Now time for my first parser game of this year’s competition. Starting with a short one, and happy to be back in Sugar City to uncover some shenanigans and dastardly deeds. I played a downloaded version of this in Lectrote, with my preferred gargantuan sized font.
There’s rather a long info dump at the start, and then you start in a setting which I had trouble visualising. It wasn’t as instantly conjuring up pictures in my brain as the last game in the series. However the main location once you reach it is well described. Also shouldn’t “windowpanes” be “window panes”?
The game is a rather clever mystery puzzle in a small set of locations with a limited set of objects. But it’s seriously under implemented in a lot of places, and I was playing fight the parser too much. Far more in depth playtesting could help here.
For example there’s a location where you have to get through something with something else. But the game only seems to understand X [VERB REDACTED FOR SPOILER REASONS!] Y AT Z, and not any version I tried of BREAK, HIT, using “WITH” etc. It made it such a struggle to play.
In another location you might get a sensory clue, but can only interact with that in a particular way, not the other common verbs I tried. Again I felt as though I was banging my head against a wall.
Much of the writing is very funny though, for example when I found something very untoward. It was almost Taggart level, but with people made of candy and ice. This Brit was a bit confused by what Taffy was though, and had to google “What is taffy”.
The ending is fun, but depends on what you’ve uncovered. I replayed that part a few times to get different results, fortunately being able to restore from saved versions in my interpreter.
So a nice mystery, but it needed much deeper implementation. Much fuller playtesting could have helped a lot. But it made me laugh. Thanks to the author. I would be happy to see another entry in this series. Just less hunt the verb please. Because that wasn’t fun.
Next up for me, and this Texture piece, a horror/mystery set on the sea, in an unspecified time and place, but my mind imagined almost Napoleonic Britain.
Starting this up i’m reminded how I find Texture somewhat tricky to use with my neuro illness hands. Also as i uncovered more chunks of text in the middle of existing text the font size on screen got smaller and smaller and harder to read, which isn’t great for accessibility. However it’s the author’s choice. And it does work differently from conventional choice based pieces. Instead you effectively have a set of enigmatic verbs at the bottom of the screen. Selecting one shows which nouns in the body of the text (which can change as you interact) can be used with that verb, which you then drag above the noun. There are sometimes verbs that seemingly don’t work on anything, e.g. often “Take” in this game. It’s a curious interface, but quite evocative in of itself, with a sense of unplanned discovery more than player control. I rather like it, even if I find it a bit difficult physically to operate!
The writing of the game is strong, as you can uncover a mysterious ship and the stories behind it. There is exploration, with numerous options for how you approach things. At no point did I feel rail roaded. However I was puzzled by the ending I reached, though not inclined to replay, given my physical difficulties with the interface.
But I’m left with an eerie unsettling sense from the story, which is a credit to the author. It is well crafted and nicely written. I would replay if it wasn’t so tricky for me physically.
This is a choice / Choicescript based game where you have lost your glasses and need to figure out who has taken them. This is a scenario I can relate to only too well. Though I don’t usually lose my glasses I lose multiple things multiple times daily. Though not because other people have stolen them to play a prank on me!
I liked a lot about this. It’s a good concept, with a small group of NPCs nicely defined. I did feel the interaction wasn’t quite strong enough, and felt there were too few ways to find the glasses in the end. I went to the walkthrough to figure out what do to get that ending. But I happily replayed several times. And was immersed.
A couple of slight linguistic things threw me. Glasses for me is plural, but the game referred to it as singular. Also there’s a reference to climbing into a classroom on the first floor. I guess that’s first floor as in the US i.e. ground floor. This Brit was somewhat confused! Here first floor is one up from ground level.
Anyway a fun game to start the competition with. Thanks to the author! I’d like to see the interaction expanded a little bit. At the moment it is a little too on rails. But it was a fun read through, and I was encouraged to keep replaying and try other options.
This is a short - but not too short - Twine piece of the end of the world and family relations. I expected it to be shorter than it was, when the author said they’d had to cut it short due to Covid. But it’s a good length. The big downside for me was the general lack of interactivity. Often there would be big chunks of text and then just one link to click, so not really a choice. Though it got a bit more branching in places, and during some NPC interactions.
If I was to make a suggestion to the author it would be to think of ways to increase the interactivity. Because as a reader I want a sense of agency. I liked exploring in the house, even if in practice it was just effectively ticking off a bunch of options.
I did like the use of flashbacks, as you go back into your past life and relive events, which shed light on the present. That was nicely handled, and added depth to the story.
But it needed more interaction. But a promising piece. I got one ending, but didn’t reply, because I’d have had to back to the start. I noted quite a few typos. But it was intriguing.
