So about two-thirds of the way through Present Quest, I was baffled as to how and why it had won the Adventuron 2020 Christmas Jam. The puzzles seemed facile and, quite bluntly, a few things didn't add up. Everything was clunky and empty. Did nice graphics really go so far? Were the busy-work puzzles more captivating than I thought? The first puzzle, I needed a hint on, and I double-checked, and yeah, it was too obscure and vague! Then they got unrealistic. And what's up with the short names? Was I off-base, or we the fifteen people who rated the game? Why did I need the food and energy gauge, when they were so easy to recharge? I mean, yeah, content warning and such, and maybe people emphasized with the author, but a pity vote seemed too much. It was a bit odd the author latched on to a meme that peaked in 2008.
Well, by the end my perspective had changed. And it forced me to reconsider certain things about my own life. It made me think about my own time-wasters and why I did them, and whether or not they really helped. My past is probably different enough from yours that you will get something very different from it. Let's just say that I read the content warning, assumed a certain incident in the game was the bit referred to, and said "okay, that's bad, but I don't feel affected by things."
What is PQ at its core? To me, it felt like Progress Quest, where you progress just by having the app open, though I think there's a better explanation for the name in the spoilers than you finding a sligtly cringey Christmas present for Pel. It certainly gave me that idea that minimal progress was inevitable, and you were going through the motions. Even though, well, you have little things to keep you excited. You, Terry, have a ho-hum job that's not well-described. Your wife, Pel, cooks breakfast and takes the car in to have snow tires put on. One day she drives you. One day you take the bus.
Everything has a small puzzle weaved in. On the first day, you need to find a password to your computer. If you want, you can call Pel for hints. It was a bit tortuous the first time, and then when I thought I had the answer, I thought, no, that's silly, it's too short. A fellow named Gord came by and talked to me. He has no effect on the story, and the game warns you against talking to him, and boy do you get an earful if you ignore the game and TALK GORD twice in a row. (I skipped the first time.) The next day, on the bus, you have a small puzzle to figure the route number you need, and the photocopier is broken. Then you have a puzzle with trivial UNIX commands to shut down George Michael's "Last Christmas" playing in the office. Work goes by.
I managed to get better at the puzzles. But I was very close to saying, geez, really? A my lousy apartment game AND a my lousy job game, with because-it-is-there puzzles on top? But PQ seemed inoffensive, much like Terry himself, so it couldn't hurt.
Then the incident happened, and things went to smash, but not in the way expected. And, well, the realization--it didn't hurt, but it tripped off a few things from my own life, of personal crutches I'd kept and thrown off. I was impressed enough by PQ that I want to spoiler-tag the critical bits, but again, I'd encourage you to play through it. As for a walkthrough? I was planning to write one for CASA, just to give Adventuron games more coverage. But since all you have to do is call Pel repeaetedly. You do feel a bit naggy, and that's the point.
(Spoiler - click to show)Hm. Okay. I don't want it to be that easy. ROT13.com will decode the next line below.
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Pdana sana okia reypkneao, pkk. Oawnydejc bkn khz huneyo wjz oknp kb ieo-naiaixanejc pdai wjz dwrejc Ckkcha pqnj pdai ql wjuswu--cnawp! Dawnejc pda okjc wcwej wjz nawhevejc E'z bknckppaj sdwp E hkkgaz ql, pdwp E oskna E'z naiaixan xaywqoa kb ykqnoa pda oejcan owez pdwp--kqyd! Xqp ep swo lnkcnaoo wjz hawnjejc. Wjz E dwz w ykskngan sdk odksaz ia w lnkfayp kb deo ej Y. Ep ykjranpaz w opnejc kb jqixano wjz klanwpkno pk w jqixan qoejc LAIZWO. E pdkqcdp E ykqhzj'p zk ep, E swoj'p jawnhu wzrwjyaz ajkqcd, wjz da owez E ykqhz, eb E ows ep necdp, wjz E dahlaz dei sepd okia kzz eilhaiajpwpekj zapweho. Da habp pda ykilwju odknphu wbpan, wjz bkn w sdeha, E skjzanaz "dks zez da zk pdwp," wjz kjya E becqnaz pdejco kqp, ep swo okiapdejc pk ck xwyg pk. Wjz ep dahlo pk pdeo zwu wo wj atanyeoa pk hawnj w jas lnkcnwiiejc hwjcqwca. Xqp ep swoj'p qjpeh E wllheaz ep pdwp ep dahlaz ia ikra bknswnz--pda ykjbezajya xkkop bnki owuejc "kd, pdwp'o dks da zez pda xwoeyo" skna kbb.
