Reviews by EJ

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The Killings in Wasacona, by Steve Kollmansberger
7 of 8 people found the following review helpful:
The Killings in Wasacona review, October 26, 2024
by EJ
Related reviews: IFComp 2024

This is a murder mystery game in which you play as an FBI agent who’s been called in to investigate a string of murders (possibly the work of a serial killer, possibly not) in a small town in Washington. Over the course of several days, the player must choose how to spend their investigation time, and at the end they are asked a series of questions to see how much they’ve managed to figure out.

The Killings in Wasacona clearly takes heavy inspiration from tabletop games, starting out by making you distribute your character’s stats and then having skill checks done via a link that says “Roll a d20.” The simulated dice were kind to me in my playthrough and I passed most checks for skills that I didn’t have penalties to, so my experience wasn’t frustrating in this regard, but I still didn’t love this as a design choice. I found it made me feel like, rather than playing a game that was simulating solving a murder, I was playing a game that was simulating playing another game that was simulating solving a murder, which had a distancing effect that kept me from ever truly getting invested. The many spelling/grammar/punctuation errors and occasional clunky attempts at poetic language in high-drama scenes also distracted me, although as an editor I’m aware that I notice these things more than most people do.

I was also kind of uneasy at the way that it used the possibility of a racist cop committing violence against people of color as a red herring, and at the way that procedural red tape that exists to protect people’s rights, such as the need to obtain warrants, was treated as an annoying and unfair imposition. (The latter is of course very common in the genre, but that doesn’t mean I like to see it, and the fact that the game doesn’t even give you the option to actually do this stuff—you can either circumvent it via intimidation or give up—doesn’t help. I gather there are negatives to taking the intimidation route, but there are also negatives to just not getting the information, so it doesn’t quite feel like a “giving the player enough rope to hang themself” situation.)

Also, I don’t like picking on this kind of thing because in real life people can have all kinds of names, but when you have one singular Latina character in your game, naming her “Jamal” gives the unfortunate impression that the writer reached for a name that seemed “exotic” without bothering to check which cultures it’s commonly used in or which gender it’s commonly used for. The Somali refugee siblings also have the somewhat unlikely surname "Brown", and the country they come from is referred to as “Somali” instead of Somalia. Individually all of this seems like nitpicking, but it adds up to a sense that not a lot of care is being taken.

On the positive side, I liked the built-in graphical map, and I think the mystery was well-constructed (I managed to solve all the pieces of it and didn’t feel like I was wildly guessing on any of them). I liked the way the game laid out your evidence for each possible culprit before asking you to answer questions at the end, although I did wish it had used the suspects’ names (titles like "the drifter" may be clear enough, but there are a bunch of suspects who are professors at a local college, and they’re listed in this end-of-game evidence rundown as “the $subject professor”, which I had trouble keeping straight). And I enjoyed seeing the statistics at the end that showed what percentage of players had gotten various outcomes.

So the game does have a number of good aspects, and as far as I can tell most players liked it substantially more than I did and my opinion is not terribly representative of most people’s experiences. But I thought these points were worth raising, in case anyone else is particularly bothered by any of these things.

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Forsaken Denizen, by C.E.J. Pacian
4 of 4 people found the following review helpful:
Forsaken Denizen review, October 26, 2024
by EJ
Related reviews: IFComp 2024

Forsaken Denizen is a survival horror game taking place in a far-future space monarchy. An extradimensional investment group has corrupted everyone’s cybernetic implants, and now most people are trapped in the roots of a giant golden tree, while monstrous figures roam the city. Left to stand against the Accretion Group are Doris (the PC), a member of the noncitizen underclass who’s clawed her way up to being a regular working stiff, and her girlfriend, Princess Cathabel X (the narrator). (They met when Dor tried to rob Cath at gunpoint. It’s a long story.)

The gameplay is simple: you shoot at enemies; mostly you hit, sometimes you miss, even more rarely you crit. They attack you; mostly they hit, sometimes they miss (I don’t think they can crit, which is good because you only have three HP). On a first playthrough, at least, you don’t really get any meaningful upgrades or additional options or anything that would change the formula. There’s some strategy involved, but it’s mostly “do I have enough bullets that I feel OK expending them on this enemy or should I move one room over and hit Z until said enemy leaves?” (Of course, this is more or less typical of survival horror, but I think the thing that gets me here is that it’s all RNG-based and there’s no way for the player’s skill to come into the equation the way it usually does in graphical examples of the genre.)

