Reviews by EJ

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The Gift of What You Notice More, by Xavid and Zan
The Gift review, January 9, 2024
by EJ

The Gift of What You Notice More is a puzzle game revolving around a surreal exploration of the dissolution of a couple's relationship. The PC is in the process of separating from their husband, and is going back through dreamlike versions of key moments in their relationship to figure out where it all went wrong.

You go through three rounds of this, at intervals getting items that unlock new areas within each memory (the game calls itself an escape room, but structurally it’s more of a Metroidvania—as funny as either of those descriptors sounds when applied to an introspective game about relationship failures). This is all in the service of digging progressively deeper in the hopes of unearthing the most fundamental problems with the relationship and figuring out what you need to take away from this experience. The problems are all very plausible, and the game struck a nice balance between being relatable and making the characters specific people with a specific relationship that isn’t meant to be a vague stand-in for every soured relationship ever.

I would, honestly, have loved for it to be even more specific, but in a genre/medium that tends to be as blank-slate as possible, I at least appreciated the level of detail that was there -- for example, the stuff about the PC putting their dreams on hold so that their husband could go to grad school could have gone into more detail about what those dreams were (apparently they also stopped playing the violin at that time, but it's unclear if that's related), but at least it didn't stop at the level of a generic "you've been putting your partner first and not considering your own wants and needs."

To the best of my knowledge, this is the author’s first major foray into choice-based IF after releasing a number of well-received parser games. The Gift brings a parser sensibility to Twine in a way that I thought worked very smoothly. You have an inventory of items always displayed on the right side of the screen; if you think you can use a particular item in a particular location, you click on it, and if you’re right, the relevant link appears. This provides a taste of the parser-style puzzle-solving satisfaction that you don’t get in games where the link appears automatically once you’ve got the right thing in your inventory, but only having to worry about the noun makes it feel smoother to me than the choice-based games I've seen that attempt to bring verbs in as well. (YMMV, but it's just too many clicks for me.)

But although I liked the mechanics of the puzzle-solving, the design of the puzzles themselves didn’t always work quite as well, largely owing to the dream logic that the game operates on. When the internal logic of it worked for me, it felt really rewarding! But there were puzzles where I could figure out each individual step based on the tools I had available but had no idea what my end goal was (e.g. all the elephant business—yes, I get the “elephant in the room” metaphor, but it wasn’t really clear to me what I was trying to do with the elephant), and others where I had no idea where to start (e.g. the moving van scene with the sticks). This is fairly subjective and I suspect that if you polled players you wouldn’t get very strong consensus on what clicked and what didn’t, but there must be some way to give the player a bit more of a nudge in the right direction now and then.

Another minor complaint is that each round involves coming up with three possible sources for the relationship’s issues and then picking one as the issue; this is clearly a reflective choice meant to encourage the player to engage with the story, with no gameplay implications. The thing is, the options didn’t seem mutually exclusive, and there was at least one round in which two of the options felt like facets of the same underlying problem. So it didn’t feel like there was strong in-universe motivation to be choosing just one thing to focus on, and I didn’t feel like I was guiding the character down a significantly different path into their future based on which thing I chose. It felt like the PC realizing where the problems were and what they could do differently in the future was what was really important for their growth, and picking one was a formality that ultimately fell a little flat.

But these complaints aside, I did enjoy The Gift. I like when introspective, issue-focused games have a little bit of whimsy and/or a fantastical edge to them, and this was a lovely example of that, with some smart ideas about gameplay design on top.

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Beat Witch, by Robert Patten

1 of 1 people found the following review helpful:
Beat Witch review, December 21, 2023
by EJ

Beat Witch is a parser game that takes place in a world where some girls, at puberty, suddenly turn into Beat Witches, a sort of energy vampire for whom music takes the place of garlic or holy water. The PC is one of these witches—the well-meaning “reluctant monster” type, who tries not to kill when she feeds—and her goal in the game is to take down another witch, one who has no such compunctions.

