intimidated to have to handle. Once I got through it, though, it opened up a lot. Having that mystery fit in well with the game story, where you had a grandmother you maybe didn't know well.
There are ten total mushrooms out there, and five are safe. (That's a 1/12 chance of winning by accident if you found all the mushrooms.) The game offers no hints of if you have put the right mushroom in the pot, leading to some anxiety even if you're pretty sure you read the book carefully. I sort of wish I'd saved before giving the mushrooms so I could see if there was a particularly horrible end for the maximum toxicity (the author assures you you won't die) but I was surprised how well the ending worked when I just stopped by having gotten three mushrooms, not caring if they were poisoned, just wanting to see the end. It certainly captured some of my fear and excitement of seeing mushrooms in the forest and knowing my own great-grandmother knew which ones to pick, but I had no clue.
The attractive graphics are hardly the only nice bit about Mushroom Hunt. The descriptions make it interesting to sort out what you need to look for, but it's not so confusing you throw your hands up at looking around. And while it is, to some degree, "just keep examining until you get to the end of the road," it's a well-chosen subject, well-executed, and I'm not surprised it had broad appeal.
Escape the Cave of Magic is a fairly straightforward and fun game written for the Adventuron Cave Jam. The title is a misnomer, as not only do you escape the cave but the planet it's on. You've just found the crystals that will provide energy for your spaceship to leave, and now you just have to get back. This is not so easy. My nitpicking self wondered why didn't these barriers stop me from getting to the cave, where I wound up in the bottom.
But nevertheless, I enjoyed slugging past a troll and a dark knight, finding that certain treasure was worthwhile and other stuff wasn't. There were some fights with the parser (ROW BOAT versus ROW) and odd error messages, and for another critical item, I used the wrong verb, (Spoiler - click to show)CLIMB TREES instead of (Spoiler - click to show)X TREES. But the game is simple enough you don't have to sweat that too often, and the variety in graphics gives it a nice Sierra-like retro feel.
Looking back, there were definite inconsistencies and holes in the storyline (an early instadeath is clued, but something should have been mentioned in the introduction,) and the parser was finicky. But it's a fun jaunt through a bunch of landscapes, and there's a neat non-mapping solution to a maze, which has a nonreciprocal direction, but fortunately it's only 8 rooms.
This game felt middle of the pack more than top 3 and I suspect the neat graphics and relatively easy puzzles (once you bounce off the parser, it's clear what to do) swung in its favor. I'm being a bit harsh here, especially since it seems English is not the author's first language (which accounts for some wonky phrasing,) but nonetheless, if you want something quick to play, there's some fun interaction with NPCs neutral, opposed and friendly.
Having enjoyed the bottom half of the 2019 Adventuron Treasure Jam, I had high hopes for the top half. And I quickly saw why A Troll's Revenge belonged there. It's in the same vein as Wongalot's Dungeon Detective series: the world of everyday mythical beings trying to clean up the mess made by adventurers after gold and experience points. I enjoyed them and hoped for more. Of course there's always a worry that this humor is overdone or too meta or whatever. But when it works, it works, and in A Troll's Revenge, it does. The revenge itself is pretty PG-13. The puzzles are clever. I felt sympathy for the trolls--for all their being, well, bigger than humans, they're the little guys when it comes to wins and losses, aren't they?
It's the humans that strike first, though. Your older brother, who is bigger but not as smart as you, was suckered by an apple that put himself to sleep. When you wake him up (this is a fun introductory puzzle in itself, suggesting you get some righteous revenge for various sibling fights) you remember how dad said, never take gifts from strangers. But now's not the time to point fingers! If you don't get the gold your brother guarded back, there'll be a very, very mad wizard, and not the "create small three-headed beasts for the fun of it" kind.
There's some tutorial work here telling you to look and search everywhere, which isn't too taxing, because there aren't many locations. You must visit the apple tree that put your brother to sleep, and what you use an apple for is kind of ingenious. Well, to me. There's no violence perpetrated on the other adventurers, save for the one who gets greedy and walks into a trap that knocks him out for a bit. Mo' knockouts, mo' recovered treasure. The innkeeper, despite being human, turns a deliberate blind eye to your acts, remarking the adventurers were kind of obnoxious anyway.
But then there's a problem once you have all the treasure! You can't carry it all at once from the inn, and if you take too long, the adventurers will be on your tail. Just being able to schlep stuff back home would be too tedious, and then there's the worry about puzzles for puzzling's sake, but the final puzzle hit the spot for me.
