This game will make many people wrinkle their noses. That's just a fact. It doesn't have a coherent story, doesn't have coherent characters, and its writing style shifts from passage to passage -- from unintelligible legalese to fairy-tale to script format, and more. Whether you're willing to play along is entirely dependent on your personality, and the game does warn you upfront that it will be "a trial."
With that said, this game made me laugh out loud more than almost any other interactive fiction I've played, and that counts for a lot. And even though the writing style shifts (which I don't perceive as negative, but which others might), it always flows, streaming along with words that simply sound good. Consider this example:
I come from the pen/feather that leaks ink. I come from the brush, that brief blush when we hold hands. I come from the bottle, the blotter the stopper. The well. I do not come well but I come as I am I suppose.
I feel this is a good representation of the game. Perhaps it sounds like nonsense at first, but it's not. We're in some government hellhole where the player-character's identity will be "approved" with a scrawl from a bureaucrat's pen, similarly to how the author's own pen granted this game its identity. The text quoted above is from an answer to a questionnaire's prompt: "Where did you come from?"
Not all the game's text is original. A Trial, in certain respects, is a collage. I'm interested in narratives cobbled together from disparate sources, so I enjoyed what was going on here, with the player-character being cobbled into some rough form as the game cobbles itself together from its influences. Whether this is a valid process to create something is what the game is (at least partially) about. How does one form an identity, anyway?
My favorite sequence was probably a walk down a hallway where the player is obstructed by three uncles, three fathers, three brothers, and three agents. A few lines recited to drive them away are great:
I know many tongues; I have grown many tongues and had many cut out. I know how to speak around you.
I will tie my hands into two thousand knots before I open the door to return to you.
Another sequence involves playing a game-within-a-game when the player loads a save file in a Pokemon parody, only to discover that an old friend corrupted the file with sinister intentions. This would've been right at home in the uncle who works for nintendo.
By now, anyone reading this has probably been able to decide if the game is something they'd be interested in experimenting with or not. It has thirteen endings by its own count, and its opening menu checks each ending off whenever you reach a new one, but I only found eight. In another game, I still probably wouldn't have found them all, just because I don't like replaying games over and over if that's what it takes to get a "perfect" score. In this case, I also feel like breaking away and refusing to satisfy the system is something the story would encourage.
At two points in this game, out-of-world text assures the player that a full version will be released, because what we have here is only one episode pulled from a larger story without context. The game was originally released as an IntroComp entry, so all right. But no full version ever appeared afterward.
I assume that the author was in earnest about wanting to release a full version, and yet I can't be sure, because this game succeeds right now in its unfinished state. It drips with atmospheric jungle menace, briefly sketches characters who are already involved in an ongoing espionage plot, allows something nasty to scuttle into the picture, and ends on a cliffhanger.
Despite this cliffhanger, the player has a mission and is able to complete that mission. There aren't any unsolved puzzles left dangling. Which means that as a bite-sized puzzle game, it works.
What does remain unresolved is everything else. Potentials extend in every direction, inviting questions about the setting, the characters, the social climate, the native fauna, etc. Since these points remain unresolved, they feel alive, on-edge, as though anything could happen, and then the text runs out.
Comics are mentioned a few times throughout the game. The player-character muses that the environment resembles a certain comic book, comics are mounted on various walls alongside paintings, and, at one point, three comics are spread out across a desk to examine. They're the serialized pulp variety. And that's just what this game feels like to me: an installment in a pulpy magazine.
I'm reminded of Edward Gorey's The Bleeding Trunk, which takes the same fragmented format and begins with the recap: "As the last chapter ended, Violet was being chased through the sewers by an alligator dispatched by Kafatasi..." In Gorey's book, there never was a "last chapter," there never will be a "next chapter," and we never learn anything about Violet or Kafatasi or why an alligator should have been dispatched. Considering the adventure setting in Hey, Jingo!, a more apt comparison might be something like the episode "Escape from the House of Mummies Part II" from The Venture Bros. There never was an "Escape from the House of Mummies Part I."
Fragments like these have a strange value all their own, and whether Hey, Jingo! is fragmented on purpose or by mistake, it still has such a value. It will not satisfy anyone looking for a game with a complete beginning/middle/end, but if you're in the mood for an episode, then this is a very good one.
Considering that this is only the second Age I've played in Seltani, I may not be equipped to judge the format. But I have played the Myst series, and Riven is my all-time favorite game, so I have some experience to rely on -- for good or ill.