The game is fairly linear, not just in the sense that it lacks plot branching, but in the sense that it doesn’t often let you wander and poke around. There’s generally one specific command the game wants you to type at any given time and it won’t recognize much else, other than examining things. And even going that far off-script can be risky; sometimes if you don’t do the thing the game wants you to do immediately, you die.

When you type the right thing, the next bit of the story will be delivered to you in a large multi-paragraph chunk of text. Even on my gaming laptop, which has a large screen by laptop standards, this was almost always more than one screen’s worth of text, and sometimes more than two screens, so I was constantly scrolling back, trying to find where the new text started. This was a bit of a hassle, and to be honest, if I’d been playing on a smaller screen I don’t know if I would have had the patience to make it to the end.

I have to admit that as the game went on, I wondered more and more why the author had chosen to make it a parser game. It isn’t really taking advantage of the strengths of the medium (the sense of space, the object manipulation) or doing anything that hypertext couldn’t do, and I think I would have had a much smoother reading experience had it been a choice-based/hypertext game. The constant back-scrolling was frustrating and undermined the sense of propulsive forward motion that Beat Witch seems to be going for. Besides, if I’m going to be discouraged from interacting with the environment, I’d prefer to just get rid of the illusion that I can do so. It’s distracting to be constantly wondering if maybe this time there might be something interesting off the beaten path. I’d rather be put on some visible rails and know for a fact I can’t deviate from them. (Plus, the game’s recurring problems with unlisted exits couldn’t have existed in a choice-based game, but that at least is relatively easily fixed.)

In a work without much gameplay, the writing has to do most of the heavy lifting; Beat Witch has mixed success on this front. It has an atmospheric depiction of a mostly-abandoned city and some effectively gross horror imagery, and the loosely-sketched worldbuilding was intriguing. The emotional beats, however, didn’t quite land for me; you get too much of the PC’s backstory and motivation in a single infodump, and it feels a little inorganic. I would have loved to get that information parceled out over the first half of the game via the PC’s own memory so that her brother’s recording didn’t have to cover so much ground. I also feel it would have worked better for me if I had actually seen some of her idyllic childhood before everything went wrong. I think that would have made finding out what happened to her more immediately, viscerally painful, which then would have made the ending more satisfying.

There’s some interesting stuff in Beat Witch, but in the end it felt to me like a story that was constantly fighting against its format, and between that and the uneven handling of the main emotional arc, I was never as fully immersed as I wanted to be.

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LUNIUM, by Ben Jackson

1 of 1 people found the following review helpful:
Lunium review, December 20, 2023
by EJ

In Lunium, you are a detective who awakes to find yourself chained up by the killer you have been pursuing. You must both discover the killer’s identity and escape the room you are locked in before they strike again.

The game has been widely compared to an escape room, and with its plethora of combination-lock puzzles, it’s easy to see why. But Lunium does take advantage of its medium to have a player character with a distinct identity, allowing it to do things that an actual escape room would be unable to do. This gives the game a bit of individuality that I enjoyed, and makes it feel like it has a reason to be a Twine game beyond the fact that most people don’t have the opportunity to make their own actual escape room.

As is typical for this style of game, most of the puzzles that you will have to solve are immediately in front of you once you’ve gotten out of being handcuffed to the wall. A common issue with this structure is that if you have too many puzzles requiring number combinations (or any other single format of answer, but it’s usually number combinations), it can become hard to tell whether you have what you need to solve a given puzzle yet. Lunium does fall into this a little, but luckily it has a “hint mode” that you can enable that will give you this information when you look at a puzzle, which I appreciated. There are also more granular hints available, but I didn’t end up using those.

The puzzles largely walked the line of being challenging enough to be satisfying without being too terribly difficult. The only place I really got hung up was the point early on when I didn’t realize that I needed to search my right pocket again after getting uncuffed, and I eventually got past that just by trying every action that was available to me. I did find it a little annoying to have to repeatedly light matches and I’m not sure the light source management added much in the way of legitimate, interesting challenge, but otherwise the gameplay experience was smooth and I moved through the game at a good clip.

