Ratings and Reviews by Tabitha / alyshkalia

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LATEX, LEATHER, LIPSTICK, LOVE, LUST, by THE BODY & THE BLOOD
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The Dragon of Silverton Mine, by Vukasin Davic
Tabitha / alyshkalia's Rating:

Birding in Pope Lick Park, by Eric Lathrop
Tabitha / alyshkalia's Rating:

Focal Shift, by Fred Snyder
Tabitha / alyshkalia's Rating:

My Brief Bisexual Bildungsroman, by Amy Davidson
Tabitha / alyshkalia's Rating:

Lysidice and the Minotaur, by manonamora
1 of 1 people found the following review helpful:
A stylish parser subverting a Greek myth, August 28, 2024

Disclaimer: I playtested this game back before it was released. But today was my first time playing the published version! I love that it includes so many non-essential-but-very-nice-to-have features, like the introduction about how to play, including the command for starting a transcript—it drives me up a wall that every parser engine has a different transcript command, but the pain is much lessened when I’m told upfront what it is! Also immediately notable are the lovely stylistic flourishes, includes the meandros border (thanks to JJMcC for the new vocab word!) and the use of color to differentiate commands, clickable links (another handy feature), the PC’s thoughts, etc. Items and directions are also always listed in a status bar at the top of the screen and are clickable from there, so all in all it’s very user-friendly.

I also found the parser especially user-friendly. I often struggle with Adventuron's parser, but this game understood everything I wanted to do on my first attempt (okay, it probably helps that I tested it, meaning poor Manon received documentation of all my struggles lol). The one time I ran into an issue was when talking to Daedalus; I was writing commands like “tell him about [thing]”, but he kept replying with a custom “I didn’t understand you” message. I thus thought I was phrasing my commands wrong, or hadn’t yet done something that was necessary to unlock the next conversation, but it turns out I needed to type “ask *Daedalus* about [thing]” (which I finally discovered by turning to the walkthrough). I also think I ran into a bug with Eriboea; I thought I’d done what I needed for her to talk to me, but she still wouldn’t, so I couldn’t complete her part of the story.

A nice thing about the game, though, is that multiple aspects are extra—Eriboea and Icarus are both present as NPCs and each have their own little storylines (I remember doing Eriboea’s when testing the game), but they aren’t necessary to win. So I was able to complete Icarus’s like the completionist I am, but wasn’t stuck due to being unable to finish Eriboea’s. While walking back and forth in the maze did get a bit tedious (although I did more wandering than I needed to while trying to get un-stuck on Eriboea and Daedalus), fortunately there’s a downloadable map which I made good use of.

But now let’s talk about the story. In short: I love it. I love that it makes the monstrous minotaur into a loving friend to Lysidice, and I love that her motivation throughout the game is her love for him; she wants to escape the maze with him so that he’ll stop getting hurt protecting her. The first sequence in the game has her tending his wounds, complete with a kiss on the forehead at the end. Throughout the rest she makes valiant but fruitless efforts to push/move/lift heavy things, and the minotaur always steps in to help. It was very sweet, and a nice subversion of the myth. I also enjoyed Daedalus and Icarus’s brief roles, and the dramatic irony of their ending. While, stripped down to the basics, this is a medium-dry-goods parser puzzler, the framework around it makes it so much more.

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Chinese Family Dinner Moment, by Kastel
1 of 1 people found the following review helpful:
Short game, big punch, August 27, 2024

I played this game last year when it was first released. Replaying it today, I found it even shorter than I remembered, which I think speaks to the punch it packed on that first playthrough. I remember starting it up and trying the usual initial parser commands—“x me”, “inventory”, “x [mentioned noun]”—and trying to reply to the woman who’s speaking to the PC, only to find that most commands have been rendered ineffective. The descriptions of you and your inventory are brief and atmospheric, but the responses you get when you try to speak, examine anything, or travel in any direction are all explanations of why the PC can’t or won’t do those things.

It’s of a piece with Rameses and other games with an agency denial mechanic, a game where the point is what you can’t do rather than what you can. Figuring out how to advance CFDM’s story as the parser rebuffs you at seemingly every turn (both through custom error messages and the Inform defaults—rewriting the latter or remapping those commands to the game’s custom catch-all message would take the polish to gleaming, to borrow from JJMcC) could be considered a mini puzzle, one that’s satisfying to solve even as discovering the solution brings on a sinking sense of despair.

This constrained parser format is an excellent choice for conveying the protagonist’s circumstances and frame of mind—they aren’t going to push back against their situation at all, no matter what the player might attempt to have them do. The title is apt, as this really is just a brief moment, a snapshot in this person’s life, but one that’s rendered effectively enough to be visceral and memorable. I felt for this nameless protagonist and understood their choices, even as I wished they would stop sitting back and accepting the harassment, racism, and transphobia happening around and to them.

Taking the one alternate choice you can make, (Spoiler - click to show)simply leaving the restaurant where this is all going down (by typing “quit”), is just as unsatisfying as playing through to the end, which I think is the point. There aren’t any good choices here; maybe, under the looming specter of familial obligations, disassociation and passivity are the best you can do.

