Here's another EctoComp (or should I say ECTOCOMP?) review.
Escape from Hell is about the escape efforts of Zgarblurg, a demon spirit who got caught pulling a prank on Lucifer and was sentenced to inhabit the body of a zombie and count paperwork. But gradually, Zgarblurg has been regaining strength, perhaps enough strength to escape both hell and mind-numbing bureaucracy.
Gameplay
As a spirit, you possess NPCs to travel and interact with characters and your surroundings. There are six total, and each have a specialized skill centered around a verb that can be applied to certain puzzles. For example, the zombie counts things, the succubus smooches, and the golem shoves heavy objects. The main mechanic is to possess these characters to use their abilities to your advantage. I also found two solutions for two puzzles in the game, which was nice.
While it is not obvious right away, the overarching goal is to (Spoiler - click to show) indispose the demon princes so that you can escape through the mineshaft. Otherwise, they will intercept you to keep you from leaving. The solution for each (Spoiler - click to show) prince (I never thought of Beelzebub as a prince, but maybe I am behind on the times) were creative and inventive, especially since they involve using their own vices against them. In total, it is a longer game. I completed it in about two hours.
I am a big fan of Fagerburg's games which can be cryptic, but in good way. These games use creative gameplay mechanics that are streamlined for discovery and experimentation. In Dessert Island, for instance, puzzles feature a magical spatula with pre-prepared spells, but knowing how to fully use it requires some work. While Dessert Island, I feel, is a little more technical than the author’s other games, they all feature strong setting, story, characters, and other attributes that engage the player and motivate them to investigate methods of problem solving, even in the face of a daunting puzzle. Plus, the author also strives to make things user-friendly so that technical puzzles are enjoyable to solve.
Escape from Hell is not a particularly cryptic (if at all) game, but some puzzles will take longer to crack than others. For me, (Spoiler - click to show) it was learning how to cut the golden threads in the courtyard via food offerings. First, it was about discovering the mechanic of food offerings, and then it became a matter of making the right ones in the proper order. It took a while, but rather than being frustrating it was fun and felt rewarding once I solved it. The author has always seemed to have “signature” puzzles, ones that are creative with a distinct style.
In terms of user-friendliness, one of the best features is its built-in map consisting of a grid at the corner of the screen that expands as you explore. If you hover over a box, it lists the location title along with any characters in the room. Characters are also indicated by dots which is helpful since some move independently. You can also click on a location to have your character travel there automatically, room by room. By the end of the game, you will have a 7x7 grid of locations. For a puzzle-oriented game, this was extremely helpful.
Story
The game focuses more on puzzles rather than story, and there is not much else to add other than that Zgarblurg stepped on the toes of the wrong prince. And I do not think it needs any more than that for it to stand on its own because the focus is on exploring the landscape and interacting with (sorry, possessing) people for your own gains.
The bureaucratic monotony paperwork-hell in hell is reminiscent of Perdition's Flames, a TADS game about discovering the mundanities to be experienced after you die. Escape from Hell only touches on those themes lightly at the start of the game (such as the Infernal Cubicle), but they are still a humorous component in the game.
(I am not sure where to put this so I will just list it under “story.”) There are some fun easter eggs with the (Spoiler - click to show) cubicle forms. They list people who are destined to go to the underworld when they die. The catch is that these people are characters from other games. If you look closely, in the corner of each form is a reference number that you can use to confirm the game on IFDB. None of this has any purpose in the gameplay but I still had fun looking for games that I recognized.
Visual/Design
This game is a parser/choice-based hybrid. It looks like any of the author's parser games but instead of typing on your keyboard you click on links and buttons. The action buttons change depending on what actions are available based on your character and location. Everything is easy to use, and you can carry out commands at the same pace of a parser game. I also liked the appearance of the game. It has a purple background, white text, pink text for dialog, and pink links.
Final thoughts
Escape from Hell is another fun game by Nils Fagerburg. Great for Halloween or, quite frankly, any time of the year. It is a creative puzzlefest with technical but well-clued puzzles amid humorous characters. If you have played the author’s other games before, you will recognize the trademark qualities in Escape from Hell, and I recommend it to everyone.