I have to admit that I wished there were a little more dimension to it, but you know what, it doesn’t matter that much, because I loved the vividly weird setting, loved scouring the map for missable tidbits of lore, and, most of all, loved Dor and Cath and the relationship between them. Dor is scrappy and wary and already well accustomed to doing what it takes to survive at all costs, but she still manages a surprising degree of compassion for others. Cath is spoiled and naive and not really used to thinking of the masses as people, but she genuinely loves Dor and that ultimately enables her growth.

And this growth is, really, the core of the story. There’s a lot of sci-fi worldbuilding and some very straightforward sociopolitical allegory (to the tune of “you can’t fix an unjust system by playing by its rules, and you especially cannot do this in a top-down way as someone highly privileged by this system”), but the real meat of the thing is the emotional journey of a young woman who has her general worldview (and the power dynamics of her romantic relationship) first unsettled and eventually upended entirely and has to cope with that.

(And if you tilt your head at a weird angle to try to see outside of Cath’s point of view, it might also be a story about a woman who’s gotten a little complacent about letting her girlfriend take care of things, perhaps because that was a pleasant novelty after years of having no one but herself to rely on, and has to regain a little of that self-reliance and find a better balance in the relationship as well. Since we don’t get to peek at Dor’s thoughts, it’s a lot more ambiguous—it’s entirely possible that she just spends most of the game in shock and eventually snaps out of it—but I do like to think that she has her own arc going on.)

So although I didn’t find the gameplay especially engaging on its own, I quickly became invested enough in the characters and their relationship that I never considered giving up, and I was absolutely satisfied with where their story went and on the whole felt like my time was well spent.

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Campfire, by loreKin
Campfire review, October 22, 2024
by EJ
Related reviews: IFComp 2024

This is a quiet, meditative game about going on a brief camping trip to get in touch with nature and get away from the stresses of everyday life. It’s divided into three sections: shopping, packing, and then the trip itself.

There’s some lovely writing here, and it could be an enjoyable small morsel of a game, but in its current state, typos, punctuation issues, formatting issues, and bugs are pervasive. I actually didn’t finish it; twice I hit a dead end with no links out, and the first time I restarted, but the second time I just gave up.

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Birding in Pope Lick Park, by Eric Lathrop
1 of 1 people found the following review helpful:
Birding in Pope Lick Park review, October 22, 2024
by EJ
Related reviews: IFComp 2024

In real life I don’t have any hobbies that require me to be outdoors, because I’m very allergic to most plants. Sometimes I go to see an outdoor theatre production or concert, and then half an hour in I have a sinus headache and/or my asthma is acting up and I start wondering why I thought this would be fun. So I appreciate the opportunity to experience birding vicariously within my own air-filtered home.

Birding in Pope Lick Park is a low-key trip to the park, clearly written with a lot of love for both the setting and the activity, and supplemented with lovely photos of the park and the birds. I was pretty engaged in the activity of finding all the out-of-the-way corners of the park and felt a bit of excitement whenever I came across a new bird to record. There’s a wide variety of birds to be found; it seemed like quite a lot for one trip, but I don’t know how much of a break from reality this is or isn’t.

At the end, I was a little disappointed that the game didn’t give me any indication of how many of the available birds I had found, but of course that wouldn’t be realistic, so from a simulation perspective I see why it doesn’t, even if it does have the effect of discouraging replays.

My only serious complaint is that the image file sizes are huge, making it somewhat irritating to play the game online as they’re slow to load. I think the image quality could be reduced somewhat without the difference being particularly noticeable to most people, and since to the best of my knowledge the majority of people prefer to play online, especially for Twine games, I feel the tradeoff would be worth it. But otherwise, this was a nice, relaxing medium-length game.

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The Bat, by Chandler Groover
3 of 3 people found the following review helpful:
The Bat review, October 21, 2024
by EJ
Related reviews: IFComp 2024

In this substantially sized parser game, the player takes the role of the valet of billionaire Bryce Wyatt. Master Bryce is holding a soiree for charity, and of course it would be your job regardless to make sure that everything went smoothly, but now there’s an added wrinkle: your employer was recently bitten by a radioactive bat and now he’s acting… strangely.

The charming (if sometimes hapless) rich man and his devoted, efficient valet are well-established figures in pop culture, and the dynamic between them is generally supposed to be endearing. The Bat methodically dismantles the familiar archetypes, emphasizing the dehumanization of the servant (while the master is treated like a person even when acting like an animal, the PC may as well be furniture as far as the wealthy guests are concerned) as well as how fundamentally childish it is for a healthy adult to insist on having someone else attend to their needs in this way. (Dealing with Bryce often strongly resembles dealing with a toddler.)

