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The Absence of Miriam Lane, by Abigail Corfman
7 of 7 people found the following review helpful:
Seemingly gone, name forgotten. But maybe there’s hope., October 2, 2022

You are contacted by a man, Mr. Lane, who explains that his wife is missing. For some reason, no one can remember her name. With more questions than answers, you set out to explore the couple’s house to find a seemingly nameless woman.

Note: Obviously, the player already knows the woman’s name. Miriam Lane. It is in the game’s title. Because of this I will openly use her name in this review without tagging it as a spoiler. But uncovering her name in the game to reach the protagonist’s objective requires some work.

Gameplay
This is a longer Twine game. It feels like there are two halves of gameplay. The first is to (Spoiler - click to show) find Miriam while the second is to revive her to the waking world.

In the first half, the player searches the house for abnormal clues to build an understanding about Miriam's living situation. For the most part, this uses a “you can look but not touch” philosophy as you explore. The main mechanic is to use a list of thoughts that are automatically assembled and testing them in areas that seem relevant. It did feel, at times, a bit stagnant when you lose track of where you should look for clues. You end up going over the list for every possible location until you find something that sticks. A strong point (see below) is that it at least keeps track of which prompts you have already used.

Choose a thought:
Light and shadow is acting strangely. / tried
This is unnaturally aged or faded. / tried
There's something here that I can't see.

At the bottom of the screen is a progress bar that measures your “awareness” level. Once the bar is full, (Spoiler - click to show) you discover that she is lying on the bedroom bed in a somewhat comatose state. However, you can only see her silhouette. Your job is not over yet.

The second half of the gameplay is about (Spoiler - click to show) reviving her identity through personal mementos found in the house and recovering her name. Here, the game gives you more freedom to interact with objects. It retains some of the function from the first half, but its application of mechanics is narrowed down. You focus on (Spoiler - click to show) finding meaningful objects. However, the wrong objects can detract from Miriam’s recovery. Things that seem helpful may cause the opposite effect. I found this part to be more challenging to complete but more immersive in its story.

Generally, the puzzles were interesting and creative. My favorite was the flower puzzle where you (Spoiler - click to show) read about flowers and match their descriptions in the flower bed to locate them. It faintly reminded me of Ghosts Within which has themes about flowers and their symbolism. It too features a puzzle involving a guidebook. Another great thing about this game is that uses free range of movement that lets you explore the house and fiddle about with objects within, sharing some attributes with a parser format. Great example of a puzzle-oriented Twine game.

Story
At the end of the game (unless you lost prematurely), you are (Spoiler - click to show) presented with some sentences about her life. Some words in these sentences consist of links that you click on to change them. The goal is to use what you learned from the gameplay to piece together her life. There are multiple endings. (Spoiler - click to show) You do not have to get the answers right 100% to reach a positive ending but every word change has an impact.

As the game progressed it becomes clearer that the (Spoiler - click to show) story is not so much about finding a missing person in the literal sense but recovering a personality that had fallen to the wayside. The game does not end when you find her. It ends when you learn her name and affirm the things she loves. The name is the focal point. And with that comes identity.

Characters
There is not too much about the protagonist, Jane. The player can identify themselves as an investigator, researcher, or someone who just wants to help, but Jane is given only a few characteristics, although the game is in first person. She seems to have an affinity for, if not paranormal, the bizarre and unexplainable. I thought that she was going to have more of an occult-oriented profession, but the game only dips its toes this subject. It keeps things subtle which carries its own charm.

There are few NPCs. Only (Spoiler - click to show) Mr. Lane. Miriam as well, but she is unresponsive for most of the game. We learn about her through her home. You nitpick at everything. It is almost like using a lens and zooming in. You examine the sewing room, then the cork board on the wall, and if you look closer there is the (Spoiler - click to show) hidden bird sketch. That bird sketch is a possession with fond memories but it, just like Miriam’s interests, have been overshadowed by obligations in her life.

Visuals
The game sticks to a black and white colour scheme. Black background, white text, and snazzy black and white graphics. Each location has its own artwork, many having more than one. All of this creates a surreal feel. It does mingle with other visual effects such as a change of font for handwriting without diverting from this theme.

Design wise, the game strives to be user friendly. It has links at the bottom of the page that, when clicked on, result in popup boxes containing the player’s thoughts, inventory, and notes. This was nice since you do not have to flip to a different screen every time you feel like viewing this content. For a Twine game with lots of puzzles this was extremely helpful.