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Welcome, by Ryan Veeder
Tabitha / alyshkalia's Rating:

A Mouse Speaks to Death, by solipsistgames
Remembering a mouse's life, August 19, 2024

In this game, you play as a recently-deceased mouse who’s been given the opportunity to recall your life before Death takes you away. Each round (a single playthrough is comprised of eight), you have a choice between three possible memories, presented as cards with titles and brief descriptions. The game’s paratext says that there are a whopping 46 of these total! I’ve played through five or six times now and have still only seen 26 (I didn’t always get new-to-me cards, and sometimes purposely chose repeat memories so I could make different choices within them).

As I often do, I’ll start by talking about the UI, which is lovely; it includes a non-standard font that I still found perfectly readable, as well as lightly drawn background art depicting the space where the mice live, complete with cute isopods. There’s also a menu with a glossary and a handy setting to change the font size (although it took me a bit to realize that it existed, because the isopod drawing that opens it blends into the background a bit—and I'm pretty sure the font resets to the default every time you replay, which is a bit annoying). And in the interstitial sequences there’s an illustration of Death themself, a fittingly skeletal, hooded mouse. I wrote recently that I don’t care a lot about art in IF games, but this is a nice touch, elegant in its simplicity, and allows Death’s dialogue to be presented in speech bubbles. It helps set the “conversation with Death” mood better than text-only would, I think. Certain memories also trigger the addition of significant items to the background art, which was both fun and useful as my subsequent playthroughs began to blend together; these unique illustrations were good reminders of what important memories I had experienced that go-round.

I quite enjoyed the storylets themselves, too. The worldbuilding is great—details like the mice having a fungus farm and Floki the Tinker helping make mobility aids for your daughter particularly stood out to me—and you learn more and more on repeated playthroughs; it’s also fun to see NPCs recur in different memories. There’s a good variety to the memories, too, with spectrums from adventurous to domestic, solitary to social, nature-focused to human-focused. As mentioned, within each memory you have several choices, too, which help characterize the PC. I found the game emotionally engaging, in both the general poignancy of looking back on your life, and in specific moments in the memories—such as (Spoiler - click to show)my friend Mip dying because of a choice I made, and the storylines about having pups. I enjoyed the experience enough to play multiple times, and intend to play more to uncover the hinted-at larger plot!

There were some things that made it less smooth than it could have been, though. There are typos throughout (never anything major, but fairly pervasive); several terms I went to look up in the glossary weren’t there (“nest rot” being one); and on my first playthrough, I thought I was getting accidental repeated cards when “Nestmouse” kept coming up after I’d already picked it (I did later discover that it’s just that this same title is used for several different memories, though). Another thing is that in the middle portion of the game, the interstitial dialogue with Death gets repetitive; I would have liked if it varied more. And then I’m torn about the adjectives that appear at the end based on what choices you made in each storylet—in a way it’s a nice summary, and I enjoyed the contrast or even contradiction between them—even mice contain multitudes!—and the way that illustrates your growth/change over time. On the other hand, each memory being summed up by one or two adjectives seems a bit reductive, and the animation of the words dropping away was much too slow.

My other main critique is that I wanted more of a sense of continuity. The author explained on the Intfiction forum that you’re getting one memory for each year of your life, but I hadn’t realized that while playing (although I’ve since noticed that it's kind of indicated by one line of Death’s dialogue), as there wasn’t a sense of the arc of a life; the memories didn’t necessarily seem to build on each other, save for a few that were clearly unlocked by having seen a certain prior one. While on the one hand I liked the isolated snapshots, how you're picking out these few individual incidents to reflect on, the lack of continuity was jarring sometimes, with the endings of some memories feeling like cliffhangers that never resolved. I might prefer a structure where each set of memories you get to pick from is related in some way to the prior chosen memory, as I think the playthroughs I enjoyed most were the ones that had more of a throughline.

Finally, this is the tiniest thing, but as a rat lover I must protest the portrayal of rats as speaking in broken English! Rats are very smart, and having had both pet rats and mice, rats are definitely the smarter of the two. But all my quibbles aside, it’s an impressive and well done game, and I'm certainly going to return to visit some more mousey memories.

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Unnkulia One-Half: The Salesman Triumphant, by D. A. Leary
1 of 1 people found the following review helpful:
Don't make my mistake!, August 18, 2024

I overall enjoyed this game--two of the puzzles were particularly fun ((Spoiler - click to show)wacky navigation!), and overall it wasn't very hard (although I did peek at the walkthrough once or twice). You have a clear goal and get to explore a limited space and collect items in order to accomplish it.

However, I had nearly completed the game when I discovered that I'd softlocked myself early on. (I also did so another way mid-game, but it was easy enough to go back to an earlier save.) Lacking the motivation to completely start over, I just read the ending in the ClubFloyd transcript. And now I'm mostly writing this review in hopes of saving futures players from my fate!

The big softlock: (Spoiler - click to show)Selling the pillow to the thugs too early. This should be the last thing you do, not the first! (The reason being, (Spoiler - click to show)if you go back to that area after selling it to them, they'll kill you on sight, and you need to go there at the end of the game to (Spoiler - click to show)put the egg in a nest in a tree there.) If you're stuck on how to progress initially, (Spoiler - click to show)take a closer look at the inn's back room.

Another potential softlock at the beginning is (Spoiler - click to show)eating the egg. Don't eat it!!

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