In this game, the PC is run over by a car that veers onto the sidewalk and killed—and then regains consciousness in the body of the last passer-by they looked at. They loop through the events surrounding their death, trying to manipulate their environment so that everything aligns in such a way that the car doesn’t hit them. It is essentially what in board-gaming circles we would call a programming game, where you’re queuing up a set of actions for each participant that will then execute the next time through the loop.
As far as I’m concerned this is a fantastic premise, and I love the unusual elements of the gameplay structure, too. The writing also serves the concept well; it’s pithy and funny (if more in a wry-smile than a laugh-out-loud kind of way). I can imagine a version of this game that would be one of my favorite games of IFComp 2024.
Unfortunately the puzzles all had moments where they were pretty obtuse, and Traffic doesn’t quite know how to nudge the player in the right direction through helpful error responses or other environmental info. Since there are also no hints, whenever I got stuck, I really hit a wall. My experience of the game was largely one of getting 2/3 of the way to the solution of a puzzle, getting stumped for an extended period of time, and finally turning to the walkthrough (which very bluntly gives the shortest possible path to the solution).
For example, when playing as the baby, (Spoiler - click to show)I found the pacifier and I had the idea to throw it, but the response to trying to throw the pacifier without a target is simply the default response, “Futile.” Therefore I assumed I was on the wrong track with throwing it, and gave up. If the response had been something like “You don’t think the woman will notice if you just throw it in a random direction”, that would have been really helpful. I then at one point tried TAKE PHONE, which just got the response that I couldn’t reach it. This, too, seems like a missed opportunity to steer the player towards the solution (“Your arms are too short, but maybe there’s another way…” or what have you). The former suggestion and the latter combined would probably have added up to THROW PACIFIER AT PHONE in my brain; nothing currently in the game did.
In general, even just a VERBS command listing the verbs needed to complete the game would have been a big help. Anything to point me in the right direction just a little bit.
This string of almost-but-not-quite-figuring-out-the-puzzle-myself experiences left me feeling vaguely disappointed and unsatisfied; like a cat chasing a laser pointer, I have stalked my prey (the puzzles) at length but not, ultimately, gotten my kill (the triumph of actually solving one). So I walked away mostly feeling cranky about the whole experience, which is a shame because there’s so much going on here that I do like.
Even though The Copyright of Silence was punishingly difficult and I never actually completed it successfully, I have a lot of fondness for it, so I was happy to see that the author was back with another (much smaller) optimization/replay-based Twine game with an unusual visual design.
In this one, you play as a detective trying to intercept a black-market weapons shipment being transported by a young man who thinks the world revolves around him. Progressing in the game largely entails figuring out how to exploit your quarry’s idiosyncratic reactions to his environment.
I enjoyed the process of replaying and making incremental progress, and was able to finish the game in this case. Getting the timing right was fiddly but didn’t seem too unfair. However, this is a small slice of a larger story and I haven’t played the other installments in this series, and I was kind of fuzzy on what the larger situation was and how the PC was involved in it (as he appears to be acting in a less-than-official capacity here). For a game that’s not really going for emotional punch or complex characterization, that’s less of an issue than it could be as long as it doesn’t impinge on the player’s ability to figure out the puzzles, which I didn’t think it did in this case, but it was a little bit distracting.
Eikas is a community kitchen management sim. The PC has moved to a small, rural town in a gently fantastical setting to work as a chef, employed by the town council, which sponsors a community feast every five days. The game covers their one-month probationary period before becoming a full employee.
In between feasts, you can garden, shop for ingredients, learn new recipes, get to know the townsfolk, and make snacks to sell for extra cash because the stipend from the town council doesn’t quite stretch far enough (a bit of less-than-idyllic realism that I appreciated). I found it very satisfying to gradually expand my repertoire, and the scores for my meals increased pretty steadily as the game went on, making me feel like I was authentically growing as a chef. Plus, all the food sounded delicious.
The four characters you can befriend are also endearing; my favorite was the initially prickly artist Antonia, possibly because I feel like she has the most substantial arc as she regains artistic inspiration and learns to open up to people again after an experience with an artistic and personal partnership that went south.
(I will confess to not loving the “I thought I didn’t like small-town life but I see now that it’s actually the best!” trope, which crops up a couple times with the companions, but that’s a me problem, I think. It feels tiresomely ubiquitous in fiction sometimes, but I gather “of course everyone wants to leave their small town” can feel that way too, and it probably depends on what kind of fiction you consume and which angle you’re more annoyed by.)