Final thoughts
I have been a huge fan of Abigail Corfman's games for a while. The complexity possible in a Twine game seem to be elevated to the next level whenever I play her games. The Absence of Miriam Lane still has the familiar features found in her work. Free range of movement, unique and stylized use of puzzles (such as the flower puzzle), and a complex character-oriented story.

Based on what I have seen, I think this game will do well in the Comp. Speaking of which… this is the first game I have played for this Comp, and I am thrilled! Have you ever been in an art class where the teacher shows you a rainbow of bright and colourful craft paper that look so appealing you do not know which one to pick first? That is how I feel right now.

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John Kills Jenny, by Blind Nycteris
Did John kill Jenny? No one is sure., September 29, 2022
Related reviews: Sub-Q, Twine

John has been convicted of killing Jenny. He now finds himself restrained a table and hooked up to wires in his brain to self-analyze the murder. Required to play the Rehabilitation Game.

Gameplay
John Kills Jenny uses a third person perspective while you play as John. The gameplay is simple. The player is presented with scenarios about the murder and a list of possible answers in multiple choice form. The player selects A, B, C, or D to input their answer. There is a timer of 60 seconds for each scenario, ticking away at the bottom of the screen. This was a nice touch. Long enough not to overwhelm the player but short enough to create a sense of urgency. If you fail to answer the game chooses for you.

Apparently, in this dystopian world the Rehabilitation Game is the sentence for murder, and the sentence ends once you reach the right ending. Deceptively simple, to put it lightly. The player soon finds themselves in a moral dilemma.

Story
While the gameplay minimizes details about John and his story, the writing sprinkles in hints of the society underlying the story. The game takes place at around 2187. Here and there are mentions of futuristic concepts such as hovercars, household androids, and nanotechnology which add a little worldbuilding. It makes the game a little more immersive.

Implications about the overarching story kick in at the fourth scenario. It asks what John is unable to control, such as the future or past. The reason he cannot change these factors, according to the game, is because he killed Jenny at the first scenario. Everything onwards is shaped by her murder. But the Rehabilitation Game begins question John’s understanding of reality. In having to try different scenarios repeatedly to appease the test he has lost track of what aspects of the murder were real.

The fourth scenario ends with (Spoiler - click to show) “The End” but below it is a link that says, “But the Game’s still there.” Part of me was thinking there was some way of weaseling out of the prompts to find a hidden path or loophole. The game faintly paws at the idea that if somehow this process were interrupted it might allow John to worm around having to murder Jenny in the first scenario. In that case, perhaps a winning (or at least, an alternate) ending could be achieved. Some way to “free” John or reach a conclusion that defies the structure of the Rehabilitation Game.

Okay, so is there a winning ending? After experimenting with different playthroughs I think the answer is (Spoiler - click to show) no. Ironically, the game (Spoiler - click to show) forces the player to replay the entire game just as John does, nonstop until he supposedly reaches the right outcome. John Kills Jenny ends with the Rehabilitation Game (Spoiler - click to show) surprising the player with another scenario: Do they want to reset the test? The only possible answers for the multiple-choice is “Yes.” You are then brought back to the start of the game. It tries to put the player in John's shoes. I think that the game is trying to show an (Spoiler - click to show) exercise in futility. If the Rehabilitation Game is unwinnable, then that leaves John in a rather bleak situation. I was hoping the game would have dived a little deeper down the rabbit hole as it explored these concepts, but as a short Twine piece it still conveys a solid idea.

Visuals
The game uses visuals to paint the picture of being tested at a table. A grey box appears on the screen with a prompt and list of possible answers. This represents the machine piping in scenarios via the brain interface. Below this box are four colourful squares with links that say A, B, C, and D. Such squares are also installed in John’s table. Just as the player clicks on the colourful squares to submit their answer they can imagine John doing the same thing on his table. The game keeps everything else simple. Sticks to a basic black screen, blue links, and white text. No noticeable errors or bugs.

Final thoughts
John Kills Jenny is an intriguing game. Its dystopian themes are paired with a compelling story premise that carries some interesting ideas. It makes you think about John and the points made by the Rehabilitation Game. Content-wise, it does not go too deep, but its structure is consistent and wields some creative visual effects. Worth a few playthroughs.