The game has a slick visual design that makes good use of images to create atmosphere; the images also have clear and concise alt text for those that need it. The prose largely stays out of its own way, and the plot does what it needs to do to provide an excuse for the puzzles. (It’s all a little improbable when you get right down to it, but puzzle games tend to be.) One aspect of the final twist became apparent to me fairly quickly, but the other did require a little thought and a careful reading of the in-game documents.

I enjoyed the hour I spent playing Lunium, and if I wanted to introduce my escape room friends to IF, I think this would be an excellent place to start.

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Excalibur, by J. J. Guest, G. C. Baccaris, and Duncan Bowsman

5 of 5 people found the following review helpful:
Memory and fandom, December 20, 2023
by EJ

Excalibur takes the form of a fan wiki for a fictional ’70s science fiction TV show. The show itself is now completely lost to the BBC’s tape-erasing practices, but the fans have come together to assemble what information they can from their own memories and whatever ancillary materials they can get their hands on, documenting the content of the show and the behind-the-scenes dramas of the cast and crew.

I found this premise intriguing, given my own experiences with fandom. The relationship of a fandom to its source material is often less straightforward than one might think (especially if that fandom has been going for decades). Theories about a show or interpretations of ambiguous elements can become widely agreed upon as fact even though the actual contents of the show support multiple possibilities, and the popular theory/interpretation may not even be the best supported. Small details are given disproportionate importance—a joke that appeared two or three times becomes, in the minds of the fans, a running joke in practically every episode; something a character does or mentions once becomes a prominent character trait. Popular fan writers invent characterization and worldbuilding details that other fan writers adopt, and eventually everyone forgets those details weren’t in the show. In a very real sense, a fandom is not so much about the actual source material as it is about a version of it that lives in the collective imagination of the fans.

The concept of a fandom whose source material doesn’t exist anymore provides a great opportunity to explore this phenomenon: the fans are trying to reconstruct the show as accurately as possible, but does it really matter what was or wasn’t actually in there? Are these fans sticking around due to love of the show, as they profess, or is it more that they’re getting something out of the social aspects of the fandom? If Excalibur had been more focused on the dynamics between a work of fiction, its creators, and its audience (and among that audience), I would have loved it. Instead, however, it was trying for some grander themes (Do we place undue importance on memorializing things—or people—that are gone? At what point does “remembering” turn into “being stuck in the past”?), which didn’t quite work for me.

This may be a matter of taste; in general, I prefer exploring themes like this through characters rather than as philosophical abstracts. In this case, I would have liked to see either different characters grappling with the comforts of memory versus the benefits of moving on, with different results, or one particularly richly textured, well-drawn character’s personal journey. Instead, Excalibur mostly offers philosophical musings alongside characters who are caricatures of common fan types—including the central character, Ian, who is that guy who loves being a big fish in a small pond, and is perhaps so high on his own self-importance that he’s forgotten how small the pond actually is. The caricatures are well-done, and in a game that was more parodic in tone I would have no faults to find with them, but they sit somewhat oddly alongside the game's high-minded thematic concerns.

One section of the story that did work for me was the portion of the game focusing on VerdantKnight and HandOfBedivere, who, having met through Excalibur fandom, are working together to make a fan documentary and are also in a long-distance relationship. Then, after a visit to the main filming location, Bedi disappears from the internet. Did he fall victim to the show’s supposed curse, or has VK just been ghosted? Either way, it’s a tale of an obsession with the past that is at best relationship-destroying and at worst deadly, and VK, in his grief, reacts by clinging even harder to that obsession, insisting that he will finish the documentary on his own. And in that moment, I cared about how destructive that obsession was, because VK felt like a real person, not A Certain Type of Fan.