Qdt jxuhu muhu xebbem lysjehyui qbedw jxu mqo. Veh ydijqdsu, yj'i fhujjo uqio je adem xem je wuj weet qj VhuuSubb, rkj Y mekbt iehj ev huluhj je yj, qdt ulud myddydw q vum wqcui yd q hem tytd'j vuub weet. Eh jxuhu qhu/muhu fqydj-ro-dkcruhi fkppbui mxuhu Y adum jxu rqiys ijhqjuwo qdt mqid'j fkixydw vehmqht. Y cqo'lu beeaut temd ed Juhho'i vehckbqjut fkppbui, rkj Y xqt co emd.
O makyy oz'y zngz cge cozn Zkxxe, zuu. Noy jksktzog sgjk oz ngxj zu xkskshkx znotmy, gtj znay zu ju noy cuxq vxuvkxre (vkxngvy Hkxz gtj Muxj mobk nos yorre zgyqy/vaffrky yu Zkxxe jukyt'z yzxgot nosykrl cozn xkvuxzy) haz yurbotm vaffrky mgbk nos g iutlojktik huuyz ux inkkxkj nos av, atzor znke jojt'z gtj iuarjt'z, hkigayk znke ckxk zuu lgx ot znk vgyz gtj nk tkbkx subkj luxcgxj. Oz'y yigxe nuc znoy ngvvkty kbkt coznuaz jksktzog--O'bk gryu ngj se uct Muxjy gz cuxq cnu jojt'z yzuv zgrqotm, gtj ngbotm urj vxuhrksy zu irkgx se nkgj ul znkox iutbkxygzouty cuxqkj, atzor znke jojt'z. Oz'y grr bkxe ixakr kbkt ol eua jut'z ngbk jksktzog--xkgjotm urj yzall eua cxuzk, gtj cutjkxotm nuc eua znuamnz ul zngz, znuamn znk grzkxtgzobk oy "O cgyt'z znotqotm ghuaz sain, cgy O?" Yuskzosky O'bk igamnz seykrl ruuqotm gz znk Cgehgiq Sginotk lux nuc O luatj g ikxzgot vokik ul tuyzgrmog zngz O luxmuz zu huuqsgxq, gtj oz lkkry muuj zu xkzxgik gtj lomaxk znotmy uaz, gtj ekz O qtuc oz cgy zosk cgyzkj tuz lomaxotm uznkx tkgz tkc znotmy. Ux O cutjkxkj cnu zngz yammkyzkj lxoktj cgy, yuskutk O ynuarj qtuc, gtj oz noz sk g lkc jgey rgzkx. O qtuc znkxk oy yzall cuxzn rkzzotm mu ul, haz grr znk ygsk, znk lkkrotm ul ruyy oy gclar.
Ylb ugrf Rcppw'q nsxxjcq qncagdgayjjw zsgjr ypmslb fgq nyqr ylb rfgleq rfyr kyic fgk fynnw, dpmk qmkcmlc cjqc, ucjj ... wms ayl dccj fmu fgq zmyr fyq zccl qgligle dmp y ufgjc. Wms umlbcp ufyr'q lcvr. Ylb rfcl, md amspqc, Npcqclr Oscqr bmcql'r kcyl y npcqclr, zsr rfc npcqclr. Ylb ufgjc Rcppw zmsefr fgq hsqr zcdmpc rfc qfmn ajmqcb, fc lctcp emr y epgn ml rfc npcqclr. Ylb rfc rpslayrcb lykcq dgr gl ucjj ugrf fmu Rcppw ayl mljw npmacqq qm ksaf.
Mzp iuft Fqddk'e bgllxqe ebqouruomxxk nguxf mdagzp tue bmef mzp ftuzse ftmf ymwq tuy tmbbk, rday eayqazq qxeq, iqxx ... kag omz rqqx tai tue namf tme nqqz euzwuzs rad m ituxq. Kag iazpqd itmf'e zqjf. Mzp ftqz, ar oagdeq, Bdqeqzf Cgqef paqez'f yqmz m bdqeqzf, ngf ftq bdqeqzf. Mzp ituxq Fqddk nagstf tue vgef nqradq ftq etab oxaeqp, tq zqhqd saf m sdub az ftq bdqeqzf. Mzp ftq fdgzomfqp zmyqe ruf uz iqxx iuft tai Fqddk omz azxk bdaoqee ea ygot.
(Ghmx: rhn vhnew ybznkx patm mh khmtmx ur ybznkbgz patm max exmmxk B fnlm ux. Xoxg by B inm bm bg ehpxk-vtlx, rhn'w atox t tgw b tl lbgzex phkwl. Matm'l fr vhgmkbunmbhg mh max pahex insser ubm.)