The concept behind The Staycation is straightforward yet murky. The general premise is that the protagonist's housemate Claudia is going on vacation with her boyfriend, allowing the protagonist to have the house to themselves for a while. The protagonist is looking forward to some quiet time alone, hence calling it a “staycation.” Everything soon becomes vague.
The gameplay looks like this: (Spoiler - click to show) You cannot sleep, you hear strange sounds, your cat startles you, you hear more strange sounds, you feel the urge to check your phone, and then you realize that you do not like being home alone after all. These events convey a simple enough narrative about someone reconsidering their comfort zone of being in an empty house. But there are horror elements injected into the gameplay that make this storyline feel undeveloped.
Horror elements consist of (Spoiler - click to show) being unable to stop scratching yourself and frantically wondering why you refer to Claudia as your housemate instead of as your own mom. You are not really sure of what is going on. Perhaps there is stronger horror themes in this game. However, part of the game is broken, which prevents the player from investigating what they see in the game.
I ran into a broken page that prevented me from moving forward when I tried to purse the (Spoiler - click to show) path of self-denial in the gameplay. It said, "You choose to ignore the cracks within your marrow." This game is made with Texture. You make choices by selecting boxes and dragging them over the text to see what words the box can be applied to. In this case, there were two boxes at the bottom of the screen, a green checkmark and a red X. Moving them around the screen failed to reveal any sections that could be connected to either box. I had to restart.
Also, the game’s description says that there is imagery, but the only major visual was a (Spoiler - click to show) silhouette (a cute silhouette) of a cat in a doorway. There are also some creative emojis to illustrate certain actions. Otherwise, the game largely consists of text only.
To summarize, The Staycation is not as developed as it could have been, especially since part of the game is a dead end. If you have been planning to play it, I would still encourage you to give it a shot simply because it is so short. While the horror in the game is flimsy, the experience of unexpected nervousness while being at home alone is real. If anything, that human element is its one strength. Otherwise, it is not really something I would recommend. If it were more polished that could change.
For the spirit of Halloween, I have to review at least one EctoComp game.
Buggy is about a relatively featureless PC riding on a rickety buggy with a brother named Everett (nicknamed “Ever”) as they try to escape from some unspecified pursuers.
In this game, if there are no bugs, you are doing something wrong. In fact, the PC’s brother will call you out on it. The gameplay begins on the buggy and ends when you crash.
If you make an error, such as, "lookj" (a command typo I make when typing quickly) we see that everything destabilizes, to Everett’s horror. The buggy goes out of control. Errors also consist of verbs that are not implemented, although more often than not Everett will interject a reference about said verb.
"Oh my heavens it's another error," whispers Everett. There's a large crack. The buggy jolts. Everett starts swearing but then switches to praying when he sees you watching.
Endings provide suggestions on other verbs to try, and through this you will learn how to win the game. Super short, excellent length if you want to play a game standing up.
The only story content that I could see was how the protagonist is grieving for someone named Lenore and killed a demon. I am not sure if the two are related. The description of the sky was a potent indicator of their feelings. I was not expecting to be able to (Spoiler - click to show) take the clouds or moon. I did the all-encompassing "take all" only to get "moon: The sinister clouds are in the way." That made me laugh. Still, I feel for them.
It is an amusing experience if you are familiar with simple parser commands, and, arguably, flat-out hilarious if you are not. Either way, approach this game with a grain of salt and you will have a fun time.
One Way Ticket is a surreal custom choice-based game about being stuck in a strange town after your train runs into an accident… the railway is covered in a big mountain of corn. These circumstances only get stranger. If you want to leave you will have to show initiative by pestering the locals, worming your way into off-limit areas, and maintaining your sanity is this odd, odd adventure.
This is a town where (Spoiler - click to show) people use golden sand as currency, night and day are determined by adjusting the arms on a clock, buildings have legs, everyone only eats corn, and lions hang out in the valley. There is also an NPC (Spoiler - click to show) who has arms and hands in place of legs and feet. Soon after your arrival, the mayor gives you a town map that already has the broken-down train marked on it, almost like a historical landmark. His also attitude suggests that the train (which, by the way, has *(Spoiler - click to show) eyes for wheels) and its passengers were meant to be trapped here, but that won’t stop you from looking for a way out.