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That Night at Henry's Place, by Jei D. Marcade
Just a fun party. Right?, September 27, 2022

Your best friend has a change in plans for Friday night. Instead of watching movies like usual you are going to a party hosted by Henry, a former classmate. Henry... Vaguely familiar. No one fully knows why he stopped going to your high school but hey, a party is a party. Everyone will be there.

Gameplay
The player first customizes their best friend with a name and pronouns before the game begins. There is a brief intro that is skippable after your first playthrough. On the drive to the party your friend hits a pale and gangly creature unlike any animal you know. You can then choose (and this is where the gameplay begins when you skip the intro) to either step out of the car to look around or to continue driving to the party. This choice is relatively trivial, but its effects will worm its way into the rest of the gameplay in the form of tiny details.

At the party the player can roam around in three main areas: the barn, the yard, and the house. The game gives the player some free range of moment where it feels like they are strolling from each location. In these areas are some partygoers and light scenery, some of which the player can directly interact with. This is not a puzzle-oriented game, but it does require the player to use creative thinking to find every ending. Its combination of ten endings and short playthroughs make it a game with great replay value. At the time of this review, I managed to reach all but the fifth ending.

There are some rough areas that stood out. If you talk to Henry in the loft, he climbs down the ladder but leaves his thermos and key behind. You can then choose to take either item or simply leave. However, if you (Spoiler - click to show) do the latter and then return to the loft, the game repeats the encounter as if the player never visited with Henry in the first place. This did not give the impression of being purposely designed to cultivate a surreal effect for an otherworldly party. It just seemed like rough implementation. He can also be in different places at once. If you wear the mask, he will be telling a story around the bonfire while waiting in the loft at the same time (unless you previously took the key or the thermos).

Someone is sitting with his legs dangling over the edge, his back to you. It's Henry.

Say hello.

Climb back down to the barn.

The other rough edge that stood out is when content seem to replace each other. If you (Spoiler - click to show) eat five cookies in the kitchen you hear your friend calling you from the basement (and in fact, they are there when you open the door) but if you go to the cornfield instead of opening the door you find them under the suspiciously UFO-looking light in the field which defaults to either ending 8 or ending 7. It is as if the game suddenly rewrote the fact that the NPC was in the basement. This is not commonplace but still dulled the shine a little while I experimented with the gameplay. Nonetheless, it still offered immersive and compelling playthroughs.

Story
One of the strongest aspects of this game is its atmosphere and familiar spooky themes. People telling unsettling stories around a fire, seances, a strange host, mystery beverages, etc. Then there is the odd fact that, when asked, none of the guests can say they know Henry at all. Intriguing. All of this sets a stage for the story.

But the storyline laced through it all almost stops short. The player does not quite feel like they are peeling back a mystery or some deeper layer. Some of the endings have a bit of cliche horror, such as the (Spoiler - click to show) Skin Suit ending. Others are more contemplative or make the player blink and say, “what just happened?” I liked all of these. It is tough to put into words. I sometimes felt like I was just skimming the surface of something more. Then again, horror games do not always need ultra-complex and detailed stories to be effective. Regardless, I still greatly enjoyed this game.

If I were to piece everything together to find the underlying story this is what I think it would be. Also: mega spoilers with yuck factor. (Spoiler - click to show) An evil (perhaps alien considering the UFO over the cornfield) entity killed Henry a while ago- explaining why Henry left high school- and stole his skin as a suit. If you go into the attic you see “Henry” slip out of his skin next to a clothing rack of, you guessed it, other human skins. Of course, the game ends with the entity claiming the protagonist as a new wardrobe piece. The game is not (particularly) graphic. Mostly implied horror (Halloween, anyone?). (Spoiler - click to show) These themes are only explored in endings 3 and 9. The other endings take a more generalized approach to the story. Does anyone have a different take on it?

Visuals
The game sticks to a black screen, blue links, and (almost exclusively) white text. A strength is that the text is evenly spaced and easy to read. I know you are probably thinking, "So? Why are you rambling about this?" Well, text formatting can leave a dent in the game or enhance it. This game, I think, is a good example of a polished but basic look. It has a slightly distinctive look.