There's a lot of "hooray for the underdog" stuff here, from the trolls the adventurers robbed to you against your older brother. It nicely subverts the whole "TROLLS HAVE LOW INTELLIGENCE AND HIGH STRENGTH" line your average RPG helpfully offers when you are going to create a party. And the adventurers, maybe, learn a lesson. If they want to. The revenge isn't especially cruel. And, oh yeah, the graphics are pretty good too.
This game has no reviews yet, and while it's done well with average stars, I'd like to do what I can to encourage people to play it. Maybe Adventuron got overlooked when it was starting out, but the more I see, the clearer it is that it was just what some people were waiting for, to write that neat small game people could enjoy down the line. I did, four years later.
The House at the End of Rosewood Street seemed to hit many of the right "how not to do things and get away with it" buttons for me. It had a dreamy mythic quality despite the realism. This offering by the author has its similarities and differences. It feels more like an experiment on the player than one with it. And it's probably been done in other contexts before. But it's thought-provoking enough. My main beef is that it provokes thoughts I've already thought about, not quite as exciting the second time through. Since it is shorter than THERS, though, it's more replayable and won't leave you hanging as long as to what it is, or what it does. (Also, you can look at the source code. I did.)
You are a vagabond, looking for passage to the city of Clarence. Along the way, you eat an apple, run into a caged pheasant, and eventually meet someone else who asks you to keep them company. It's not clear what the "best" way through is. Do you plant the apple? Do you release the pheasant? How much do you share with your new companion? And when the fellow traveler gives you your fortune, how do you cut the cards?
The looping that likely follows has you asking, did I do the right thing? What could I have done differently? And so forth. It leaves open the question of if there is a right way through. You have a few extra chances to ruminate.
The scenario is as surreal as THERS, but with significantly less guidance as to what to do. I ran through a few times until I got impatient, when I saw (Spoiler - click to show)my choices didn't matter except to have one section where you reflect on them say "But I did things differently" or "But I did them the same. So you can really only dream ever of reaching Clarence. It's something I think we've all thought of, and as a journey with tarot cards and the fellow traveler making vague proclamations, I realized I sort of heard what I wanted to hear on each trip through. Because, well, it was roughly the same.
It's not the first work I've played through that uses this gimmick, but it felt like there could have been more. Perhaps I should've suspected the thrust, given the tarot cards I always received. But I felt a bit ripped off even as I thought back to times when I realized I worried too much about what might or would have happened.
The House at the End of Rosewood Street stuck with me over the years, not due to any hugely lush detail, or due to being one of the most impressive entries in IFComp 2013, but due to its oddness. You play as a handyman who helps with odd jobs and drops off newspapers for your neighbors in a neighborhood not very conducive to easy text adventure navigation. Your main job, in fact, will be giving newspapers. It's a bit of a fishbowl, but nobody's leaning over you.
This is all pretty easy, what with a well-organized street, though it's a bit odd to have left- and right-hand sides implemented. Fortunately it's a minimalist game, and it's orderly, and using the up-arrow helps speed through the repetitive tasks.
Then there is that weird mansion at the north edge. For whatever reason, you need to go north twice there, too, after visiting Janice or Glenn -- and going east or west brings you back to them. Glenn's a bit of a grouch who says "Don't trample my grass." In fact everyone is painted relatively quickly. Lottie confuses a toaster with a stove. If you give the wrong person an item they wanted fixed (a toaster, a kettle) the responses are rather funny. And of course it's fun to ask people about specific neighbors.
There is some pain with the parser, as after each knock you need to type in a new key for conversation. This all feels like routine, though, fixing whatever one of your neighbors asks you to end the day, until there are ten newspapers in the stack instead of nine. There is a definite mystery here!
The characters remind me of Di Bianca NPCs (though his first IFComp entry came a year after,) albeit with far far fewer abstract puzzles. The parser errors, too, have that something. "What would the neighbors think?" It might be annoying in a more complex and realistic game, but it's a bit charming here. There's also an odd bug--I suppose a well-crafted game can get away with one such bug that make things more topsy-turvy. Each game gets one, and here, if you walk away from a house and come back after talking to someone, that's when the owner waves and goes back inside. Unintentional, unless I am really missing something. But it adds to the atmosphere.