Despite this weirdness, this is not a horror game, more akin to a demented version of Thomas the Tank Engine (not Thomas himself but the human characters). These themes are subtle, and that is the whole point. If you like vague, slightly unsettling themes right under the surface in a surreal game, this might be for you.
Gameplay
After an intro in the train, you are essentially dropped into the middle of town to fend for yourself. This means wandering around and asking people questions. Later on, the gameplay becomes more complex.
The gameplay is structured for convenience and frustration, a surprising combination. The central mechanic revolves around the two icons at the top of the screen: a satchel icon (for inventory) and a notebook icon. The satchel icon keeps track of clues and observations which are added as you play. Any noteworthy information in a scene is underlined and sent to this section for future reference. For me, there was a learning curve with how the gameplay implements these two icons. In an interaction you can open the notebook or satchel to select an entry to be used in the encounter.
"By the way, if you want to eat or something else, say, do not hesitate!" she added cheerfully, without turning around.
Say goodbye.
Ask about the driver and conductor.
Above is an early scene where you talk to the hostess in the tavern. “Say goodbye” and “Ask about the driver and conductor” are action links, the latter of which only appears if you open the notebook section and select the clue about the driver and conductor’s whereabouts in the notes section. Easy enough. The problem is that later in the game the objectives and puzzles become increasingly cryptic, technical, and confusing. I found myself just randomly trying every clue in an encounter until I found one that did something. At times, the number of clues and details can be overwhelming, especially if you have a hard time following the story.
The reason why I am giving this game three stars instead of four is because the last third of gameplay involves excess backtracking for solving the dozen or so final puzzles. You navigate by opening and clicking on a map which translates into, (Spoiler - click to show) go to the tavern, the trolley, another trolley, the cemetery, the trolley, another again trolley, the tavern, the southern trolley, the workshop, the southern trolley, the tavern, the- and so forth. Usually this is just to switch between night and day via the tavern, but it feels so repetitive, even more so since this is a long game. At least it was fun to see the night and day art for each location.
Story
The gist with the story is that a mountain of corn is covering the train tracks, and that the only way for it to be removed is to eat it…………..it is hard to keep track of events in this game. It largely has to do with (Spoiler - click to show) dealing with the lions in the valley, but to get to that point you must do all these odd jobs (like obtaining some golden sand so you can actually buy something) to acquire the resources need to achieve that.
I was using the walkthrough for most of the second half of the game (Initially, I thought I was making speedy progress, but when I saw the walkthrough, I realized I had a long way to go). By the time I finished I was not even sure of what I accomplished. It was (Spoiler - click to show) snowing and everyone seemed miffed that I banished the lions. I can’t even remember if I managed to leave.
It feels like you have to jump through hoops just to get some answers about the story. It is not as if the game simply skips over discussing exposition about the town but having played it for several hours, I find myself unable to piece it all together. While it is not really something I plan to play more than once, the optional achievements and bonus art galleries make it awfully tempting.
Characters
The game vaguely suggests that the protagonist is male, but there is a scene on the train that may or may not be an opportunity to choose your own gender. It has to do with examining and entering the bathroom doors, but it does this so vaguely that I cannot say for sure.
I thought it was interesting how the game uses a first person and past tense narrative. The protagonist is telling a story that already occurred, which I do not see as often in interactive fiction. We also do not get much background on the protagonist, only that they are on the train to leave an old life behind. Obviously, this debacle with the corn-oriented town derailed (hey!) their plans of starting a life somewhere new.
Some of the NPCs are a little intense, but others are mysterious in a cool way. It is hard to pinpoint characters’ motives. Combined with being stuck in a strange town, that is a little worrying, but also the whole point.
Visuals
I really like the art which uses basic lines and shapes to form an image but at times it’s a little unsettling. Imagine taking several sticks and lining them up perfectly side by side except for one that is slightly bent. It is barely noticeable, but something at the back of your brain thinks, “huh, that’s weird.” This is not a complaint since it contributes to the bizarre weirdness that is lurking about. Most of the art though, is not like that. A great feature is a gallery section that collects the art you have found. There are quite a few.
There is also a handy in-game map of the town that expands as you explore more areas. You just click on where you want to go. If I had to describe the map’s style, I would say that it looks like it was hand drawn and then processed through Microsoft Paint, but much nicer looking. And I like the style. It is just hard to describe.