The game will occasionally incorporate some text effects to convey an effective atmosphere. This includes light animation and colours. It even dabbles with different font here and there. My favorite effect is when the lights in the den go out and the player has to "search" for the light switch by sweeping their mouse/cursor across the screen until the link appears. This demonstrates how special effects can be used to tell the story.

Final thoughts
That Night at Henry’s Place is a solid and well-fleshed horror Twine game. Despite some rough areas the game effectively draws the player in with its dawning sense of horror and flexibility in free range of movement. The player can stroll freely from location to location but leaving the party entirely is another matter! I enjoyed the atmosphere and was motivated to try for every ending.

Right now, we are getting close to the end of September which means Halloween is coming up. If you are thinking about compiling a personal Halloween IF playlist for October, consider That Night at Henry’s Place. In fact, there are some Halloween references in the game!

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Tripladin Massacre, by Melanie Rees
1 of 1 people found the following review helpful:
Three new moons ago…no, that’s not quite right, September 26, 2022

You are trying to submit a story to the Salangrazarian Publishing Department. A rather controversial story. But if you want to be a published author you must write and rewrite to please your editors. Especially the rewriting part.

Gameplay
Gameplay is linear. The player does not choose what to write. Instead, the protagonist writes a sentence and receives feedback from the editor. Interactivity consists of the player choosing whether to accept or reject the feedback. The only way of making progress is to accept the feedback but the publishing company’s response to rejection is humorous. The player can experiment with this throughout the game to find the different responses. Be aware, some of the story contains physical and sexual violence.

Technically, the game does not delve into a full story. It only consists of a paragraph, but for a short Twine game this is effective enough at conveying this idea.

Story
Initially, it did not strike me that the protagonist was trying to write a story based on an actual historical event. The first time I played the game I simply made the editorial changes without question to see how it would end. It seemed like they were reaching for story cliches, futuristic stock answers for a standard fairytale. Rather than an evil wizard or a menacing dragon in an ancient kingdom you have barbaric ogre-like aliens raiding jungle planets. Then I glanced at the game’s description and played the game with the intent of always rejecting editorial feedback. A deeper story emerges.

Regarding the massacre mentioned in the game's title, (Spoiler - click to show) Salangrazar had invaded Tripladin (which I believe are individual planets). In fact, "invading" would be putting it lightly. The capital was ransacked, and the citizens conquered. Tripladin is still under siege. Thus, why the Salangrazarian Publishing Department is so touchy about the protagonist's story.

The editor, I think, seems somewhat oblivious to the protagonist's true intention with writing the story. Rather than critiquing the story with the sole effort of acknowledging and calling out the protagonist’s attempt at sneaking in subversive content, the editor seems focused on critiquing it from the standpoint of merely evaluating a product that will sell, by nipping at small technicalities. The main giveaway is when (Spoiler - click to show) the player rejects the editor’s comments about the prince assaulting the princess. The rejection message reads, "The truth is out there, but we do not permit it to enter our publishing department." Other than that, they prefer to tip toe around the controversy.

Characters
There are no characters in the classical sense. The only interactions with the publishing company are through editor notes. The PC has no background, but I found it humorous how exasperated they feel as their story becomes increasingly micromanaged. The player in turn, feels prompted to just give up and give the publisher what they want. The irony (Spoiler - click to show) in this is that once you finally hack out a story worthy of being published you learn that you are only going to make $30 in profit. Even worse, the publisher's postal company only sends out payment ships once every 100 years. Oh well.

Visuals
It is a nice example of how you can use a small array of text effects in a simple Twine game. There is a mix of formatting, such as bold and italicized text. Different colours are used and crossed out areas indicate corrections made by the protagonist. Everything is neatly organized against a black screen.

Final thoughts
This game is extremely short and offers some bite sized humor. The premise of submitting a story to a galactic publishing company is a creative concept and could be classified as a “lunch break length” game. The editor’s feedback also opens a window into a variety of unique alien beings in the game’s universe, such as the (Spoiler - click to show) tribes of Rguzar IV or the Kraskan Fleamen, which adds a layer of creativity and light worldbuilding.

I would recommend this game if you felt like playing a short and humorous sci-fi game that focuses more on a general story idea rather than a richly detailed story.

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The Witch's Apprentice, by Craig Dutton
Solve creative puzzles to prove your worthiness, September 24, 2022
Related reviews: Fantasy, Quest

The Witch’s Apprentice follows aspiring apprentice Esme Friggleswick, a young woman wishing to be a student of Madam Ingra. Her task is to retrieve a legendary staff from the villainous sorcerer Zandor.