But then, “felt like a real person” is a slightly ironic thing to say here. On several occasions, Excalibur brings up the idea that the show never existed and no one involved in creating it ever existed. That’s all very well and good, but then it suggests that (Spoiler - click to show)the fans never existed, or at least that many/most of them are sockpuppets (that is, fake accounts) made by Ian. So if the show isn’t real, and the people making the show aren’t real, and their on-set drama and the mysteries surrounding the making of the show aren’t real, and the fans aren’t real, and their interpersonal dramas aren’t real… what’s the point of any of this? (You might, if you were being a smart aleck, point out that this game is fiction, so of course none of it is real. But emotional investment in a work of fiction requires some amount of suspension of disbelief, so it’s hard to make that investment in a work that doesn’t believe in many aspects of its own created world and doesn’t want the player to get too comfortable doing so either.)

The point, in fact, seems to largely be Ian’s personal psychodrama—can he bring himself to let go of this fandom, or will he be stuck in a spiral of unhealthy obsession forever?—(Spoiler - click to show)but then, that actually makes less sense to me under the “sockpuppeting” interpretation, too. If the other fans are real, then the reasons for his attachment to the fandom are obvious, but if this is all a one-man puppet show, then he’s not actually getting any attention or respect, so what is he getting? But perhaps the bigger problem here is that I don’t quite care enough to come up with interpretations of his motivations, because for most of the game he’s presented as an exaggerated, two-dimensional stereotype, which was funny, but didn’t really prime me to be interested in dissecting his psychology.

Despite this wall of text, I really did like Excalibur overall; the reason I’ve written this whole long review of it is that I almost loved it, but the “is this fake? Is that fake? Is it all fake?” kept distracting me from (what I felt was) the good stuff.

The visual design of the game is fantastic, and it does a mostly good job of wrangling Twine into the shape of a wiki despite Twine’s protests (although I did feel the lack of a proper back button). And I did think that the first two layers of the narrative, the descriptions of the show and the mysterious goings-on behind the scenes, were well-executed, with a nicely unsettling atmosphere, when leaving aside the repeated suggestions that they might never have existed. But with those suggestions in place, these two layers rely on the third layer, the goings-on in the fandom, to give them meaning, and Ian’s story didn’t do that for me.

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Dr Ludwig and the Devil, by SV Linwood
Dr. Ludwig review, December 20, 2023
by EJ

This game follows Dr. Ludwig, a Dr. Faust/Victor Frankenstein mashup, as he tries to make a deal with the Devil for godlike powers of creation without actually giving up his soul. Meanwhile, there’s an angry mob at his doorstep—though its leader is quite handsome….

Dr. Ludwig (the game) is entirely narrated in the Mad Scientist Classic™ voice of Dr. Ludwig (the character). Whenever you take an item, for example, the response is “The [noun] was mine! All mine!” You can practically hear the evil laughter that must follow. The tone this sets is a large part of the game’s charm. It may be a little too much for some—Ludwig is a rather excitable fellow with a great love for exclamation points—but I enjoyed it.

The game delights in its cheesy genre tropes, and in juxtaposing them with the boring minutiae of real life. The torch-and-pitchfork mob just wants Ludwig to sign a neighborhood charter to agree to avoid experimentation on weekends and holidays (“with the exception of Hallowe’en for historical reasons”) and stop making loud noises after 8 PM. The woman who works at the mysteriously appearing and disappearing magic shop is thinking of forming a union because she doesn’t get enough vacation days. There’s a Terry Pratchett-esque sensibility to it, also evidenced in its approach to deities—the magic shopkeeper, for example, knows that God and the Devil exist, but she doesn’t believe in them, because “there’s really no reason to go about encouraging them, is there?"

The puzzles are well done, but mostly pretty typical medium-dry-goods fare (though the ones that incorporate ordering the Devil to do your bidding have some unique flair). Where the game really shines is in the character interactions—with the shopkeeper, with the Devil, and with the aforementioned handsome pitchfork-waver Hans. These interactions take place via an ask/tell conversation system with topic listing, which is my favorite kind of ask/tell conversation system. (Although it might have been nice to have some indication, in the list, of whether I’d asked about the topic yet or not—I did, at least once, miss out on asking about something puzzle-critical because I lost track.)