Feathery Christmas replaces Santa's sleigh and reindeer with, well, pigeons. It's a cute, small story, and the puzzles are mostly abstract. Larry, the pigeon leader, needs you to feed his flock, and then you need to find a secret code in a church to release them to deliver a package. It's a bit tenuous, as are many logic puzzles (truthteller/liar and a general logic grid to decide which pigeons haven't been fed,) but it also has easy and hard mode, where the puzzles vary. The replayability was welcome, especially when you needed to find the shortest way through a wind tunnel with houses on easy mode, then the longest on hard mode. It's not super-robust, but it's more than competent, and the pictures are, well, legitimately artistic.
Having played on both easy and hard mode, I noted that besides the abstract puzzles, the item-trading you needed to do to get a ticket to the church was identical, as was acquiring bread. You also had a book that translated to and from Korean, and again this was cheery, but given that I don't know the Korean alphabet, I didn't get the full effect. There's also a puzzle of how many times to ring the church bell--again, reading the books you trade back and forth will show you this.
That said I really enjoyed the final puzzle where you guided a bird east through the screen. There are wind gusts that push you east to speed you up, until you bump into a house. The quickest solution isn't immediately apparent, and the slowest one seems almost counterintuitive. It's a fun, original bit of calculation that never feels like busy work, and there's no pressure either. You just keep trying again. It's one of those moments that shows potential for a great deal more, and I wound up thinking more about this puzzle than the rest of the game. And, well, it fit perfectly in with the theme of pigeons flying, while the logic puzzles for feeding bread didn't quite mesh. It was a neat conclusion. If the author worried this might challenge the player too much, well, I for one would disagree and would hope to see more of this from them, as opposed to the vanilla book-swapping and logic-chopping.
I'd have seen FC favorably even without it, though. In the end I hoped for considerably more, always a good sign, and so I was glad I could replay quickly on hard mode.
SANTAPUNK 2076 is a short, cute cyber-dystopian game with a few interesting puzzles. This seems like a contradiction, but it's handled well enough to make a nice short story. You are a deliveryperson for. There seem to be all sorts of references to things going wrong and persecution being a part of life, from "You are Number Five" (-The Prisoner) down to Amasoon Logistics, the Claus-Mishima Corporation and, of course, a gaudy job title: Executive Lead Fulfillment. It's a lofty way to say "you need to deliver a package," but they do keep getting loftier and loftier as the pay gets worse and worse. There are other dystopian touches, such as the McKingdy's fast food restaurant (Burger King and Wendy have been assimilated! However, I reserve hope that Arby's has held out.) I can't speak to the similarities to Cyberpunk 2077, but SANTAPUNK stood well on its own for me.
The graphics certainly reminded me of an upgrade over when I played Neuromancer, another dystopian game (it had message boards and email! Back around 1990!) on my old Apple II. And those felt so revolutionary, because they included yellow, and--well, these are better, and they're pretty much done by one person in not much time. So, very impressive! Hooray technology! Well, aside from the whole "accelerating dystopia" thing. And the puzzles are neat--hacking an interface and, in one case, discovering a really awful password. While this always feels slightly artificial, it's quite believable that people are still exasperated enough with password security that they write dumb ones, and the joke can work in many guises. It does here. You have to forge your identiy to enter an apartment. This opens up an even more worrying mystery beyond "oh no the computers have taken over, and worse, the people who crave power have taken over the computers, or vice versa."
Perhaps the whole message is a bit heavy, but I laughed for all that. The graphics helped soften the message. I wound up with a grade of A for my performance. I felt very proud of myself, despite the information I read that, in fact, the world was going further down the tubes. Well, until I considered the possibility that Amasoon Logistics may have given me the best grade for just shutting up and mindlessly what I was told and not considering the moral ramifications of my actions. (I was just plowing through.) This worried me. But the graphics and puzzles were cute! The game notes noted multiple paths through, and I'd found a quick one, and I wonder what others there might be, and what happens in the big picture if I somehow get a D.
Northpole's graphics helped carry me through the rough bits for a really enjoyable experience. It's not the only game in the Adventuron Christmas Jam to do that, but it's particularly smooth and homey with a lot of variety in backdrops and elves to see. all very smooth and homey, and as you play through more, the variety of locations and people (well, mostly elves) drawn is impressive. Both realistic and magical landmarks are drawn with love and care and attention. The plot is strong, too, as you're a disgraced elf accused of causing delays in the delivery process. You need evidence it wasn't you. It's interesting how Northpole claims its own middle ground between Save Bigfoot's Christmas and Santa's Trainee Elf. The high production values helped me blow off a few potentially frustrating verb-guessing roadblocks. I wound up playing in two sittings: first, I got five presents so I could enter the Elves' village I'd been banned from. Then, I got the final two. Each half of the adventure is a distinct experience.