I was not sure of what to expect when I saw the cover art. It gave the impression that it was going to be a Harry Potter riff but turns out I was wrong. I was surprised at how much I enjoyed this game. Its puzzles require strategic thinking, and its gameplay is well paced. I think many players will like this one.

Gameplay
The Witch’s Apprentice has straightforward yet cruel gameplay. Straightforward in the sense that the gameplay is not too difficult and most puzzles being intuitive (although some tripped me up, such as (Spoiler - click to show) finding the hidden coronet). But cruel in that there are a few instances where the game can become unwinnable. Some of these are instances are semi-obvious because it has to do with wasting resources. Do not eat the (Spoiler - click to show) dewberry, for example.

The central gameplay mechanic is collecting items to make potions. At the same time, there are a lot of puzzles that do not directly involve acquiring ingredients. Solving them does not result in finding an items. Rather it merely gets the player closer to a part of the game where there is a puzzle that does produce potion items. This made the game less linear and more complex.

One of the tricker elements of the game is knowing what potions you will need to use. You are limited to what you can make based on the items you find which helps in determining which potions are possible to create. Still, it is a fairly long list of potions, most of which sound like they could be relevant to the puzzles. Out of all of them you only need to make (Spoiler - click to show) three (and you find a fourth one). There are some red herrings but nothing too unmanageable.

Challenges aside, the creativity in the puzzles makes the game sparkle. They require you to think outside the box. For instance, (Spoiler - click to show) one of the potions requires fish scales. Now, you find a fishing rod in the castle. Your first instinct is to catch a fish in the river with the fishing rod, but it turns out the fishing rod is used for a different purpose. Instead, the fish scales are found from the plate of salmon in the banquet hall.

There are some guess-the-verb issues. The "use [object] on [subject]" syntax is frequently used in this game. For example, in the (Spoiler - click to show) cave you knock out the goblin by collapsing the rotting beam in the roof. The phrase, "Break beam with shovel" does not work but "use shovel on beam" does. Once I figured this out this syntax the guess the verb issues fell to the wayside.

Thoughts on Quest
The Witch’s Apprentice is a Quest game that wields a wide variety of puzzles with varying levels of difficulty. I am always hesitant about trying puzzle-heavy games made with Quest because typically the further I go into the gameplay the slower the game becomes. It can get to the point where it takes five full sections for the game to process a command which is why I try to crank through everything as fast as possible, so I have a chance to reach the end. This is NOT the case with game.

In fact, the funkiness with Quest is probably not even authors’ fault. Perhaps it has to do with the website or a problem on my end. I am not sure. All I know is that Quest games that have graphics or built-in maps (both of which are cool) tend to slow down faster than those without them (such as this one). If you have the same experience as me, know that this game take a while before it starts to lag.

Story
There is not a lot of written story content. Rather than having the game flat-out explain the history with Zandor and his wrath, the player learns bits and pieces through the places they visit. The subtleties of the guarded castle and ruined tower all hint at this story which I liked. It is an example of showing rather than just telling.

I would like to think that the game ends with the protagonist becoming an apprentice, but I must confess I only played 99% of the game. If you are able to save with Quest, make sure you save after you (Spoiler - click to show) retrieve Zandor's staff. When you return to Ingra’s cottage and give her the staff, Zandor appears and destroys the cottage. The game then only gives you one move to respond, or he kills you which immediately ends the game. I played a couple times to try to solve this, but I ran out of ideas. Do not let that deter you from playing, however. This is an excellent game, and I would love to see if anyone can (Spoiler - click to show) defeat Zandor. Please let me know if you do!

Characters
We do not learn much about the protagonist besides her name. The game focuses more on her goal of becoming a witch rather than discussing her backstory. While it would have been interesting to know more, I like how the game does not bog down in details.

There are almost a dozen NPCs including humans, animals, and mythical creatures. Game uses "talk to" command for characters, and dialog is brief and witty. I especially liked the talking Eagle who seemed like a character who could appear in The Lonely Troll by Amanda Walker. Character interactions typically consist of "I'll give you this if you'll give me that" transactions but this is offset by other types of puzzles.