It’s easy, in comedy, to make characters that are one-note, or who behave in whatever way they need to in order to serve the joke of the moment. Here, the characters are humorous, but the humor is grounded in characterization that is consistent and recognizably human (if somewhat heightened), which also drives how each character interacts with the puzzles and the plot. (For example, Hans’s mention that (Spoiler - click to show)he doesn’t really mind if you dig up the remains of his ancestors—they’re dead, what do they care?—presages his admission that he (Spoiler - click to show)doesn’t believe in God, both of which are key bits of information needed to solve puzzles. And the former, at least, is also pretty funny.) Ultimately, I found them all quite endearing (and was pleased that Ludwig had the opportunity to (Spoiler - click to show)ask Hans out on a date).

Dr. Ludwig has humor, heart, and a high level of polish, and I had a great time playing it. I would happily follow the good(?) doctor’s further adventures if that was something the author was interested in pursuing.

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Who Iced Mayor McFreeze?, by Damon L. Wakes

1 of 1 people found the following review helpful:
Who Iced Mayor McFreeze review, December 20, 2023
by EJ

I wasn’t the biggest fan of Bubble Gumshoe’s first outing, Who Killed Gum E. Bear; it hinges entirely on noticing a single aspect of the central gag and most of the investigating you do is utterly pointless. It’s an approach to detective IF that’s bound to be hit or miss, and for me it was a miss, even if the candy-coated noir setting was delightful. So I wasn’t quite sure what to expect from Who Iced Mayor McFreeze. I didn’t doubt that it would be funny, but would it be enjoyable as a game?

Fortunately, the answer was yes. Rather than having you guess the identity of the culprit like its predecessor, Mayor McFreeze traps Bubble Gumshoe in an abandoned factory that is also a crime scene. She must both search for clues and find a way out, giving the player quite a bit more to sink their teeth into than Gum E. Bear provided.

The puzzle design worked well and made clever use of a smallish inventory of objects. The implementation was a little rough, though, and after figuring out what I needed to do I occasionally experienced some friction trying to communicate that to the game. (You’ve heard of “guess the verb,” now get ready for “guess the preposition”!) But I was having a good time in general, so I didn’t mind too much.

All of the clues are technically missable—that is, you can escape the factory without finding any of them—but most of them are wildly unlikely to be missed by a player with enough adventure game experience to instinctively poke into every nook and cranny. The clue that incontrovertibly proves the killer’s identity may elude some players, though; it relies on a mechanic that I remember being emphasized in the previous game, but that isn’t highlighted here. It is covered in the handy list of verbs the game provides, though, so those who didn’t play Gum E. Bear should still be able to figure it out; it just requires a little extra thought/insight compared to the other clues.

The summation at the end is handled by Bubble Gumshoe without input from the player, but varies depending on how many of the clues were found, which I thought worked well. Some players might prefer to have a quiz here, but to me it felt like the real challenge was in solving the puzzles, and once the clues were in hand, interpreting them was fairly straightforward, so I didn’t mind letting the PC do it for me.

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Robbery Reverie, by Natasha Luna

2 of 2 people found the following review helpful:
Robbery Reverie review, September 3, 2023
by EJ
Related reviews: single choice jam

In Robbery Reverie, you play as a thief who has realized that their target is a witch. The one choice is what to steal—and of course, in a witch’s house, none of the objects are quite as they seem.

The conceit is fun, but the endings are a little uneven; some are funny, some a bit bland. The small potion, for example, was enjoyably chaotic, whereas the amulet felt like a stock fantasy trope without much specific weird detail to liven it up. My favorite was the large potion; the awkward confrontation between the thief and the witch was delightful. The endings I enjoyed I generally wished there were just a little bit more of, and I would happily play a game that expanded more on these characters.

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Boing!, by tumbolia

4 of 4 people found the following review helpful:
Boing! review, September 1, 2023
by EJ
Related reviews: single choice jam

Based on the cover image, I was hoping this was going to be an entry in the rarefied genre of “surreal public transit comedy”, but alas, the subway-station setting is incidental here. Well, no matter: as a surreal non-public-transit-related comedy, it still packs a lot of fun into its short run time.