The snowy wasteland you've been exiled to is not too huge--fifteen rooms or so. The room names are generic and even duplicate, but given the images, you'll have enough of a map in my head to be able to wander around. (Besides, I'd rather have the images, if I had to choose.) There are two places that indicate an area behind, both via text and graphics, each with the appropriate mystery. The Elven Pole in particular is neat. There's a snowman tucked away in off to the side as well. You can ASK it for hints, but since it's out of the way, you need to organize things first, which is a neater bumper than "ARE YOU SURE YOU WANT HINTS?" And while HINT gives some help, too, you get tripped up if there's nothing to do in a room. Northpole shows the verb-help menu, which scrolls. And it doesn't necessarily help with the verbs you need to guess. And all this has another thing drawing you on: the outside wasteland locations are well-drawn, but the village Bori the Border Elf guards you from, well, you can see how colorful it is at the entry to the village. The wasteland part is beautiful, but the village promises even more, so there's motivation to get there beyond "I want to solve this."
It delivers visually, and the plot picks up, too. Villagers you find new clues about who has disrupted things. The puzzling part is less smooth, but it has more story, with other elves to ask questions of and a neat reversion of the "kid standing on other kid under a coat to get into the movie" trope.
There are two more presents you must find in the elf village area, and I found some fiddling with verbs was necessary to break through. Eventually I found a command I thought I'd tried. There are a lot of cutting implements. AndI was able to see roughly the order I needed to do things in, and what I needed to do, but I had to scour through the village again.
That said, the mystery of a weird fireplace that teleports you if you use the right powders is a neat one--you won't even have to use the parser to mix the right ones when the time comes! And the final puzzle to snatch the final present away is suitably clever and closes a loop on a few plot points.
I thought highly enough of Northpole, despite some minor technical flaws, that I considered writing a map and guide of it for CASA quickly after winning it. I didn't want anyone who played it in the future to get stuck. But one was already there! I wasn't disappointed in the time I spent stuck, and I was glad someone else had played it two years after its release. It's a case where there are about ten verbs to guess, and you should do so 80% of the time. So the math dictates there'll be a hitch, but now you'll be able to enjoy nice story with many magical places to go and even a bit of helper-elf culture to explore without getting stuck. (I almost found myself craving sprouts.) I'd guess a lot of people would be glad to call it a day after getting into the village and seeing their way around, but I was very glad to see that last bit of magic when I came back to Northpole and figured a way to brute-force things.
Day of the Sleigh hits several holiday notes for nostalgia and hits them well: it's the 80s, and you are a teen with a babysitting job. Today, you're taking Deirdre, who is more excited about Christmas than you, shopping. (I'm not sure where her parents are. All the same, this potential plot hole wasn't worth scrapping the game over. I actually played in to sessions and assumed you, Elidih, were her older sister.) Deirdre's so excited, she runs off in a department store when the lights go out and gets lost and trapped.
Thus begins the fun. Deirdre's not hard to find, but you can't get to her right away. While it's not a huge emotional moment, I still don't want to spoil it. You can't blame a young kid for getting lost the way she did, and you can't blame Elidih for being exasperated, even when you get Deirdre to cooperate for something important. Elidih understands certain things aren't fun for teens but were for seven-year-olds, and that's good enough.
DotS is not a very big game at four rooms, and there isn't a ton to do, but it's more fulfilling than many bigger games. Your first task is to find a key that opens a door to the south. Tutorial mode works very well here. It establishes you'll need to look under or behind or in a few items, which would get exhausting in too many rooms, but they set the mood well for the treasure hunt. It also establishes its size early. There are stairs up, but you can't go without Dierdre.
This was comforting when I had trouble finding what Santa wanted. What he wants is randomized across games, and a few quick replays suggest there are four treasures, one in each room. So you may get lucky and find what you want right away. Then, once the sleigh is full, you need to get it running and open an exit. This requires a few steps that include contacting the shop workers without, you know, letting them know Santa is nearby. They also have an item you need, but they're not going to give it to some teen.
Despite having only four locations, DotS's room graphics are very colorful, and when you need to move scenery around, the graphics change, though Deirdre keeps her teddy bear and Fischer-Price radio even after escaping. So it feels very full. The variations on LOOK worked for me. They aren't the only puzzle, as there are some guess-the-verbs that also feel eminently fair. A couple need prepositions. And there's funny stuff to try, like giving Deirdre sweets. (She also seems to blame you for the whole situation, and seven-year-olds can get away with that! Given her name's similarity to the author, I wonder if this is a slight mea culpa to a babysitter they liked but they knew they got on their nerves a bit, because being that young, you can't help it. I've been there.)
In the end, Deirdre gets rescued, and I don't want to spoil precisely what happens, though I was glad I saved near the end. It's not earth-shattering, as high drama would ruin the humorous tone, though I do recommend restarting, as there are a few callbacks to the beginning text. I may have missed a few achievements, and that would make DotS well worth replaying to check on, but right now I, in the Deirdre school of thought, am running and grabbing all the Adventuron games in this jam that I can, because I can.