I did end up feeling like the game was a little too low-key overall; I like my management sims to stress me out a bit, whereas here I usually felt like I had plenty of time for everything that I wanted to do. Indeed, by the run-up to the final meal I had maxed everyone’s approval, unlocked every recipe, and served a four-star meal, and started to feel like I was aimlessly killing time until the last day. But that’s also a personal preference, and I think the lack of tension is probably just what some people are looking for in this kind of game.
Which is essentially my overall feeling about Eikas: there were a few things that were minuses for me, but all of them are things I can easily imagine being pluses for someone else. I think it’s one of the best games of IFComp2024 and I ultimately enjoyed it a lot, even if I occasionally wished it were just a little less relaxing.
Baldur’s Gate 3 is on my to-play list, but I haven’t gotten around to it yet. I am also pretty sure that when I do, Astarion will not be my favorite character. Actually, it might be for the best that I played A Dream of Silence now, rather than playing Baldur’s Gate 3, becoming unreasonably attached to some other character, and developing a simmering resentment of Astarion for being the fandom’s darling. But I am aware that I’m missing important context here.
The premise of this three-part series is that a monster has trapped Astarion in a nightmare based on his past trauma. You, the PC of BG3, are able to enter his dream, but only as a sort of ghostly presence whose ability to interact with the world is limited. In Act I, you try to balance improving your abilities with keeping Astarion sane as he spends his days trapped in a dungeon with no human contact aside from you. I’m not really sure what happens in Act II, which exists as an add-on to the post-Spring Thing version of Act I and can’t be played on its own, but Act III covers the escape—first from the dungeon and then from the nightmare as a whole. It includes an abbreviated version of Acts I and II to play through if you haven’t played them before; this recap was efficient at getting the player up to speed, but had a somewhat incongruously jokey tone.
In Act III, you can no longer improve your stats; instead you’re trying to manage your energy levels and fuel Astarion’s belief in his ability to escape while avoiding attracting the attention of his master, Cazador (the one who locked him in the dungeon). The game offers a choice of either an easy “exploration mode” or a standard “balanced” difficulty, warning you that if you choose the latter, you may fail several times before figuring out how things work and what you need to prioritize. I played on “balanced” and did indeed end up having to restart twice. Even with the ability to refresh your energy once in each scene, your actions are quite limited, and basically the only way to figure out what is and isn’t worth spending them on is to try things and see what happens. But I do love a bit of resource management, so while the balancing act was tricky and required some trial and error, I found it very engaging. I also enjoyed meeting Astarion’s various vampire siblings, who I get the impression might be original to this game, or might at least be briefly-mentioned characters who have been significantly fleshed out here.
However, when I finally reached the “escaping from the nightmare” sequence, my lack of canon knowledge and existing emotional investment let me down. In this part of the game, Astarion asks you a bunch of questions about the waking world, and then you tell him stories about your adventures together. I can see what the emotional beats are supposed to be here, and I can imagine how they might work for me if I knew much about BG3, but the thing is, I don’t know the answers to his questions, so I don’t know if I’m telling him the truth or not or what the other implications might be of choosing one answer over another, and I don’t know the stories being referenced, so I have no idea what the emotional valence of each one might be. I’m not sure any of the choices in this section matter mechanically, so that’s not an issue, but the emotional weight of the scene relies on the player remembering these adventures with Astarion and making thoughtful choices about what to highlight out of a desire to inspire him by showing him how far he’s come and how much things have improved. So that fell completely flat for me.
And that’s fine, really. I’ve always felt that fanfic is its own unique art form and doesn’t need to—perhaps even shouldn’t—prioritize being enjoyable to people who don’t know the source material. But entering the game in IFComp puts it in front of a broader audience than just the fandom and invites analysis of it as a standalone work of fiction, and in that respect I didn’t think it quite worked.
The protagonist of Civil Service appears at first to be a naive positive-thinking type taking a job in a dysfunctional government agency. It soon becomes apparent that something else is going on, and you are instead playing as a ghost who’s been tasked by a set of three unspecified supernatural entities (tripartite goddess? Three witches?) to (Spoiler - click to show)save a woman who fell down a ravine on a company outing and was left there to die by her apathetic coworkers, who didn’t notice she was gone.