This is a one-move game with a central puzzle, in which each cycle hopefully gives you some information that suggests more actions that weren’t immediately obvious, gradually moving you closer to figuring out the one winning action. I can say from personal experience that designing this type of game to be challenging but not unfair is a lot harder than you’d think; the sweet spot is small and the fields of “trivial, provides no satisfaction” and “requires the player to read your mind” on either side are huge. But Boing! mostly lands in the right place.

The conceit, if I can attempt to describe it without revealing too much, is that someone is trying to guide the PC through dreams to accomplish a certain goal. The PC can take one action, and if it doesn’t accomplish that goal, they experience a dream sequence that attempts to nudge them in the right direction and then are yanked back in time to the start of the game.

Mostly these nudges worked, and I moved through the game at a good clip without getting too hung up on anything; the only stumbling block for me was the final command. (Spoiler - click to show)Clearly there’s an instead rule at play here, but under normal circumstances, trying to throw the sandwich would trigger an attempt to take the sandwich. And since you only get one move, any action that first triggers an implicit “take” action has the same result as simply trying to take the sandwich—you can’t, say, “give sandwich to mouse” because first you have to take the sandwich and then you’re yoinked. Once I’d failed at giving the sandwich, it didn’t occur to me to try throwing the sandwich because I figured the same thing would happen. So I spun my wheels for a while before stumbling across what I remember as a fairly direct hint about what to do (I don’t remember what I did to get it).

The bulk of the actual story comes after that final command, and I enjoyed the matter-of-fact tone in which the bizarre events were relayed. This level of random silliness is sometimes a little much for me, but for a bite-size game I think it works perfectly—it’s fun and memorable and doesn’t wear out its welcome.

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What They Don't Know, by alyshkalia
What They Don't Know review, September 1, 2023
by EJ
Related reviews: single choice jam

This game offers brief windows into the minds of Lady Highchester, her daughter and ostensible heir Chelle, and Ara, a commoner who has been brought in as a possible alternate heir.

The choice the player gets is which order to read the three characters’ POVs in. I read Lady H’s last, and it did feel like that was the way it was supposed to be, since while the two younger women are only concealing their feelings for each other, Lady H’s secrets change the player’s view of the situation considerably.

Despite the brevity of each segment, the game gives a good sense of the personalities of the three women and how they relate to each other; Chelle and Ara are endearing, and Lady H an interesting figure with understandable, if unsympathetic, motivations. I'm definitely cheering for Chelle and Ara to run away together!

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Threads of Snow, by Butter Blanc

2 of 2 people found the following review helpful:
Threads of Snow review, September 1, 2023
by EJ
Related reviews: single choice jam

In this short visual novel, a time traveler resolves to leave her partner because she is distracting him from his true calling as a successful game developer—from her experience of alternate timelines, she knows that his career would have taken off by now if he hadn’t met her, and thus, for his own good, she must go. (He gets no say in the matter; the game does at least acknowledge that it might be selfishness on the PC’s part to make this decision unilaterally.)

This is the creator’s first release, and they created every aspect of the game except the music, which is impressive. The art is lovely and well suited to the fantasy-romance focus, and the prose has a nice flow, although it returns to the same metaphors a little often. The soundtrack’s melancholy music-box tune fits the mood well.

However, Threads of Snow’s single choice is a glorified “restart or quit?” and I was unclear on whether it was meant to have any in-universe implications. If it was, they didn’t really work for me—the PC might be tempted to loop through this short moment again and again rather than move on, but the player has little incentive to do so.

I also think that I would feel the dilemma more keenly if the partner’s potential illustrious career was something that brought more concrete good to the world than game development, or even if it were an artistic career in a field that wasn’t so notoriously grueling. The partner’s relationship with the PC really might bring him more happiness in the long run than a game dev career would, I suspect.

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