SSoN's title does sound a bit ponderous, but fortunately, that doesn't carry over to the game, which has a great premise. The Summer Solstice Sovereign has refused to wake up the Winter Solstice Sovereign of the North, and until he wakes, the days will be very short and, I assume, cold. This comes to you in a dream. There's a ritual to perform. There's even a romantic interest. It all fits together quite nicely at the end.
SSoN isn't a huge game, with seven locations, and one is locked at the beginning. That's where an archaeologist lives, and you sort of have a crush on her. She helps you later on. But in the meantime, you need to find a way to cross the lake to get to the ritual site, and you're worried people may not believe you. Once you do, and you solve another puzzle, a neat cipher is revealed. Some suspension of disbelief is maybe required, here. You have about ten items in the cipher, which makes for a puzzle translating the ancient text that tells you what to do. And yet the puzzle was satisfying once I put this aside. The ritual isn't complicated or disturbing at all--you just need to find two items and use one semi-standard verb.
So SSoN feels like standard puzzle fare in some ways. And the puzzles do feel a bit puzzle-ish. One item I thought I had rendered useless turned out to be useful, but the in-game hints (I used them a few times--they work well) showed adventure game logic applied, sort of. The TLDR is, every location has a use. And there's one irregular verb that's semi-obvious for another item. There are two items that fuse together, as well, and while the actual combination was a slight stretch, it fit in well with the story. The location pictures similarly don't have a ton of detail--they remind me of Apple low-resolution graphics--but they adjust nicely when you move stuff around or even find or take an item. I don't know how difficult it is to adjust graphics across game states in Adventuron once, but having it work across the game is a nice progress gauge.
In the end, you get the girl and help the Winter Sovereign. I noted that English was the writer's second language, and this showed in obscure ways. It's a case where the translation is logically correct but, well, safe. It doesn't try any tricks, so sometimes the writing seems a bit pedestrian. I'm left feeling this would probably be a sharper, more colored-out story in the writer's native language. Parts feel on-the-nose. But the big idea is original and well-executed and very satisfying. So SSoN shines as not being like the usual "find and give gifts" which I've also enjoyed very much in the Adventuron 2020 Jam. Instead, it reverses something that we probably all wondered about as kids. What if the days don't get longer this year? We understand the physics, as adults, but SSoN reminded me of those fears and more. It also leaves open another angle, where maybe people try to summon bad magic to keep days extra-long, and you need to prevent that. I wound up thinking about that a lot after SSoN. I'd definitely play a game like that from the author.
Wodehouse is one of those authors it seems easy to make a tribute to. The main problem seems to be avoiding too-well-trodden paths or, perhaps, a plot of his you just haven't read yet. And stories with Bertie Wooster and Jeeves seem particularly easy, because we know the formula. Bertie gets in trouble, sees a silly way out, and seems to make things work, until things turn out okay, because Jeeves planned things that way.
I knew this formula well, but the end was a nice surprise. I was distracted by the things I needed to do. And if part of the distraction was fighting the parser, well, I guess being slightly muddled helps put us in Bertie's shoes. Okay, your name's actually Bartie Worster (your middle name isn't Wilberforce, either,) and your butler is Gieves, probably for intellectual property reasons.
But DtHG does so much more than just say "Hey! You like Wodehouse? Here's something Wodehouse-y." Anything could be a bit too verbose, enough to bring back memories of Bertie, and we'd give it a cheerful wave and thumbs-up. Fortunately, the strong introduction made it clear the author knew their stuff, or knew it well enough I didn't mind being fooled.
The airy verbosity extends to useful error commands. Not that you have to have it. You can get rid of some '20s slang with an option, which helps limit one potential source of overkill (people's tastes will differ.) I admit at first the error messages threw me for a loop. But they really couldn't be the generic ones and keep the tone of the story! I think this is the first Adventuron game I've played with really custom error messages.
And there's a risk they may be too cute--I've had games I really liked where parser error messages backfired due to context. But here, Bertie has several random ones that loop. And my favorite staple, "you can't go that way" replacements are delightfully chatty. With each push-back I thought, hey, this is sort of neat, but then I realized there was a huge impressive body of work. Also, the help felt in tune with the 1920s and what Bertie would say. Outside of, well, the direct HELP that just states the main verbs. Bertie would probably be flummoxed by concepts such as a parser, after all!
The plot? DtHG begins in a town square, where you, Bertie, need to make change for a bell-ringer collecting for charity. You are not dropping a whole crown into their bucket! You actually have to make change twice. The game then twists to an estate where you, as a guest, are locked in your room and need to MacGyver your way out--the item descriptions make it pretty clear some of what must be used, and there's not too much.
For the third part, you need to rig things in the house so that Julia, the object of your affections, will step under the mistletoe and let you kiss her. You need to distract an overbearing aunt (a Wodehouse staple) and disable a door. Once it works, but doesn't, your final task seems trivial indeed.