The game bills itself as dynamic fiction, so I was expecting no meaningful choice, but this was not the case—not only are there multiple endings, but you can miss entire plot-important scenes by clicking the wrong link. The problem is that the import of the link you are clicking is in no way clear before you click it. For instance, there’s a passage early on with two links, one on a mention of a tin of biscuits in the office and one on a mention of the need to smile. The former gives the reader a scene that provides the first intimations of what you’re really here for, while the latter just skips over that and moves to the next “main” passage. But there’s no indication that the biscuits are particularly significant until you click on that link, and a player who clicks on “smile” hoping to get some elaboration on that idea (which they will not get) will never know what they missed. Sometimes the digression is just a single short, nonessential passage, and sometimes both links in a passage seem to lead to the same passage, but there seems to be no way to even guess at when that’s the case and when you’re missing whole scenes. Early on, I made ample use of the back button to make sure I was getting the most out of my experience, but this got a little tedious and took me out of the flow of the story, so after the first in-game day or two, I gave up.
(I did like that the cycling links were a different color from the links that move the player forward, though!)
Once I stopped hitting the back button so often and started letting the experience carry me along, I was entranced by Civil Service’s prose-poem-like writing and its effectively dreary atmosphere with occasional flashes of hope, and I was excited to further explore its premise, which is exactly the kind of weird that I enjoy. As a commentary on modern office culture, though, it has some sharply observed details, but leaves the bigger picture kind of fuzzy, and doesn’t seem to have much to say about what underlies workplace dysfunction other than individuals being jerks.
So I was intrigued and often charmed by Civil Service, and on the whole I would say I enjoyed it, but I’m not sure the way it was using interactivity was to its benefit, and it ultimately feels a little less than the sum of its parts.
This is a mystery game in which you play as a journalist whose uncle has been falsely accused of a murder. By the time the PC finds out, the uncle has already been executed for his supposed crime, but the PC is determined to clear his relative’s name posthumously.
While journalism is a not-uncommon occupation for an amateur sleuth in mystery fiction in general, I don’t think I’ve seen it much in IF, so I thought that was a fun choice. Unfortunately, the game doesn’t do much with it. It’s not even the thing that grants you access to investigate—for that, the PC has to show an unexplained, never-again-referenced “other credential.” (Implying he’s actually some sort of undercover agent, I guess? Or has forged an ID to that effect?)
The gameplay is evidently parser-inspired, with a world model and progress that mainly involves finding an item in one location and using it somewhere else. Once you’ve found an item, the option to use it will appear automatically, so there’s no need to solve any puzzles per se; it’s just a matter of remembering which was the location where you needed to see something far away once you’ve picked up the telescope.
Polish is somewhat lacking, with inconsistent paragraph spacing and prose that often slips between first-person and second-person POV (possibly as an artifact of machine translation—the game doesn’t state that such tools were used, but it’s a very common problem in Chinese-to-English machine translation in particular). In cases where text appears conditionally or is added to a passage upon clicking a link, line breaks and even spaces between words tend not to appear where they should.
The logic of the narrative is also questionable in places, raising questions such as: Why was there conspicuous physical evidence just lying around the real crime scene (inside the culprit’s house where the culprit is still living) over a year after the crime? Or: Why was there a key in a drawer in a picnic table on a mountaintop that opened two different safes in two different people’s houses? That said, I was able to correctly identify the murderer based on the evidence I collected, so the internal logic does hold up where it counts.
So I’d sum it all up as a messy but enthusiastic first effort with a few interesting ideas (largely related to the small town's dark secret, which involves a crocodile cult), but there was one thing that really soured me on it: the PC is established out of the gate to be inappropriately horny, and when he finds adult magazines under the bed of the murder victim, a 12-year-old girl, this is said to inspire in him “despicable thoughts”. To me this is hard to read as anything other than an implication that he is in some way fantasizing about said 12-year-old. (Alternative possibilities mostly hinge on assuming the author is using “despicable” incorrectly, I feel.) Obviously this isn’t exactly condoned by the text, but it’s also not treated as very important. In the good ending, (Spoiler - click to show)he adopts the murder victim’s older sister, and this seems to be intended to be heartwarming rather than alarming. I think this aspect was in poor taste, and although it doesn’t come up much, it made me like the game much less.