“Attend to” (helpfully possible to abbreviate as “A”) is in fact the main verb you will need to use in this game as you try to take care of an ever-growing list of tasks. Your inventory is also limited to what you can carry in your two hands and your pockets. The item-juggling that this type of limitation requires can, in many games, end up feeling like busywork, but in this case it plays nicely into the farcical tone of the proceedings, and I was ultimately entertained by it even as I was asking myself where I’d left the goddamn drinks tray this time.

On the other hand, while limited verbs usually don’t bother me, I struggled somewhat with this one. If your one verb is, say, EAT, you can apply a certain amount of in-universe logic to what would be useful to eat in this scenario, but since ATTEND TO is vague and there’s an intentional lack of consistency around what ATTENDING TO something actually entails, it tends instead to turn guess-the-verb into guess-the-noun. (There is a reliable out-of-universe logic, which is that if something can be picked up or dropped, ATTEND TO has to do that duty, so if you’re trying to use something portable, there’s probably something else around you need to ATTEND TO in order to make that happen. But I had trouble keeping that in mind.) If I squint I can also see the PC repeatedly picking up and dropping the dustpan as he tries to figure out how to empty it as part of the farce, but for me it mostly created frustration in a way that didn’t feel entertaining or sufficiently diegetic.

I also found the puzzles in Act II harder to figure out, but I can’t tell if that’s because they’re actually less well clued or just because at that point my brain had burnt out on keeping track of everything (which is possibly fitting as well; I can imagine the PC also becoming increasingly frazzled as the evening wears on).

But all in all, it’s a polished, funny, and inventive game that blends farce, parody, and satire, filtered through the PC’s dry, circumspect commentary. It also draws on bat behavior in surprising detail; while the low-hanging fruit (screeching, hanging upside down, producing guano) is certainly present, I was tickled to see allogrooming as one of Bryce’s bat-related compulsions. And while I sometimes struggled with the parser, I thought the final command was just perfect. So I’m content to assume that my problems with it were mostly, well, my problems, and regardless of those, I do feel it’s one of the strongest games of the year.

(Litcrit BS side note: While I understand the role of the compass in this game to be a dig at the hold that convention has over parser IF, I couldn’t help noticing that it also serves as a locus of subversion of the typical power dynamic between master and servant, so if you felt like being a bit cheeky, I think the text would support an argument for The Bat as a pro-compass game. But I don’t feel like engaging in high-effort trolling at the moment, so I won’t take this any further.)

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Bad Beer, by Vivienne Dunstan
Bad Beer review, October 21, 2024
by EJ
Related reviews: IFComp 2024

In this compact single-puzzle parser game, the PC has been asked by the proprietor of their local pub to figure out what’s souring all his beer. It soon becomes clear that the pub is haunted, and the PC finds themself yanked back in time to try to prevent the ghost’s untimely death.

The game is a little sparse (in the sense that there’s not much you can do besides the things you need to do, although there are a few optional secrets to find), but it’s charming and highly polished, with a strong sense of place and some entertaining fake beer names. The central puzzle took me a few tries to get, but I always felt like I had an idea of what to try next. I also really appreciated the option to skip the opening and jump straight to the “past” segment, which made retries less of a pain.

The opening segment requires you to hit a certain number of triggers related to experiencing ghostly activity in order to advance the plot, and I did get hung up a little at that stage, mostly because I felt like I’d already experienced enough ghostly activity to get that that was what was going on, so it wasn’t totally clear to me that I needed to look for more. Other than that, though, my experience playing Bad Beer was smooth, fun, and quick (it took me about 20 minutes to complete, including the two retries of the past segment).

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The Apothecary's Assistant, by Allyson Gray
1 of 1 people found the following review helpful:
Apothecary's Assistant review, October 20, 2024
by EJ
Related reviews: IFComp 2024

The Apothecary’s Assistant is an unusual beast. It’s set in a mysterious shop where you can work between one and three shifts per day—in real time. A day’s gameplay consists of doing one small task—such as selecting a recipe to make for a customer or playing a game of Mad Libs with a child—and then, optionally, talking briefly to the shop’s owner, Aïssatou, and solving some cryptic crossword clues. Despite the title, there’s not a lot of herbalism going on, just an assortment of low-stakes odd jobs.

I’m charmed by the overall conceit; it’s a bold idea and I was eager to see how it played out. I also love cryptic crosswords, so I had fun with that aspect of the gameplay. I can’t say how it plays for people who don’t have prior experience with cryptics, but the clues seemed reasonably “entry-level” to me, not requiring deep knowledge of cryptic lingo, and the repetition in the first three clues seemed like a helpful way to get people on board.