The game is not very big (four rooms, one room, ten room in the three parts of the game,) but all the same there are enough places to visit, and the descriptions are funny. I got hung up trying to bring something messy in the house by tinkering with scenery I hadn't used yet and avoiding a room that had helped me solve a puzzle.
Jeeves is conspicuously absent from all this. But he plays a part.
DtHG, though, has some frustrating moments. The hints are well-done. You can HINT NEXT or HINT RECAP as needed, and Bertie vaguely discusses what he did in the big picture without spoiling things. There are also some guess-the-verb problems. HELP mentions this, and I agree that explicitly mentioning the verbs you need would spoil things, but the alternative is awkward, too! So maybe if there is a way for Adventuron to detect "Okay, you tried for the 10th time to do something with <ITEM>, I'll help you out" that would be useful. Or maybe things could be spoiled if you keep failing a certain way X times. That sort of balancing act's tricky.
I'm quite glad I played DtHG, all things considered. I imagine there's been a Wodehouse game tried elsewhere, and of course the Monkey Island games feel Wodehousian in their own way. And there are games that like to feel Wodehousian, with the 1920s setting and meandering stories I find more fun to read than actually sit and listen to. But based on what I've read, this feels the most closely connected to "Plum"'s works, and it pulls things off well.
The enjoyment I got from Save Bigfoot's Christmas was well worth the struggles I had with the parser. This seems to be more a case of the author still learning Adventuron. It's a tidy, balanced game, in the big picture. You're an elf assigned with verifying who has been naughty and nice. Bigfoot is your subject. He believes he has been nice, but Santa has received information otherwise. That information is out of context, and your job is to find out why.
The crimes are not especially terrible: Bigfoot's hair is near a littered soda can in a national park, BIGFOOT has been sprayed on the side of a house in Hoboken, New Jersey, and Mrs. Maple's children have fingered Bigfoot as the thief of one of her pies. The graphics? Well, it's probably old hat to compare an Adventuron game to Sierra AGI graphics, but this feels particularly close to the good bits without rehashing any old Sierra puzzles, with graphics changing as you make progress, so that is very neat.
These locations are, unsurprisingly, spread out, and you need to go through a teleporter to get to them. In each one, your main goal is to (Spoiler - click to show)get rid of an NPC so you can rummage around the environs to find the needed evidence. The puzzles have a good balance of absurdism. In one case, there's a garage making a lot of noise, and you find a garage door opener. But of course the battery comes from another of the areas! So the puzzles have balance this way. You have to go in and out of the teleporter a few times.
Accomplishing each main task is pretty varied. Sometimes you must do something off-stage, and one (the campground) is pretty complex. There are a couple spare items I didn't figure the purpose of (the toy robot,) but the descriptions and basic verbs managed to clue me into what to do or try.
Brian Rushton's review mentions some of the exact verbs you need. This game pointed to a high-level weakness of Adventuron and maybe parsers in general: for Mrs. Maple's pie, I had an item to use and saw what to use it on, but the verb was tricky. Perhaps having a hint-cue if I typed both items would help, so the player doesn't flail too much. It was more notable than usual, since for an AAA battery, you couldn't type AAA or battery but had to type both. So hopefully this warning lets you know where not to get stuck.
Having that aha moment to get rid of the campers was the high point for me--after that, I had a bunch of wobbles, but the game clued me nicely to make progress inevitable but still challenging. Combined with a small puzzle-maze the game only made you go through once (I'm glad this user-friendliness seems to be more common!) it was clear the author was committed to the player having fun and was willing to offer ways to streamline the pedantic bits. There are still a few that could be sanded. For instance, you need to enter the transporter out and the portal back a lot, so ENTER TRANSPORTER and ENTER PORTAL could, after a try or two, be replaced by IN. Disambiguation for similar items could be honed. But there's nothing to really make you bash your head. SBC, despite being slightly raw, is genuinely uplifting and clever, so the bumps when the parser fights you a bit are quickly forgotten.
"Elf helping Santa" seems like a good idea for a Christmas theme in text adventures. Being Santa would require the sort of big-picture administrative commands or tasks we may be putting off with our latest game. And between A Christmas Quest and Santa's Trainee Elf, the results are intriguing. There's probably a limit to stories that keep things fresh, but these have enough differences.
The big one is this: STE is full of NPCs, but you have been left behind after an elves' party, and you have one more package to help deliver. There are some optional cleaning tasks and a small bit of gross-out humor (avoidable, I'm pretty sure, and not VERY gross) but the heart of the story is very neat indeed. The present is not too bad to find. The transport is trickier! Christmas games are best when they riff on something you thought was completely played-out, and ACQ definitely does so with a heart-warming way of finding transport.
