As a fan of Chandler Groover's writing, the setting of this game was nice. There are references to many of Groover's games that were fun to find and read. This game is probably better enjoyed playing some of his first!
I enjoyed the puzzles generally, but found one of them to be too difficult. The (Spoiler - click to show)creaky house was a huge pain to think about. Mapping it is probably necessary, and while that is traditional, I hate mapping puzzles and was happy to skip it using the in-game provided hints which were direct and helpful. I also found myself a little disappointed by the (Spoiler - click to show)midnight laserfight puzzle which seemed somewhat barebones where the items you could pick up and drop didn't matter. My favorite puzzle was the (Spoiler - click to show)menagerie puzzle with foods named after Groover's other games. Delectable and fun to strategize! I really enjoyed the use of the cake as well, which had a nice parallel to (Spoiler - click to show)Eat Me with progression being marked by what you eat and destroy, and the shenanigans with the animals in the petting zoo. The in-game hint system is very useful if you are having trouble, so if you're unsure about this game, the puzzles shouldn't put you off. It also helps that this game is impossible to be made unwinnable.
The (Spoiler - click to show)steadily more horror-themed amusement park was a nice touch, but this game by no means trips into the actual horror that marks Groover's games. You get about what you see going into Grooverland, with about Disney-level scares.
Story notes: (Spoiler - click to show)Although the beginning of the game really had the feel of a ten year old blitzing through the day that just for her, the high queen! I felt the ending was more caged in. Even if you don't interact with the family members early in the game, you still must pick up their dropped items and use them in the last section. But in the early game it's easy to ignore your siblings and parents in favor of the cool amusement park with very little dialogue from them, so going back to the idea of using their love to defeat the monster and save the park feels kind of hollow. The ending being unmissable thus makes it feel like, well, you have to do this to move on the plot, and somewhat unearned by the player.
Huh, this was really interesting. As other reviewers have stated, this is a story that you read from the source code as well as the game.
(Spoiler - click to show)
The "locked out" feeling that you get from playing the empty main game as compared to the vast treasures of the source code is something sublime and unique. I really like the usage of large numbers and the "It is..." construction as what appear to be part of the code but also make literary sense.
Also, this has been a really fun way of getting to know how the Inform language works better.
A game that is functionally unplayable without the source code, for the contest that for which it was designed. The source is lovely poetry and tells a story on its own.
I'll admit I got stuck on one of the puzzles. The answer to the dial (Spoiler - click to show)is CCCP for obvious reasons in hindsight, I ended up prying it out of the source code.
The ending felt a little sudden. If you enjoy the wit and writing of the first few passages, however, you'll probably enjoy yourself through the entire game.
An excellent short game. Great atmosphere, setting the table with the wicker-and-smiles live laugh love mindfulness and health and family cooking blog aesthetic.
(Spoiler - click to show)The game did a great job of annoying me while keeping me going, well it CAN'T JUST be that, can it? so the twist was quite satisfying. Seeing a fresh human heart as one of the ingredients pop out between the other spices was delightful. The gruesome murder scene still filled with cheerful, on-tone nudges to the reader was perfect.