Ratings and Reviews by Tabitha

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Bad Beer, by Vivienne Dunstan
A short game with a fun twist, October 16, 2024
Related reviews: IFComp 2024

Bad Beer is an enjoyable little game! “Little” in that it’s a pretty quick experience; in contrast to the stated playtime on the IFComp page, I reached an ending in less than 30 minutes, but did spend some time replaying. The setup is brief and lets you quickly get into your investigation, which rapidly reveals that there is something (Spoiler - click to show)supernatural going on…

I enjoyed exploring around the pub and chatting with the several NPCs; the game uses an “ask person about subject” conversation system, which worked well here, as your explorations and conversations reveal new topics to ask about. There are two people, June and Sally, in the kitchen, and sometimes one would chime in while I was talking to the other, or I’d ask one about a subject then ask the other and get a different answer, and both of these things made the conversation feel natural and well developed—the NPCs aren’t just information-giving-machines, but have their own personalities.

Something that clashed a bit with this, though, was the ambient messages (is there an actual term for these?)—the ones that fire every one or two turns and usually repeat in a cycle or at random. They got repetitive fairly quickly, and the ones in the kitchen were sometimes at odds with the ongoing conversation.

The pacing felt a bit rushed, too, especially since the investigating was less about finding clues and more about (Spoiler - click to show)triggering a supernatural incident that suddenly whisks you back into the past—but that was a very fun and unexpected twist, and I enjoyed (Spoiler - click to show)seeing the same place in two vastly different time periods. Even better, you’re given the chance to change the past and thereby put to rest the ghost who’s been causing the problems in the present day.

This was a fun little puzzle that allows for experimentation, as you get several attempts before the game moves on. The reset felt a bit random, though, as there was no in-game explanation for why you were given repeat chances (but only three of them). But fortunately it’s easy to continue trying, as the sub-optimal ending conveniently gives you the option to jump back to the beginning of the puzzle.

Either way, after you fail or succeed, the story suddenly skips ahead an unspecified amount of time (Spoiler - click to show)(back in the present day), with no transition explaining what happened when you returned to the present, how your friends reacted to your story, etc. I liked (Spoiler - click to show)the wrap-up at Will’s grave with the vicar, but I would have preferred some closure with the pub owners, too, given that they were the reason the PC got involved in all this. But overall I definitely enjoyed my time playing!

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A Warm Reception, by Joshua Hetzel
1 of 1 people found the following review helpful:
Lots of potential, October 16, 2024
Related reviews: IFComp 2024

This is a sweet, fairly simple game that wasn’t quite what I expected based on the blurb. The mystery is solved via notes you happen upon throughout the castle, and is incidental to the main objective, (Spoiler - click to show)which is collecting items of armor (and possibly a sword) in order to defeat a dragon. It took me only about a half hour to finish, and my playthrough started with this infelicitous exchange:

Castle Entrance
You see the entrance to the castle in the east, and it has been thrown open, with no one inside. The entryway is covered in soot and burn marks. Whatever caused this doesn't seem to be nearby anymore. At your feet is a small booklet with the heading "Instruction Booklet"

>get booklet
That's hardly portable.

>x entryway
You can't see any such thing.

>x marks
You can't see any such thing.

>x soot
You can't see any such thing.

Having discovered that only important nouns are implemented, though, the rest of my play time was much smoother. It helps that the descriptions are pretty bare-bones, so there aren’t a lot of scenery items to attempt to examine. It’s a fairly minimalist game, requiring mostly simple exploration and straightforward actions. The trickiest puzzle, I think, is one I skipped on my first playthrough and only solved on a subsequent one by looking at the hints ((Spoiler - click to show)accessing the moth room--okay sure, you just need to turn off the lantern, but I've been trained not to try to navigate in the dark in parser games!). As this implies, the game is winnable without collecting every item, which is a nice point of design. You can enter the endgame at any time, but the more items you have, the better your chances. I felt the odds were good enough once I had 13 out of 18 points, and I was right!

The next thing I did after winning was restart and try (Spoiler - click to show)facing the dragon with zero items, and I just happened to beat the 1-in-20 odds and win again! But even though you can theoretically do that on a first playthrough, that would mean missing out on uncovering the story, which would be a shame. It was a delightful surprise to encounter a queer storyline, and I liked the gradual revelation of the details. Also, Ralph is a sweetheart.

I do think the story could have been revealed a little more gracefully; instead of people having conveniently written down every bit of relevant information and then left those notes lying around, why not give me an ability to, say, hear magical echoes of recent conversations? That kind of thing would also deepen the worldbuilding, which was pretty minimal and a bit random. For instance, the year is 1680, and there’s a castle-dwelling king ruling the land, but there’s also a mention of the PC intending to take photographs, and a pizza (which inexplicably contains a key and a ticket) makes an appearance.

The feelies clearly had a lot of effort put into them, and are thorough and helpful as a result. I didn’t need to turn to the hints or map on my first playthrough, but I made use of them on my second to get the points I had missed. I think there’s a lot of potential here, and with some beefing up—implementing more scenery objects to add richness to the world, developing the worldbuilding a bit—this would make a very solid game!

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Quest for the Teacup of Minor Sentimental Value, by Damon L. Wakes
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Turn Right, by Dee Cooke
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You Can't Save Her, by Sarah Mak
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Civil Service, by Helen L Liston
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The Apothecary's Assistant, by Allyson Gray
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A Death in Hyperspace, by Stewart C Baker, Phoebe Barton, James Beamon, Kate Heartfield, Isabel J Kim, Sara Messenger, JingJing Xiao, Natalia Theodoridou, M. Darusha Wehm, Merc Fenn Wolfmoor
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An Account of Your Visit to the Enchanted House & What You Found There, by Mandy Benanav
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198BREW, by H. M. Faust (aka DWaM)
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