The main puzzle is actually cooking something up, which sounds potentially really tedious, except once you know what to cook, the why is really persuasive. There is, in fact, a lot of fiddling, but with the imaginary ingredient involved, why you're doing it feels as real-lifey as an imaginary trip to the North Pole can.
The graphics are also neat--they go heavy on the green and red in many right ways, and I enjoyed wandering around once more before calling it a day. On winning, the game also suggests some actions that are the sort of thing a young elf would enjoy. I get the feeling more were implemented, but they might've been hidden.
There are some fiddly bits, such as needing to TAKE something to READ it. But the in-game hints do the job, along with David Welbourn's walkthrough in case I tripped up. So I was able to forgive any parser hacking, or perhaps the latest version fixed some things post-comp. And maybe ACQ could have benefited from keeping score or having a brief list. But then again, if you forgive any game, a holiday game has to be at the top of the list. And it feels like something I could come back to next Christmas and enjoy working through now that I get it in the big picture.
Jimmy's Christmas Foul brings some self-awareness to a simple goal: get Santa to give you more presents than you deserve. Kids would all kind of like to. Some do it with a flowery letter. Some do it by being extra nice in December. And Jimmy, well ... you, as Jimmy, set a trap for Santa.
It's a relatively simple game--it admits as much, that it was created in a few hours, but there's still enough to do. It feels like there are too many rooms and not enough items at first, but the puzzle is where to lay the trap, and what to lay it with. There's a small puzzle with needing to climb something as well, and if you mess up setting the trap, you can actually lose.
The trap is not very complex, and the parser is very stripped-down (you have TAKE and DROP as the main commands,) there are hints, and you're even clued when you have things right with helpful colored text. Still there may be a bit of stumbling around--Jimmy knows better than to go in his parents' room, but there are a few locations that seem redundant. They aren't, totally, as part of the game's puzzle is figuring where to put the trap.
Physically, the puzzle is a bit odd, as (Spoiler - click to show)kids who believe in Santa or can't reach a medicine cabinet shouldn't be big enough to pick up trees and the item you use to tie up Santa is a bit flimsy. Plus, he doesn't try to escape, though your trap thankfully isn't very paralyzing.
In other words, there's a bit of absurdism in service of a short game where the author just wanted to have fun and share something. And they did! The graphics are also pretty neat. I'm also assuming that one of the items you discover was lost over the course of last year, and your parents didn't let you go somewhere. The item's out in the open, but it reminded me of (re-)discoveries I was happy to make when I was younger.
So JCF isn't something to overthink--especially since the hints show once and print I CAN'T. Perhaps it follows that kid-logic where you think your trap or your imaginary world is more complex than it is and you rightfully ignore any self-contradictions. The trap isn't, well, evil either, and for a few moments you can be that plotty, bratty kid I hope you never were for the holidays.
With the prize the author won from this comp, they seem to have gone on to create some interesting stuff, or at least the titles and cover art look intriguing. It's neat to see this--while Jimmy seems like the sort of kid who probably got bored with whatever toy he extorted from Santa, it's good to know the author has lived their life a bit differently.
Back in college, chain email jokes had started to be a thing. There was one Christmas joke about the twelve days of Christmas where, in fact, someone does get his true love the twelve gifts, and she winds up sending him a restraining order. From what I knew, nobody ever really liked that song anyway! So there was a bit of schadenfreude and a sense it might be overdone if it lasted for the length of, say, an Advent calendar.
12D lasts about the right amount of time, too. Anyone acquainted with the song will know what to do. There is a question of how. You have a bunch of gifts, not quite twelve, in your storage closet. You need to dump them in the room with the Christmas tree to the east. There's also a kitchen east of that. You have an inventory limit of three, as well. This is rather clever. It prevents brute force solving, and what's more, you have a list of gifts on your cell phone. So in case you forget what you have left or can do, you can read it. And, of course, if you haven't, you can drop it and have a bit more freedom to shuffle items to get everything in place. 12D gets a lot of mileage out of its only mechanic, which is that DROPping something makes you act on it unusually. This is most useful in the kitchen.
How 12D winds down is mechanically effective, as with each present you get in place (it is there in rainbow text,) there are fewer possibilities for your next wrong guess, and you may have a lightbulb go off. And if you place something in the present room before you're ready, there's some explanation why it doesn't quite fit. For instance, one of the three birds you need will fly away because your tree is not decorated properly. This is a good introductory puzzle, but you don't have to start with it. Some presents do rely on others finishing first, and it's all pretty logical. There's also a good deal of cluing when you wind up with, say, six of an item.
You'll also have to notice some puns or double meanings of words, which are kind of cute. There's even myrrh, too, and years after seeing The Life of Brian, an occasional "just what is myrrh, anyway" joke works well, even though I know danged well what myrrh is. None of the jokes bring down the house, and they don't need to, because they're quite effective all told and the sort of thing you need when you're slightly flustered trying to get presents organized.