A downside is that I noticed some mildly frequent spelling errors sprinkled about. The game is certainly not sloppy, but a final round of proof-reading would have added some polish.
Final thoughts
One Way Ticket does an effective job at conveying a surreal setting featuring a flustered protagonist forced into bizarre and unexplained circumstances determined not to succumb to the wonderful life that the town claims to offers. I must say, this game’s story is probably the most eccentric, but also memorable, out of all the entries I have played so far for this IFComp.
Ultimately, this is a quality game, and quite an adventure. However, based on its length and repetitiveness near the end, I recommended it if you are looking for a creative take on surrealism and have the patience to be in it for the long haul.
*When I saw the cover art, I had the impression that this would be a kids’ game. It’s not. But it was not until I played the game that I noticed the “wheels” on the train are supposed to be (Spoiler - click to show) eyes. I think since they blink on the menu page in the game.
This game is apparently about selecting parties. It is chaotic and confusing, but not in a good way. You are in a courtyard that contains several offices, within each is a character looking to have a fun time. (Spoiler - click to show) After browsing your options, you get to pick who to visit. A small paragraph describing the encounter appears on screen and the game just ends. There is no story structure.
I find it so frustrating when Twine games do not have any indicator that the game is over, and instead either leave the player with a blank screen or a screen with text minus a concluding passage (does not necessarily have to be link) that confirms that the game is over. Just some indicator will do. Otherwise, I get the impression that I came across a broken page. It is like someone singing and they decide not to sing the last line. This game (Spoiler - click to show) opts for the latter, and they hardly feel like endings.
Visually, everything is organized well enough. Then again, there is hardly anything to critique because the game is so short. It sticks with the standard visual model of black screen, white text, and purple links. But that is the only positive in this game.
4 Edith + 2 Niki is too incomplete for this competition. It was tough to even find the game’s main idea and story. Feel free to check it out if you want, it will only take up a minute of your time.
In this short Twine game, you play as a volunteer collecting dues for a community organization group. It is time for your shift, where you go from door to door, trying to get people interested in signing up as members. You have a quota to meet, but lately your success rate with recruiting members has declined and your faith in the organization's ability to create change is wavering. Think about that later. Pull on your winter clothes, steel your nerves, and start your shift.
Gameplay
Collect £5 in dues within four hours. All right. There are 32 houses on your list. It is not possible to visit them all, nor is that the goal. Well, the goal is to knock on as many doors as possible, but your success is based on the dues you collect, not on how many houses you reach. Going to a house costs five minutes, and at some point, you also need to take at least one break, either to use the restroom or warm up from the cold, or you will have to end your shift early. So, it is definitely not possible to cover everything. But that is also a good reason for replays.
You can also take breaks for other things such as texting a coworker or checking the news. The game is set during the COVID lockdown restrictions in 2020, and checking the news gives some light background context which was a nice touch. Plus, there is an in-game glossary explaining the process of community organization.
The catch is that success is not really possible. Few people showed interest in my pitch. I made a simple list of which houses had people who answered the door, and then narrowed that down to people who would earnestly engage in conversation. Next, I replayed to find the dialog options that successfully convinced them to join. And it worked! I was so pleased with myself. My target was £5. I came back with (Spoiler - click to show) £8. Only to learn that (Spoiler - click to show) some people cancelled their memberships, resulting in me failing to meet my target after all. An exercise in futility, and that is where the main idea comes in.
Story + Characters
The protagonist is coming to terms with the fact that their work is no longer as meaningful as they once thought it was. They joined to make a difference, and now they have a hard time envisioning people enthusiastically signing up for something pitched to them by a stranger on their doorstep. Early on in their job, the protagonist reached their targets with recruiting people but now not so much. They wonder if the time spent going from door to door to keep their numbers up could be better spent elsewhere. But the only thing they are told by their manager is to knock on more doors. The game ultimately shares some interesting perspectives.
There is a strong human element in this game. It captures the task of preparing to weather all sorts of people. When you first play the game there is a sense of anticipation of wondering who will open the door. Someone edgy? Someone friendly? No one at all? At the same time, you also see the other side of the story. There is a lockdown, everyone is cooped up inside, it is the dead of winter, and now here is someone knocking on your door asking you to sign up for something. Still, I wonder if the author has done community organization work themselves, and if so, whether the characters in the game are based on actual experiences.