The only reason I came back to THERS instead of other IFComp 2013 entries that placed higher was, well, I didn't solve it, after getting the ending where you loop around back to Monday. So people looking for history or value may be better served by playing Olly Olly Oxen Free or Robin and Orchid first. Nevertheless there's something special about sort-of recovering something, an alternate ending you never quite saw but hoped for, even if it wasn't quite clued enough. (It wasn't. No big deal.)
And even with those top placers, the thing is, I remember them better, their flow and so forth, and it would be like visiting an old friend. They follow all the good rules of strong game design and break certain too-stiff ones to give them originality. THERS is more that odd cafe nearby that left me both worried and intrigued, or maybe it is that friend that occasionally pissed you off but had some legitimately good points and you wish you'd been able to listen to them a bit more. It has a weird chaotic energy buried in its minimalism, one that encourages me to maybe do things wrong, maybe not on purpose, but to have faith that looking around these odd corners may turn up something interesting and valuable. I'm quite glad I revisited it. But all the same I hope to write a walkthrough so the next person who's curious doesn't have to stumble through that much. I hope they're out there.
This Speed-IF jacket game certainly got a few odd assignments--it goes from being "west of house" to meeting Norse deities and even roughly corresponds to a Stephen King novel which was made into a movie of a different title (Stand By Me). There's some tongue-in-cheek conformism with some of the odder jacket blurbs, with NPCs called D'Teddy and E'Vern, and there's a "bad" ending before the good one, which is decidedly antisocial and again clued by the credits.
The oddness of the map helps with the tension, as you walk away from your house to find something very extraordinary indeed. There's a surprise twist at the end, too, beyond the expected one to defeat the bad guys who are much, much bigger than you could ever hope to be. I found it funny. For two hours' worth of programming, it's quite good.
The SpeedIF Jacket 2003 works were all relatively entertaining, and if they aren't necessarily lasting, it's fun to see odd creative jolts can and do work, and The Body feels like a good example of it. Perhaps it won't last in my memory. Perhaps the author half-forgot they wrote it, too. But it's a reminder to stick two ideas together and go with them, why not?
I remember testing the Author's 2020 IFComp entry, Alone. It did a lot right. I forget if the author told me they had entered in 2019 (COVID was weird) but I did feel like they knew what they were doing, and the stuff I found was easily fixable, and the overall story was strong. Later I wasn't surprised to see they wrote other stuff people liked.
However, I was surprised to see an entry of theirs in 2019 IFComp, when I didn't really pay attention to the other entries. (I should have. I'm still catching up. There were some good ones!) It's a classic story of a haunted house, and it starts as a bully and his Rottweiler waylay you, then chase you once you give them the slip. All this feels very real for a ten-year-old, and then as you hide out in the abandoned house, the bully puts a rock against the door. So you're stuck.
And it's not just a matter of getting out. Yes, you need to get out, but there's a mystery that unfolds along the way. Finding certain items gives you brief visions of why the house is haunted. The reason is violent and standard. You find various items (a useful bottle of poison) with chests to open, and there is a journal describing certain events. There's a fire, too, which you need to douse.
I found the end escape sequence once you find the secret nice and dramatic. It's very indulgent in terms of giving you time to get out, but I found it quite satisfying to perform certain actions before I fled, and yes, there's a neat creepy ending if you just wait around.
So the story is very good indeed, but there are a lot of the sorts of beginner mistakes that judges may frown on. For instance, there's a journal under a bed, and there's still something under the bed after you take it. Something's in the journal, and if you read the journal twice, it's blank. Some verbs need exact input. All this seems fixable, but it can blindside an author working alone, and it did, and it seems the only reason something like this would've placed so low. It appealed to me, maybe mostly because of the "kid chased into haunted house" angle, and I'm not really a horror fan.
I'd love to see the author clean up a few things and make a post-comp release. I bet it would be easy for them to do so, especially with a few transcripts. Their comments in Brian Rushton's review suggested they just weren't aware of certain things like getting more testing, etc., and for all that's lacking, I'm still impressed. The author got the hard parts right. But with 77 games, it's easy to get impatient and give something like this a low score.
David Welbourn has a walkthrough out now, and that ameliorates any fears people may have of poking at it. It's a well-conceived story with a lot of tension and spooky items to find and a mystery that slowly opens. Perhaps this ruins the puzzling aspect of it a bit, but I was able to enjoy the design without too many struggles with the parser. (Small voice) I actually liked the story better than the author's 2020 entry Alone--probably that's just because it was my style. And I also recommend The Lookout. This is quite good, too, with bumpers in place.