Ratings and Reviews by OtisTDog

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Spur, by Kent Tessman
OtisTDog's Rating:

Give Me Your Lunch Money, by DCBSupafly
1 of 1 people found the following review helpful:
Fun premise hampered by choice of platform, April 23, 2026

This game is about a child "inventor" who plans revenge against a trio of bullies that ruin a favorite project. Physically outmatched by the antagonists, the PC instead devises a series of traps to use on them during a planned after school showdown.

It's a terrific premise, but one difficult to deliver in interactive fiction: The ideal freeform combination of objects to novel purposes will always be more limited to the imagination of the author than that of the player. Author DCBSupafly handles this by simply having the game suggest the type of combination that will work when the key ingredient for a trap is discovered. This gives the gameplay a scavenger hunt feel that primarily consists of exploring the available environment (i.e. the protagonist's house) in order to locate the necessary materials.

The writing is of the "adequate" class; simplistic and skimpy on details, it suits the voice of the grade-school age player character well enough but offers little other than description to the reader. Even as description it falls short, as it is frequently the case that items apparently in plain sight (Spoiler - click to show)(e.g. a rotten watermelon sitting on the kitchen counter) go unmentioned in room descriptions, and must be discovered via dedicated >EXAMINE commands. It does do a reasonable job of capturing the burbling, excited outlook of the PC, and this gives the game an air of sincerity that is its greatest asset.

As with every ADRIFT game I've tried, I frequently found the parser to be irritatingly inconsistent. Be prepared for this when starting the game, I guess. Fortunately, by the time you get sick of wrangling with the parser's occasionally erratic responses, you'll probably have made it far enough to end the game.

As Lance Cirone notes, the endgame can be reached at any point after three traps have been deployed, but there appear to be many more possible -- I'm guessing at least eight. Neither the walkthrough nor the >SCORE response gives any clue about the upper limit; I managed five (Spoiler - click to show)(a squirt gun trap, a mud trap, a watermelon trap, a pit trap and a sticky note trap) and had materials that seemed suitable for at least three more (Spoiler - click to show)(two kinds of pepper, a spider egg sac, and rotten milk). I couldn't find a decompiler for ADRIFT that worked on it, so those secrets remain for other players to discover (and hopefully share).

This game could easily have been a high two, since it practically cries out for more polish and refinement. The gleeful climax, which plays out like an 80s kids' movie, is fun enough to push it over the edge into three stars, which means I recommend it as a play experience for those in the right mood. Would-be authors are encouraged to contemplate the premise and how it might be better executed... great artists steal, right?

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Baking with Lizzie, by Adri
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The Story of the Shinoboo, by Adri
OtisTDog's Rating:

You've Got a Stew Going!, by Ryan Veeder
OtisTDog's Rating:

Cut the Sky, by SV Linwood
2 of 2 people found the following review helpful:
A mythic journey rendered with precision and grace, April 22, 2026

Wow.

Sometimes a work of IF is so absorbing that when you finish, it feels like waking up from a dream. You sit there, blinking, and it takes a few moments to re-orient to the real world.

Cut the Sky is one of those works.

That's not due to the setting, which is a vaguely Vancian far future environment, of the type where the line between sufficiently advanced technology and magic has been functionally erased by a succession of epochs which have left the world studded with incomprehensible ruins and wonders. It's not due to the plot, which is about as basic as they come -- a drifter's journey through a weird world in search of a goal half-imagined, half-dreamt. It's the writing, which is of a class that author SV Linwood has not previously demonstrated in published works, that makes this work shine, coupled with a deep understanding of craft that intimately supports that writing in ways large and small.

The story here is minimalism done right; everything non-essential has been left behind, correctly deemed as irrelevant. Linwood wields a virtual pen like the protagonist wields a blade (or something like it), not as a tool or even as a weapon but as an extension of will. With a flick, a location is cut into virtual existence, the few sentences slashing lines through your attention like a razor. They seem like nothing, you barely feel them -- but then the associations start to well up, and the imaginary place blooms into a bright and compelling scene in your mind.

Everything is like that. Characters are archetypes, but you know them instantly because they are made up of everything your subconscious insists they must be. Machines and creatures are evoked in a handful of words, conjuring forms that match the contours of every assumption you hold, every connotation suggested by the author's choice of vocabulary.

With respect to craft, other reviewers point out the most interesting feature of the gameplay: The story progresses only when you, the player, are satisfied with the outcome of each scene. The frequent need to choose between the commands >WANDER (to move on) and >RETURN (to replay) elevates the interactor to a role that in some ways approaches that of co-author -- as your sense of the story develops you are given the power to continuously refine it as you go. Each scene seems to support several distinctive resolutions, allowing you to pick one that matches your own sensibilities about the tale being told. It's not clear that any of these differences have an effect on the game state that creates consequences for the evolving story, but it's definitely clear that they allow the player to at least partially shape narrative elements other than plot (e.g. mood, theme) in the evolving experience of the story.

It's an extremely powerful effect, one that changes the nature of the gameplay significantly because it puts the game in the position of having to try to align itself to your intentions. The skillful writing plays a substantial part here, guiding you toward the types of interactions that the program is prepared to offer like a magician forcing the draw of a card.

It took me a while to decide on a star rating for this one -- for several weeks I've thought of it as being on the cusp between four and five stars. In the end, its landmark/king-of-the-hill status as a story about a wanderer protagonist (a definite genre) earns it the highest marks. Definitely don't miss this one... as either player or would-be author there are things to marvel at here.

