While neither very wide nor deep, this is a lovingly-crafted game, and I adore it. The prose is confident and generally succinct. The original soundtrack goes a long way toward setting the mood. But the best thing here is the selection of items, and how they are deployed: not in service of puzzles, but rather in understated service of the vibe. With their elegantly simple artwork, the game's various plants and mundane household items are wonderfully evocative of our rustic setting - with the exception of our scientific instrument and electronic car key which clearly mark us as something of an outsider, subtly alienated from our surroundings.
All these little details, taken together, conjure up a certain place and a certain half-creepy, half-cozy atmosphere with sprezzatura. I felt like I was there, but I couldn't point to any one place where the author goes out of their way to say "You're here."
For as much as I enjoyed the atmosphere, the underlying ghost story feels oddly disconnected from what the player is doing for most of the game. It's unclear why, for example, we are awarded points for (Spoiler - click to show)picking a sunflower or (Spoiler - click to show)making an infusion, when neither of those things seem to connect to the mysterious events that end up transpiring. Of the seven things that award points prior to the dream sequence that blows everything wide open, they all contribute to the flavor of the game in meaningful ways, but only two of them seem to foreshadow the actual horror plot that is at the center of the game! I wouldn't go so far as to say this detracted from my enjoyment - for enjoy it I did - but I do think it represents a missed opportunity. A future game of this type would benefit from finding more ways to clearly connect its objects and actions to its underlying plot, whether thematically, logically, or symbolically.
Games made with the Perplexity engine are hugely unique experiences because of the idiosyncratic way in which the parser and world model work. For reasons I can sort of fathom, this engine eschews conventional parser input practices in favor of a system that aspires to be able to parse truly natural language, but has a long way to go. For reasons I can totally fathom, it also generally eschews bespoke descriptions in favor of automatically-generated ones, which could one day become a golden feature, but also has a long way to go.
Here are some of the amazing interactions I had with this game. I believe they speak for themselves.
(Spoiler - click to show)>who am i
you
>what am i
you
>where am i
inside a sidewalk and inside a world
>what color is the sidewalk
a color is not the sidewalk
>take the sidewalk
I can't because it is part of a sidewalk that I am inside
(Spoiler - click to show)>check my inventory
I didn't understand 'inventory'. Maybe try: 'what do you see in there?' and 'Where are you?'
>what do i have
a backside, 2 hand, below you, in back of you, left of you, and right of you
>look at backside
Sorry, I'm designed to understand grammatically correct English. Say 'help' for more information.
>look at my backside
a backside is a backside, a physical object, a place, and a thing. It is connected to you.
While I could comment on Baby on Board as a game and a piece of writing, that would be beside the point, because it is a tech demo first and foremost. And as a tech demo, it displays a mix of promising and concerning features.
To start with the concerning, each turn takes anywhere from 5-15 seconds for the engine to process (at least on my computer, which I do admittedly use to cook certain elements of my breakfast, but the old rig still processes a typical parser turn instantaneously for all practical purposes). Perhaps I lack patience, but to me, this is an extremely serious flaw.
On the other hand, anything that can generate a funny response (intended or otherwise) to trying to take a sidewalk is worthwhile in my view. Perplexity's ability to auto-generate outputs based on the dizzying assortment of relations that it models has actually got me pretty excited. Right now those outputs aren't very good, but the potential is there and I'm eager to see where it will eventually lead.
Though, much like the baby at the center of this game, I reckon the engine won't truly shine without a few more years of development!
As others have pointed out, Popstar Idol Survival Game cuts off at the end of the first challenge, just a few minutes into gameplay. It’s a shame, because what’s there makes it seem like an extremely interesting and possibly hilarious RPG, held back only by an almost complete disregard for grammar.
But you can do what any would-be star popstar idol would do when faced with a seemingly impassable obstacle: cheat.
Since Popstar Idol is game-breakingly bugged in multiple places, there are multiple different fixes you'll need to make by hand in order to play the whole thing from start to finish. As an aside, it might be easier in Twinery, but I know nothing of Twine, so these notes will show you how to make quick-and-dirty fixes in Notepad++.
(Another aside, kudos to Mathbrush for developing the first part of the fix and posting it to the Intfiction forum, which is what inspired me to keep going and fix the remaining gamebreaking bugs.)
Step 1: Download the html file and open it in Notepad++ or a similar text editor.
Step 2: Delete all the text on line 198, where it says (display: "Untitled Passage 12"). Leave the line break on line 198 for ease of line-reference going forward.
Step 3: Navigate to line 1073. Near the end of that line, you'll see (if: $singinggoal is 300). Change just that part to (if: $singingprogress &g-t; 299). Then remove the hyphen between g and t, I just put it there as an admittedly inelegant solution to preventing this form from reading the html and messing everything up.
Step 4: Navigate to line 683. Change Failed to True Ending.
Step 5: when you play the game, be sure to pick Song A rather than Song B when first given the choice.
And that's it. Now, you may be asking, is it worth going through all that rigmarole just to be able to play a buggy game?
My answer is yes. Popstar Idol Survival Game, in its full glory, is a wild ride. The prose is full of errors, the pacing is odd, and the whole plot seems rushed-through without as much time to simmer as it deserves. But the ideas… the raw potential of the wild, zany, epic ideas that unfold in the latter parts of this story is astounding. I genuinely hope the author returns to this work and spends a whole lot more time refining it into the masterpiece it was meant to be.
Gave it 1 star in its current state, but if you apply these fixes, it's easily worth 2.
Edited 26 April 2022: the above instructions were for the version of the game downloadable from the IFComp 2020 site, which is no longer available. For the version that is now on IF Archive (and linked from this IFDB page as of this writing), the basic instructions are the same, but the line numbers have changed.
Step 2: now look on line 223.
Step 3: now look on line 1098.
Step 4: now look on line 708.