Visuals
On a brief side note, I really like the game’s appearance which combines a purple background with white text and colourful links. It is organized and crisp looking.
Final thoughts
No One Else Is Doing This was one of the earlier games I played for the IFComp and it immediately pulled me into the story. It is not particularly long, but its gameplay structure encourages multiple playthroughs. While generally lighthearted it does touch on topics about daily concerns such as upkeep of parks or cost of public transportation. It gives you some interesting things to think about, and I appreciated its relevance to the COVID related lockdown without it dominating the gameplay. The game is ultimately a mix of humor, determination, and frustration that puts the player in the protagonist’s shoes.
I am in IFComp mode right now, so please excuse this brief intermission. I also encourage you to put this on your Halloween play list. Preferably with the lights off.
The premise of Disharmony is that you and your friends live in the same country, but far enough away from each other to make daily face-to-face in-person interaction impractical. Everyone uses a messaging and streaming app called Harmony to keep in touch. However, Reina has been unresponsive to anyone’s messages. As more of your friends keep speculating about what to do next, you get a feeling that there is something more beneath the surface.
Gameplay
Disharmony follows the investigation-via-online-messaging trope, a trope that is usually exciting even if it you have seen it before. This game is no exception. It cultivates an investigative ambience for a story that is a mix mystery and horror elements.
A main mechanic is tracing contradictions in character dialog. It is a balance of knowing when to take things with a grain of salt, and when to pick out clues that are a solid indicator. How you respond to characters is as equally important. Here is a scenario:
If you think Character 1 seems suspicious, the game may have you discuss it with Character 2 or Character 3 for answers. But it is also possible that it has nothing to do with Character 1, that instead it is Character 2 or 3 (or neither?) who is at the root of your suspicions. You must follow closely or end up sharing the right findings with the wrong person. If a character thinks you are on to them, they will be less responsive as you try to piece everything together.
While your friends continue to talk, you notice something suspicious.
Who do you contact about it?
Sometimes characters will message you privately to share their own thoughts and suspicions, which only amplifies as the game continues. A helpful feature is how the game summarizes characters’ perspectives akin to, "[Character name] thinks that [spoiler] is being [spoiler] by-" (and so forth) when the player needs to make an important decision.
In the last half of the game the player runs in to a moral choice. This is where another (Spoiler - click to show) horror movie trend enters: The “group vote.” In these cases, everyone is eyeing each other suspiciously and, in the face of strife, decides to “vote” to either pin the blame on someone or to assign someone to complete an unsavory task for the benefit of the group. Something like that happens in Disharmony.
By now, some creepypasta themes are also introduced. (Spoiler - click to show) Reina claims to be trapped somewhere called, “Never,” and one of the NPCs goes diving into the internet to search for an explanation. They find a secluded article that matches the content in Reina’s messages, and the solution in the article- you know what? Play the game. But expect to make a tough moral decision regarding one of the NPCs. It will keep you busy for a while.
Story
I am not going to hash out the ins and outs of the endings because they will be 150% more enjoyable if you experience them for yourself. But I still want to share some findings. This is where I caution you to play the game before you read this section of my review. It is so easy to click on the spoiler tag to see what’s underneath, but the spoilers here will dampen the thrill of reaching your first ending.
(Spoiler - click to show)
I found out who was responsible for Reina's disappearance, but when the ritual (spoilers, I warned you) was complete, Reina was not returned while the person responsible was returned instead. In the next playthrough the same happened except the person responsible did not return. Finally, I managed to get Reina back at the expense of the person responsible. And then much later I managed to bring them both back. Win? Not really.
Now, I am giving the game four stars instead of five because of its weak ending. This is not me wishing for a happy fairytale where everyone wins. Instead, I did not like how dismissive the game was when the player fulfills the objective of returning Reina.
If you fail, the game informs you that, “Reina is offline,” and then everyone glumly logs off. The screen then says, "The events of the night have left everyone shaken and disturbed. Your friends begin to sign off, no doubt to report the circumstances, or contact one another in some way, or sit and process what has happened." Makes sense. Now, when I first succeeded, this is what I got:
Reina is online.