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Hoosegow, by Ben Collins-Sussman, Jack Welch
1 of 1 people found the following review helpful:
Exceptional for its time, still pretty good, April 22, 2026

Playing Hoosegow for the first time in 2026, I am struck by two things. First, this game, first published in 2010, is extremely impressive by the standards of its time. Second, it seems a lot less impressive by the standards of today. That's not to say that this is a bad game -- I enjoyed playing it! -- it's just that the threshold of excellence has continued to increase over time.

This work is implemented in Inform 7 6G60. Those of you who are familiar with the evolution of I7 over the years may recall that 6G60 was prior to the implementation of the responses system. As a result, authors Ben Collins-Sussman and Jack Welch had to make use of an extension to ease the process of replacing library messages. This is done to very good effect, giving the game a consistent voice that does much to create its engaging mood.

Mechanically, the game suffers from certain small issues. Other reviewers note various guess-the-verb problems, and I definitely encountered some myself. The uneven implementation is a real mark against by modern standards; if one thing seems to have improved since the era in which this game was produced, it's the commitment to consistency in a game's interactions with the player. This leads to various points of unnecessary and undesirable friction, e.g. (Spoiler - click to show)you can get a look out the window by simply going >WEST, at which point Muddy will lift you up, but commands >MUDDY, PICK ME UP or or >MUDDY, LIFT ME or >MUDDY, BOOST ME or similar aren't recognized. Similarly, although the NPCs are well-done, there is some inconsistency in their implementation, e.g. (Spoiler - click to show)to get Muddy to modify the warrant, it's necessary to >GIVE items to him, but >SHOW FEATHER prompts only a hint response that is superfluous once the plan is understood.

Some issues are practically glaring. Although the game has a score, scoring appears to be partially broken in that it is not possible to score the alleged maximum of 24 points. Two of the single-point awards can be obtained only via mutually-exclusive methods (Spoiler - click to show)(i.e. driving the deputy out via sound or smell), but it would be necessary to score both points in the same playthrough to get the maximum. Another point is programmed such that it requires a specific action that is by default overridden by another which accomplishes the same goal, meaning that the player has to enter the same command (Spoiler - click to show)(>OPEN DRAWER WITH KEY) twice in order to obtain it. Thus, a score of 22 out of 24 is functionally a perfect score. Likewise, a lopsided five-point award is given for (Spoiler - click to show)opening the can of beans, but this seems technically unnecessary to reach the best ending, so some player's may be further confused by their point deficit at the end.

The overall story is sufficient for the game's purposes, even if some of the details don't really seem to jibe. The real story is the escape-the-room plot, but its conclusion is muddied by the way that the player is urged to stick around for a more dramatic ending. This drama is handled very abruptly, with some emergency backstory tossed in to increase the sheriff's villainy level and give a sheen of justice being served to the best ending. This fell a bit flat to me, since the PC and his accomplice are complete scoundrels and apparently guilty of the crime for which they've been jailed. I can't decide whether this awkward ending is the result of last-minute expansion of the plot or last-minute curtailment of more ambitious plans. The lack of final polish throughout suggests the latter.

Despite the above criticisms, I (to repeat) did enjoy this game, and I would recommend it. Its real strength as entertainment comes from its all-embracing voice and its characters -- as Rovarsson's review notes, every character is a treat. Unfortunately, the substantial number of nits to pick are the difference between good and great, so this one's ending up at a very high three stars instead of the solid four stars that it wants to be.

(Final note: This game was released under the Creative Commons license, so the way is open to write some further adventures of Rick and Muddy.)

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Gaucho - An Interactive Geek Western, by Dave Bernazzani, Steven Robert, Jason Hanks
OtisTDog's Rating:

Code Name Silver Steel, by SpecialAgent
3 of 3 people found the following review helpful:
Not nearly enough work put into this one, April 14, 2026

This game came to my attention via tags linking it to Spider and Web, which is one of my all-time favorite works of IF. It didn't sound quite as interesting, but I've enjoyed a couple of spy-themed works lately (like Moonbase Indigo and Zodiac), so it seemed worth a shot.

It wasn't.

This is probably the "best" of any game I've ever rated as 1-star. It functions, after a fashion. It can be completed, and in fairly short order. The spelling and punctuation are satisfactory. The premise seems sufficiently promising. Unfortunately, it lacks any aspect that would make it a worthwhile play experience and thus qualifies for my "no redeeming qualities" criterion.

This game would have qualified for at least two stars if there were any indication of sustained effort on the part of the author, but there is none. More than anything else, Code Name Silver Steel is just plain lazy in its production value. There are probably a dozen or fewer significant interactions, maybe twenty objects, and not quite a half dozen rooms. After finishing, I was surprised to see that it was published in 2017, and that it was written using Inform 7. The 3-star average awarded by the handful of registered players made me assume that it was written in Inform 6 about twenty years earlier.

The overall scale and complexity of this work is probably no more than twice what would be required to implement Cloak of Darkness. If I were going to recommend this work to anyone, it would be on similar basis, i.e. not as something to play, but as a basic scenario to implement as a test of capabilities (though in this case authorial capabilities instead of system capabilites). This game could be done well enough to be worth playing -- why not give it a shot?

[After writing this I remembered One Night in San Francisco, which is a close cousin to this game. See that for a somewhat improved implementation of the same basic idea.]

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Several Other Tales from Castle Balderstone, by Ryan Veeder
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