Salvanas does capture that classic isolated-explorer-tinkering-with-strange-machinery ambiance from Myst. It's actually more than a single Age, since it contains five different worlds interconnected via linking books. Each world features a different puzzle. Some of these puzzles are more successful than others.
The home world itself, which links to the rest, is a series of rusted platforms suspended over bubbling mud in a caldera. Abandoned industry reclaimed by nature is such a key atmospheric note in Myst (and Riven especially), and here it's done justice. It's sparsely described but effective, and the puzzle to unlock the other linking books, which involves setting sliders to match a code, strikes about the perfect difficulty balance for my tastes. You have just enough configurations to keep your mind turning them over until, click, you've solved it.
Discovering what awaits you in the other four Ages is part of the game's charm, so I won't spoil that by describing their details. What I will say is that one world, whose puzzle heavily features a stream, worked for me just as well as the home world. Perhaps better. The others... not as much.
One world's puzzle involves extending and retracting catwalks and ladders to reach different locations. The environment here is lovely but the puzzle's goal is obscure, because the player doesn't know exactly which location they need to reach until, bam, they've suddenly reached it. You essentially fiddle with opening different pathways until you stumble into one that lets you win.
Another world's puzzle is something I would just consider cruel. Its solution hinges around an ocean's tide rising and falling, and the tide does this in real-time. The player cannot influence the tide, and indeed, unless the player just stands around waiting, they may not even notice that the tide fluctuates. The only reason I noticed was because I kept the game open in my browser and fortuitously glanced back at the right moment. But even once you do notice that the tide can change, you still only have a few opportunities in which to solve the puzzle. If you fail, you'll have to wait until the tide rises again. For me, that meant turning the game off and waiting until another day -- and then waiting again while I did something else for an hour because the tide was still in the wrong place when I restarted.
Maybe this is common in Seltani, and some Ages are meant to be changeable landscapes that players can return to throughout a twenty-four-hour period to discover new features. In that case, my criticism is empty. Otherwise, I found it very frustrating, especially since it was the only puzzle in Salvanas to feature a real-time mechanic.
Salvanas has a fifth Age that you can access immediately from the home world. You can do nothing here, but this Age changes slightly (and I do mean slightly) when you solve all the puzzles in the other Ages. I thought there must be something more to it, but after poking around without success, I finally searched for hints only to find a comment by the author stating that that was the end. The game never pretends to have a story behind its puzzles, but this was still an anticlimax.
However, despite my qualms, I would recommend Salvanas for both puzzle-fans and Myst-fans. It has enough positive qualities to outweigh the negative, and I think it would be more enjoyable for players going into it with the right expectations, which is what I wanted to provide with this review.
As for Seltani itself, that's fantastic, and I look forward to exploring more Ages.
This is a very short game where the player, upon meeting an old man on the road, is randomly tasked with going on an adventure. The "adventure" itself happens immediately when dragons attack and need to be dealt with. But the old man appears to have shifty motivations behind enlisting the player's help, and perhaps the adventure isn't as random as it seems.
As far as storytelling goes, the ground covered here is basic, which is the point. This is a simple fable with a simple setting and simple characters. I only came across a few spelling and grammar mistakes, although there was one jarring programming error involving an elixir. Otherwise, on the programming side, the interface is nice and glossy.
What stands out is the combat. When you fight a dragon, it happens in real-time, with links appearing for you to launch an attack, defend yourself, or retreat. The dragon will continuously attack, and the text will progress, whether you click these links or not -- meaning that it will progress even faster if you do click them. Even though it's difficult to die, this mechanic gives a real sense of urgency to the battle.
The good thing here is that the combat feels like it has stakes, especially when your health, listed in the status bar, begins to deteriorate and flash red as the dragon deals damage. But the bad thing is that, in a text-based medium, this gameplay style encourages you to click links without pausing to read the text, since pausing might allow the dragon to hurt you.
The game also gives the appearance of branching at some points, but most of the branches I picked were dead ends. For example, when you're given the choice to speak with the old man, rob him, or just walk away, only speaking with him will advance the story properly. I see this a lot in CYOAs, where the player will have multiple options to select from, but only as a kind of illusion to suggest there's more choice than there is. In reality, the game has a linear path it wants you to take, and if you don't take it, you lose.
I had to restart this game quite a few times when I picked the wrong option. Since it's so short, that wasn't a hassle exactly, but it did detract from the experience when I found myself wondering why this was necessary to finish such a simple story.