Check Harmony.
Presumably the goal of checking Harmony is to have a chit chat with Reina about her disappearance, right? No, the game still wraps up the same way, first with everyone logging off, and second with the game giving you the exact message that you get when you fail. Is everyone seriously going to log off after successfully bringing her back? Now, she is online and probably wondering where everyone went. No one acknowledges the victory of saving her. If a group chat with Reina is not possible, I was hoping that the player could at least have a private chat with her. Instead, you can only log off.
The game puts so much effort into creating a complex and choice-sensitive gameplay experience only to reduce it to a generalized outcome that ignores the player’s choices. To be clear, there are multiple endings in the sense where a major decision that you make at the end is evaluated and then weighed to determine your success in bringing back Reina. But the ending text and the NPCs’ behavior stays the same regardless.
Anyway, that is my take on the story. I am not entirely convinced that I found the ultimate best ending, but I do know what else it could be. Despite my feelings about the endings, it still makes me want to revisit it (and I have). It is an excellent game.
Characters
Zero, Amelia, Jae, and Ravi are the NCPs whom you interact with to figure out what happened to Reina. As the game moves on you get a sense of their relationships with each other. It is not necessarily a tight group where everyone are close pals, but there is a general sense of familiarity. Of course, this dynamic takes on new forms as the mystery grows.
Visuals
Disharmony has simple but stylized look. It uses a dark grey background with lightly coloured text. The author does not try to replicate a chat room look with message bubbles or interface. The only indicator are the colour-coded character names and the occasional @ symbol, which works perfectly well. Fancy chat room designs in Twine games are awesome, but this game shows that a basic look is just as effective at conveying the idea of chat space. Also: The cover art is pretty.
The game’s use of delayed pauses is spot on. I have seen so many Twine games that overuse pauses to point where the suspenseful/dramatic effect is canceled out since everything seems to be drawing (pause) out (pause) the (you get the idea) suspense. Plus, it slows progress. Disharmony uses them whenever Reina sends messages which builds suspense because there is a feeling of anticipation as she slowly doles out shards of information about her circumstances. (Spoiler - click to show) A creepy moment is when she suddenly floods the screen with messages.
Final thoughts
Disharmony is creepier than I thought it would be, and I had a lot of fun. The tropes were nicely done. A mystery conducted through chat messaging paired with horror movie character group dynamics. There is some creepypasta thrown in as well. This is all combined with an intriguing storyline, consistent pacing, and a mix of NPC personalities.
I especially liked its investigative nature of the gameplay. (Spoiler - click to show) Winning is not a simple matter of identifying a culprit. It involves identifying a culprit and then going the extra mile so that Reina is brought back. Even though I have (Spoiler - click to show) mixed feelings about the rather lackluster winning ending, reaching it still felt rewarding. There is still the possibility that I missed some things. For this game, it is quite possible. I highly recommend this game to anyone in the mood for a horror Twine game.
(Actually, (Spoiler - click to show) the only trope that made me roll my eyes a little was how everyone’s phones die when they consider calling emergency services. Then again, it functions fine enough.)
All it took were the words, "research institute that studies aquatic life," in the game's description for me to tell myself, "I have to play this." Plus, it sounds like an unusual setting for a horror story. I was excited. But when it came to sink or swim, the game unfortunately could not hold its own.
Gameplay
The Pool begins at a casual staff party at the institute (we never learn its specific name), which is an attention-grabbing way of starting the game. But tension is in the air. Casual conversation informs us that the protagonist's boss had been missing for several days. People are working overtime to compensate. As the party wraps up, chaos breaks loose. Turns out (Spoiler - click to show) former friends and coworkers are looking to turn their colleagues into fish food. Not goldfish. Something worse.
The gameplay essentially features the protagonist trying to get out of desperate situations with the threat of death lurking around every corner. It becomes a stampede for survival. You are usually presented with two choices at a time, either having to do with character dialog or a generalized decision making. Stay or leave. Help or hide. Go with Ada or go with Marcus. A downside to this game is that everything feels a bit scattered. There are large passages of text with a mix of dialog, sudden changes in scenery, swearing, sea monsters, and other developments that can be hard to follow. But if you stick it out and trudge through, you will find an interesting story.