This is a LGBTQ novella adapted into multiple ending Twine form.
There’s quite a lot of interaction with your partner, and a lot of choices about how to speak to them. But often early on I felt it wasn’t offering me the chance to explore difficult choices. There were things I wanted to say or do that weren’t offered to me. Which is maybe not surprising if it’s adapted from a novella.
However it does something narrative wise part way through that totally switches around, and I found extremely satisfying. I only played through to one ending. There are multiple choices you could make and change how it ends up. But i felt interactive, and exploring the characters, and reaching a satisfactory resolution.
So yes, initially I thought this was going to be far too linear and not interactive enough. But then things flipped, and it took a totally fresh approach. Well done to the author!
This is described as a short game in the competition listings, but I’d say it’s medium length at least, and possibly longer.
It starts as a visualisation game among four young girls, where one sister guides another sister through a stream of consciousness exploration of a strange imaginary world. It turns into something much stranger and darker.
The implementation of the parser game world is light at best, a series of well spread out rooms, with scattered objects. Initially it does feel as though it’s insubstantial, a meditative experience that you could just step out of. But then things take a turn.
I think there are several endings. I got a bad one. And played through trying to get to a better one. I had a clue I think re the (Spoiler - click to show)meat and horsefly and the tower but I couldn’t find the solution to (Spoiler - click to show)picking up the meat. Even though I had a plastic bag, that I think I should have been able to use.
The game has no hints or walkthrough. This was a problem for me. I play for fun, and although there’s a marvellous old tradition of hard parser games, nowadays people tend to like to have the option of clues to fall back on if necessary. Some of us very much so. I would ask any parser game competition entrant to consider including a walkthrough at least, if not a full blown hints system. Because for me banging my head against a puzzle isn’t fun any more, even if it’s something I was willing to do in the 1980s.
However, that said, this is a highly intriguing work. I loved the commentary and chat between the girls early on. And some of the spooky stuff is so effective. Just leave some clues for players.
This is a short but entertaining Twine piece set at a party where through social interactions you need to try to get a job. It’s branching, and there are bad outcomes, and then others where you can get on better, and move the plot on. It is also possible to go back to previous choices, and try different routes. The writing is fun, though there are quite a lot of typos, including in the game blurb on the competition site. But that aside it’s briskly written, amusing, and I felt a sense of immersion within the story. And I was happy exploring different endings.
This is a Twine game, that’s a mix of historical, crime and social niceties. It’s the latest in a series featuring gentlewoman thief Lady Thalia. I can’t recall if I’ve played any other others. This game is perfectly playable by people unfamiliar with the others.
I really enjoyed it. The writing was strong, and the mix of game play elements worked well. There are four acts to the story, so you get a sense of progress. It took me about an hour to play through in total, and I read pretty quickly for reference.
Some of the elements involved social interaction, and conversations. And this was very well implemented. Others were more of a traditional crime heist. Even almost a maze element at one point. Which I didn’t make the best job of, but had fun. Everything leads up to a dramatic ending, but along the way there are unexpected developments, new foes to encounter, and intrigue to uncover. Even during the heist you have many options of how to approach it, e.g. what route to take, how to interact with things, how to respond to problems that occur. It’s just delightful.
If you like Jeeves and Wooster stories, or Arsene Lupin, do check this out. And even if you’re not familiar with them but enjoy a good interactive story it’s a good one.
This is a moderately long (I wouldn’t say “short” as the game card says) Twine piece, that is gothic horror and very spooky.
When it started up with "You are sitting in the office of an official" I worried how the writing would go. “Office” and “official” felt too similar to be effective writing. But you are a child at this point, and the opening captures that characterisation well.
As the story goes on you get drawn into a dangerous world of mysteries. And it’s really compelling, and disturbing. Quite horrific in places, but not so much gory horror as spooks.
There must be multiple endings. I got a not great one, and the game doesn’t allow you to step back, and I didn’t want to replay all the way through. But I very much enjoyed the experience. I also liked how it offered multiple choices re gender in places. And how later individual choices already done are differently coloured (though this may not work for players using screen readers).
This is a very wacky short Ink piece, where as the opening says:
"Today is your first day as a mutant hog farmer in the wild wastelands of Arizoona."
It’s bonkers, but highly entertaining. Surprisingly effective at world building. And it does have depth in terms of being a state management game. You are limited in what you can do each turn, and always need to do more than you have time for.
I only played through once but really enjoyed it. I didn’t encounter any bugs, and it was solidly implemented. I was pleased to see in the credits at the end that there were a lot of testers. This game certainly made me laugh a lot. Thank you!