The only character interaction that had some vagueness was meeting (Spoiler - click to show) Madam Elsa. We find her confined in a cell with chains that bind her magical powers. But there is no reaction to her predicament when you enter her cell. When you speak to her there are no dialog options that lets the player ask or acknowledge her imprisonment. Nothing like, “gee, what happened here?” Instead, the dialog only consists of either asking her about Madam Ingra (her cousin) or if she has any advice for the player’s quest. At least, the player can free her.

Final thoughts
I would say that this is one of the best puzzle-heavy Quest games I have played (although I guess I cannot say that I have played many to compare it to). But The Witch’s Apprentice would be a great game regardless of if it were made with Quest or not. I was pleasantly surprised with the story and immersed in the puzzles. I recommend this game to anyone.

And on that note, Halloween, at the time of this review, is on the horizon. Over the next several weeks, this may be a festive game to play if you are in the mood for magic, witches, and other spooky themes.

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Night City 2020, by Hoper
You can hide in the city. Or you can escape it. Or maybe rise above it., September 22, 2022

Disclaimer: I am not literate in French. Instead, I played the game with translation. I would highlight the entire page, right click, and select "translate selection to English," which did a decent job (I think). Does that overlook the fact that it is a game made in a foreign language? I hope not. I am not trying to distract from that. But it was a game that I wanted to play for a while, and I was excited to find a way to do so.

The premise of the story is that the protagonist previously received a job from a high-ranking executive of a large corporation with the task of ensuring the safety of a visiting nephew. But when this goes wrong the executive goes on the warpath. The protagonist is now on the run, trying to make ends meet with shady jobs.

Night City 2020 is set in a world where only people with upper-class jobs can live in the middle of the city with skyscrapers containing the best cutting-edge technology. Without a corporate job, an individual cannot even indulge the thought of stepping foot into that area of the city. If you did have such a job, it would change everything.

Gameplay
This is an RPG game. Stats, character customization, combat, you name it. All in a choice-based format. It also follows a choose-your-own-adventure style. The player is presented with one or more choices that are numbered: If you want to do X click to passage 4, if you want to do Y go to passage 10. This format tends to make the gameplay more generalized at the risk of the player not feeling like they can closely interact with the story. I think Night City 2020 makes up for that by allowing the player to fine-tune their character’s stats and inventory items (as is often the case with RPGs). Without these features the game would have been less engaging.

The game begins with customizing your character with cybernetic implants. Each option gives you a wide range of abilities from built-in night vision to brain-computer interface. However, each implant reduces your humanity score, a stat that affects your ability to connect with other people. This was a catchy way of starting the game.

Gameplay branches out quite a bit, depending on the job you pursue. You can investigate a gangster's missing sister, investigate the disappearance of a corporate official's daughter, or accept a mission to assassinate a former rival. Each route has unique gameplay but later, they start to merge. The game has a score system of 20 points. Not all endings reach a perfect score. Instead, the game encourages the player to try out different routes, adding replay value.

Story
While the jobs feature different gameplay in the first half of the game, they eventually gravitate to the (Spoiler - click to show) same location: the pharmacy, where the endgame occurs. This is where the story becomes streamlined. They all center around discovering a scheme of illegal cybernetic surgery and human trafficking. How the player responds to this is tailored to the job you choose at the start of the game. The story content consists of language and violence. There was one scene with some (Spoiler - click to show) brief graphic sexual content that caught me off guard but most of the game does not include this.

There is some worldbuilding. There is an opportunity to check the news online, and the game will sometimes interject news items in certain scenes, such as when using public transportation. The Neuromat implant also sometimes provides extra information on things you encounter. I think this attention to detail helped make the city setting more interesting.

Design/Visuals
Its appearance is white background with black lines and text. Some dialog is colour-coded for convenience. The left side of the screen has a column with the player’s stats and links with reference guides, such as a glossary, that provides nifty background information without leaving the game. This was one of the first things that stood out to me.

Occasionally, there is art. I did not see the first piece of art until later in the game, so it took me by surprise. The art is basic and done in pencil or ink but does augment the player's imagination of this futuristic cyberpunk world (I guess technically it takes place in the past since it is set in 2020 instead of 2022 as I write this review. Everything in it is still futuristic). I found four total.