The redeeming quality in this game is its use of branching gameplay. In fact, the number of paths were fairly impressive. The branching begins at the start of the game where the player chooses who to mingle with at the staff party, and that branches off as well. What I like about this is how paths each have different ways of informing the player about the nightmare that unfolds because they determine where you are in the facility and who you are with when disaster strikes. For example, (Spoiler - click to show) in one path you directly see Ada betray everyone, but in another you may only learn about it second hand. A memorable case of the former is when nearly everyone from the party is chained to a rig that Ada slowly lowers into the pool. This occurs if you choose to hang out with Ada after the party. Sounds gnarly, but it conjures memories of renting horror movies from those Redbox stations for slumber parties. It occurs early in the game, and that is only one path.
The author makes a notable effort at diversifying what you see in each playthrough. If you play the game and think that you have seen everything, then you are probably wrong. Because of this, I played the game multiple times despite its lack of organization.
Story
If you read the previous section, you already know that there is lots of branching to play with, and how it gives you different ways of experiencing certain events. Another upside is that it provides some exposition on the overreaching story, one broader than what we usually see in each playthrough. Common knowledge is that (Spoiler - click to show) the aquatic monsters bite humans to turn them into new monsters, almost like zombies. We also know that Ada and Marcus were involved. But there is more to it. You really have to dig* to find it all, (Spoiler - click to show) but the gist is a conspiracy between the institute and another lab about developing a new form of organism capable of unheard-of morphing abilities for “research.” Dr. Chamber’s phone even mentions a vague business deal. Feel free to play the game to learn more.
*(Did (Spoiler - click to show) you know that there are TWO locked door password-puzzles in this game?)
Endings. It depends (Spoiler - click to show) on whether you include the countless ways of dying as endings or merely premature ones. I found two endings where you walk away alive, only one of which truly feels like a “win.” (Oddly enough, there are two paths that lead to this same ending). Strangely, the winning ending is the most lackluster since it features the protagonist going home and carrying on with their life without any mention of the aftermath of the whole incident. I take it that they no long work at the institute. If you feel like exploring every outcome in this game, it will keep you busy for a while.
Characters
Characters fall into familiar horror movie tropes, but that can be part of the charm. If you are looking for complex characters with multi-dimensional relationships with the protagonist, you should look elsewhere. But if you want tried and true character molds, The Pool is a decent example. You have the (Spoiler - click to show) lively acquaintance (Ada) who betrays everyone for personal gain. The spritely action-oriented character (Zara) who expertly pulls the protagonist out of danger and teams up with them. The best friend (or in this case the deceitful "best friend") Marcus. And other NPCs. But instead of chewing the fat I will just encourage you to test the game for yourself.
There is also some attempted character development about the protagonist who has always been timid about stepping outside of their comfort zone and making friends with people without worrying if they share the same interests. The gameplay often features segments where the protagonist has a chance to “break” out and become a new person. It is rather formulaic approach but fits in with the trope-ness seen throughout the game.
Visuals
The game uses a basic Twine visual appearance: blue links, black screen, white text (with occasional animation). However, this is overrun by numerous spelling and punctuation errors that stick out everywhere. Instead of separating the text into paragraphs the author just crams everything together to create one big mass of unformatted text, especially for scenes with lots of dialog. Occasionally, some areas are a bit smoother. But overall, it looks unpolished and unorganized, and it is obvious.
Also, three links lead to a blank screen (frustrating since I was waiting to see what would happen next), whereas a few others lead to a screen with text but no link to move forward. A little proof-reading and testing would go a long way.
Final thoughts
The author has a lot of promising ideas but right now it is simply not a polished piece. Not incomplete- it is playable and possible to reach endings- but more like a draft.
I would recommend The Pool to anyone interested in a creature horror story that conjures up familiar vibes of the "creature horror story" genre while adding a unique touch here and there. Plus, it is short enough for a few rounds. It is best enjoyed if you experiment with the gameplay paths. For me, each playthrough lasted about 15 minutes or less. Otherwise, this game needs some work before I would recommend it to all players.
(Oh, one more thing. I see we are getting close to Halloween. If you feel like burning through horror games while guzzling candy, The Pool has a little more appeal.)