So what feels like just schelpping items about is a good deal more sophisticated than that. There will probably be one present that you don't get at first, or something you DROP may do something by accident, and you have the a-ha moment.
That 12D placed next-to-last in the Adventuron 2020 Christmas comp and yet has over four stars on IFDB as of January 2023 is a strong indication that there's a lot of other stuff to look at. (I haven't much, yet, but I plan to!) If you are in the mood for a short game that gives bumpers but not outright spoilers and maybe could leaves you less annoyed at that one Christmas song (I was after playing,) it's very nice indeed.
STF intimidated me a lot the first time I played through it. The map is not small. But fortunately, when I sat down to take another shot at it with David Welbourn's maps, things went a lot easier. I noticed it placed 8th in the Adventuron 2020 Christmas jam, which left me thinking, "Man, how good are the seven ahead of it?" While part of the low placing may be that some people probably found it tough to get going, that can't be all--there must've been quality stuff ahead. And I'm glad I got to unpack this, over two years later. The advent (heh) of Adventuron had passed me by, so I missed this sort of thing, and I'm glad it's still fresh.
STF is very much a directed treasure hunt. You, as Eldrid the trainee elf, get a list of basic tasks to perform. They're pretty pedestrian kids' toys, the sort kids might not even really like these days. They're certainly not cutting-edge technology. But what can you expect, being at the bottom of the rung? Nevertheless, I was quickly left feeling that these toys would be fun to give and make in a way that, say, potion-mixing games to be strong enough to beat up monsters could never be.
You should quickly find a manual that tells how to make the toys, as well as a list of kids who are getting gifts. And since there are several supply rooms, you can get most stuff done by brute force. You can't run out, either.
But ... but ... the neat part is that you can and must leave Santa's house to find everything. That includes a lump of coal for the one bad kid on the list, which is probably the very easiest task. There are other items that are lying around, which are useful but replaceable, so you might as well take them. There are a few puzzles to get to special rooms. And there's one puzzle I find well-clued: Mrs. Claus asks you to get a box of gingerbread cookies from the top shelf of a pantry. You have a box, and it's not quite tall enough, and neither are you. It weaves in nicely with another puzzle, so that STF is about more than reading recipes and dumping stuff in Santa's sleigh.
Most of us poking around in text adventures have, of course, long since stopped believing in Santa. Perhaps we are cynical about the gift-giving of Christmas, with good reason. But here there are no ads or comparisons of expensive gifts or even stress over sending out holiday cards. (Note: gifts and holiday cards with people we care about are good things. But, well, they shouldn't feel obligatory.) And we may even be cynical about ways to bring the magic back. Somebody's profiting off it, right?
Only for STF, that wasn't quite it. I mean, just finding Adventuron existed was a neat gift at any time of the year, even though I didn't discover it for a few months. It was another nice way to connect that we sort of needed with COVID. And it was also something I dared wish for when younger: something more sophisticated than Sierra games, with lower load time and more colors. And a lot of the special effects, too, mirror something I'd have loved as a kid, and still enjoy now. The presents you find or build have alternating green and red text, which flies in the face of our cynicism about too-gaudy HTML. The pictures of each room are fun. The list of tasks changes them from red to yellow to green. It's cheery and practical, without any of the "Oh, it's holiday time, if you can't be cheery now when can you be cheery?" that it feels more commercialistic holiday routines, or holiday office parties or whatever, inflict on me.
Santa's place is pretty well drawn out, too. Some rooms are clearly blocked off, such as Santa's Bedroom, and there are NPCs willing to help you but also reminding you of your job as a trainee elf. Instead of making you feel small, period, this actually funnels you to your tasks and leaves some wonder of the sort of things you could do or see if you did your job right. And while the interaction isn't intense, there's the feeling you're working together with the other elves. In a neat touch, there's also a metals room for advanced toys where you don't need anything just yet. (You can verify this with your toy making manual.) It hints at perhaps a sequel which, even if it doesn't arrive, is easy to imagine. STF has a bunch of neat responses to custom verbs as well. So it's well-produced, and while I think even a middling game would've left me with unexpected gratitude, having something nice that someone made for free, in their own time, feels good.
Part of me is a bit upset I didn't discover Adventuron right away, but it and the Christmas jam and this entry were waiting for me to play, and I did. I wasn't expecting too much of a gift, but perhaps I was more in a frame of mind to enjoy it than I was two years ago. Also, I was suffering through Adventuron withdrawal--this year's IFComp game had no Adventuron games! So STF filled that void and also pointed me to where I could keep filling it. I've been fortunate enough to take advantage of a few neat no-obligation trial offers this holiday season. I appreciated them, even as I felt slight guilt about canceling them even though all that is baked into the business model. But I appreciate a nice experience like STF, with even fewer strings attached, even more.