Design wise, there are some rough areas. I only found one broken link. When I clicked on (Spoiler - click to show) 305 it led me to a page where the only option was 85, but it was not a link. All it said was "[[85]" which required that I restore to an earlier save. I also encountered two cases where a macro error shows up instead of the link. Other than that, the game seemed consistently built.

Final thoughts
It is not a flawless piece, but it is one that can maintain the player’s interest, especially if they enjoy RPG games. Be aware, if you end up translating the game like I did with my browser, you will probably have a slight less seamless experience. There is lots of stat management with a focus on combat, and its branching gameplay encourages more than one playthrough. Overall, it is a nice addition to the cyberpunk genre.

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Cyborg, by Michael Berlyn
2 of 2 people found the following review helpful:
Two halves of one body work together to regain memory, September 21, 2022*

When I first saw the game’s IFDB description I was expecting a story about a protagonist’s experience with being turned into a cyborg. Waking up from an operation and realizing that being a cyborg was not all that it was cracked up to be. Perhaps even trying to demand answers from NASA 11. Not quite. Instead, the game begins on a dirt path surrounded by forest in front of a lizard wearing a spacesuit. But this soon takes the player in an interesting direction.

Format
Right now, I cannot say that I am familiar with the innerworkings of early parser (any parser, really) or how they are archived online. All I do is click on the “Play On-line” button and see what happens.

I am so used to the convenience of Inform games with their white screens and black text, and their utilization of a wide range of verbs. This was a completely different experience for me. Right now, it is the oldest interactive fiction game that I have tried. It certainly did not look like an Inform game.

Visually, it has a brown background and yellow-white text in all-caps. But the differences did not stop there. Instead of "look" you use "scan" to survey your environment, and “scan strange fruit” instead of “x strange fruit.” It took a while to acclimate but eventually became quite manageable. I especially liked how the player can communicate with their cybernetic half using the command "opinion on [subject]." This offers insight into how things may be used or their relevance to the story.

My only complaint is that the parser can be slow about processing commands, taking anywhere from one to three seconds to respond. But otherwise, it was still a fun change.

Gameplay
The driving mechanic in the gameplay is to find sources of energy to sustain your biological (snacks) and cybernetic (batteries) components. The cover art shows the protagonist being split down the middle with one half being all organic and the other being purely mechanical. I am not sure if that is the case in the game, but it is definitely how I imagined it.

I spent hours (okay, maybe an hour and a half) crawling through the forest trying to make progress. And I did, to an extent. There was a lot of trial and error. When you use your (Spoiler - click to show) microlaser you drain your own energy. I did not realize that when I first encountered the snake. I set the energy level to 600 and lost the game. Next time I was successful. There were a handful of other puzzles that I managed to solve but I ultimately ran into a metaphorical roadblock. Then I turned to the walkthrough.

I must admit that the walkthrough held my hand for the rest of the game, primarily because the setting becomes more cryptic (though still cool) as it transitions from a forest to (Spoiler - click to show) the depths of a spaceship. For those parts I even made some colour-coded maps for the two lowest levels so I could explore a little without getting lost. There were multiple times where I made an error that ended the game because it caused too much damage. As I made more progress in the gameplay, I found myself heavily relying on the walkthrough to limit the times I had to restart.

If the player makes a mistake that causes bodily damage sometimes the game will take the player back to a previous location, no save file needed. It does scatter your inventory items around, leaving you to recover them again, but at least you can still play. However, too many mistakes end the game. At least it has a sense of humor.
(Spoiler - click to show)
"TOO MUCH DAMAGE SUSTAINED OVER TOO SHORT A PERIOD TO EFFECTIVELY MAKE REPAIRS AND REORIENT OUR INTERFACE. BUT PLEASE ACCEPT MY CONDOLENCES... BYE. THANKS FOR PLAYING"

Condolences accepted. Of course, now I have to restart everything.


Story
During the first section of the game, we realize that the forest (Spoiler - click to show) is not a typical forest. Parts of it have been cloned and organized into artificial patterns, giving the feel that it is manmade. Turns out it was created to be a colonization spot for humanity. The game takes place on a planet called Aurianta, not Earth. Maybe I am mistaken but based on what (Spoiler - click to show) the NPCs said it seems that Aurianta is also not the home planet of the reptilian characters that we meet, contrary to what I first thought. Dialog with these characters is minimal but it is as if both civilizations planned to divvy up the planet. There were parts that I wish had more backstory but overall, the story seems cohesive enough.