That said, with each session being so short (five minutes at most) and the sessions being so spaced out, I never really got immersed in the game, and I had trouble retaining anything about the characters (other than Aïssatou, since she’s always around). Between sessions, I was left with a vague impression of a charming woodland setting and very little else (besides the cryptics). All things considered, I did enjoy the game quite a bit, I just wish each individual session had been a little meatier.

I did six shifts and solved all the cryptic clues, which gave me a satisfying resolution to Aïssatou’s personal story, but I know that there are many more anecdotes I haven’t seen and customers I haven’t met, and would be interested in going back and spending more time with it later.

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198BREW, by H. M. Faust (aka DWaM)
1 of 1 people found the following review helpful:
198BREW review, October 20, 2024
by EJ
Related reviews: IFComp 2024

It’s such a drag when you run out of your preferred source of caffeine. Especially if you discover it first thing in the morning and then you have to formulate your plan to acquire caffeine while you’re still groggy. It’s even worse if you’ve had a bad night, like if for example you just took over your girlfriend’s body, destroying her consciousness (consensually, sort of) in the process, and you’re trying to adjust to the new body while also processing the loss. And it’s snowing.

I love 198BREW’s weird, dark world (that nevertheless still has Nespresso pods), the evocative descriptions of its bleak setting, and its lightly sketched but intriguing characters (including the late girlfriend, who is very present in the narrative). I also love that this is a time loop game where the PC is not the person in the time loop—the actual time-looper is just so done with the whole thing that he’s looking to delegate the task that will get him out of the loop. The standard version of the time loop trope is evergreen to me, but I do appreciate the freshness of a sideways take on it.

Unfortunately, however, the game is distinctly underimplemented, with the full range of “inexperienced parser author” issues—from lack of synonyms to objects mentioned but not implemented to default responses not changed. (If any game really, really needed to ensure that the response to X ME was not “As good-looking as ever”, it’s this one—and I’m not even the kind of parser player who always types X ME just to see if the author put in a custom response; I only did it because the hints the game was dropping about the PC’s situation suggested to me that the response might be interesting.)

The logic behind the actions I needed to take also didn’t always come together for me. In the art gallery, for example, it didn’t occur to me to (Spoiler - click to show)talk to the painting, in part because the descriptions seemed more focused on the tangibility of other elements of the painting than the liveliness of the central figure. I was otherwise able to follow the logic trail that led me to acquiring change for a pay phone, but when the game then told me that I needed something interesting to say over the phone, I wasn’t really sure what I was looking for. Because I’d completed everything else there was to do in the game by that point, I essentially solved that puzzle by interacting with the last conspicuous setpiece that hadn’t been relevant yet and then going “Well, I don’t see anything else to interact with, I guess it’s phone time,” but even once all was said and done I wasn’t really sure why (Spoiler - click to show)telling Jacob to eat the crows was more interesting and/or convincing than any other random task the PC could have made up.

So I really liked 198BREW as a work of science fiction, but I liked it somewhat less as a game. Not that I think it would have been better as static fiction—I do think it benefits from its interactivity, and in most cases the underlying structure of the gameplay is fine—I just wish the interactive aspects had been a little better executed. But I’d definitely be interested in future games from this author.

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Traffic, by D. S. Yu
2 of 2 people found the following review helpful:
Traffic review, October 17, 2024*
by EJ
Related reviews: IFComp 2024

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.

* This review was last edited on April 7, 2025
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Return to Claymorgue's Castle, by Anonymous
1 of 1 people found the following review helpful:
Return to Claymorgue's Castle review, October 17, 2024*
by EJ
Related reviews: IFComp 2024

In this game, the PC leads a team of specialists to explore a mysterious castle. It’s a choice-based game that tries to emulate a parser experience, having the player click to select a subject, verb, and object before submitting the action.

The concept of gameplay that revolves around figuring out not just what action should be taken, but who should be taking it, is unusual and intriguing. In practice, however, I found this game's implementation of it unwieldy. It just takes so many clicks to complete any action (except for moving around the map). Having the subject default to “me” unless otherwise specified would have helped, I think, though that still leaves a lot of clicking and I’m not really sure what else could be done to streamline this interface.

Between this and the white text that contrasts poorly with the busy pixel backdrops and lacks paragraph spacing, I have to say that I experienced so much friction in the process of trying to play the game that I wasn’t really able to appreciate the content. I’m sure there’s a lot to like here if you’re less frustrated by the interface, but I didn’t have a good time. That said, I do have to give it some respect for its success in bending Twine into a pretzel without breaking it—which is to say, it’s a highly technically ambitious game that clearly has had a lot of care and attention put into making that work at all.

* This review was last edited on October 14, 2025
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