Characters
PC
I have played cyborg characters before, but this game took an interesting approach. The gist is that cyborgs have an artificial intelligence that runs the mechanical half of the body. It narrates the game and talks directly to the player. Two beings with separate minds fused together in one physical body. If you have played Counterfeit Monkey this method should be familiar. The player just happens to be the organic half.

The game does use the amnesia trope. Something has happened and neither side of your cyborg being remembers anything. To avoid giving the whole game away I will not delve more into the protagonist’s identity, but I will say that while it was not what I expected it was still an interesting twist.

NPCs
There are few NPCs consisting of lizard-like aliens (compelling geckos in spacesuits) with whom you can briefly interact with. While I am not sure if this qualifies as an NPC, there is a maintenance droid found in the gym that will comment on things or even give small hints as you carry it around. When you enter (Spoiler - click to show) the laboratory supply room it says "...KABOOM..." hinting to the fact that you can gather the liquid oxygen in the room and use it to cause an explosion to clear debris later in the game. Otherwise, the dialog is just meant to add some humor to the atmosphere.

Final thoughts
I had fun trying out a different type of parser game and I liked how the story slowly developed rather than heaping information on top of the player. The gameplay is long, and the parser tends to lag. Now that I have played it all the way through from start to finish, I do not see myself replaying it again. But it was worth the time and effort. If you are a sci-fi fan then yes, I suggest trying out this game. If you find yourself getting stuck do not hesitate to reach for the walkthrough.

I will end by sharing a list of things I learned that are not mentioned in the walkthrough in case you play the game and wish not to make the same mistakes. If you want to rush ahead with open arms without my help interfering with your expectations do not continue reading.
(Spoiler - click to show)
Lessons:
-Do not wander off the catwalk while repairing the spaceship’s hull or you will drift off into space. I had to start over because of that one.
-Do not drop the dead insects or moldy bread (and to be safe, avoid dropping other food items) because a space suited lizard will zoom out of nowhere and devour it before you can react.
-If the game warns you that you are in a place with low visibility, leave. Do not go fumbling around without a light source or some form of seeing aid like I did.
-Make sure you kill the snake. Do not skip this part. Apparently, this is a requirement before colonization can occur.
-Be careful not to fall into the debris maze when navigating cargo hold. I also had to start over.
-Remember to take your ID after using it unless you want to spend time trying to find it again.
-Also: West of the tree with the string is a power unit I did not see in walkthrough.

* This review was last edited on March 29, 2023
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The Soft Rumor of Spreading Weeds, by Porpentine Charity Heartscape
2 of 2 people found the following review helpful:
A multi-act story that touches on familiar ground, September 17, 2022
Related reviews: Twine, Surreal, Sub-Q

This is a sequel (or maybe a prequel) of sorts for the game With Those We Love Alive. Its description merely says that it is set in the same universe. It is made up of five surreal chapters that can be enjoyed even if you are new to either game.

Gameplay
In the first chapter you play as the Empress, one like the NPC in With Those We Love Alive. You have a limited amount of time to explore the Empress’ apartment before an assassin arrives and stabs you. This is reminiscent of howling dogs where (spoiler if you have not played howling dogs) (Spoiler - click to show) the protagonist is in a VR sequence about an empress taught to die gracefully if assassinated. The way you die (piously, peacefully, or shamefully) in this game depends on your location and influences the writing. To move forward, (Spoiler - click to show) wait for the assassin to kill you in the garden. At the brink of death, the Empress cuts out her own heart to let it fly away. If this occurs elsewhere the assign will squash the heart. Only outside can it escape. This theme appears throughout the game.

Now, the gameplay is story heavy. Some parts of the gameplay have free range of movement, as is the case in chapter one, where the player can travel between rooms. This is an immersive method often featured in Porpentine’s games. It is part of what makes them such a delight to play. But other parts of the game give the player a lot of information to take in. It is full of new events and terminologies that are fascinated but also bewildering. That too is what makes Porpentine’s games shine. The gameplay and story are tightly intertwined and impossible to separate.

Story + Characters
I believe there are only two protagonists in this game. The first is the Empress who, as we know, is assassinated in chapter one. The second protagonist is a worker-convict who is introduced in chapter two and remains the PC for the rest of the game (although themes about the boundaries of individuality make this notion variable).

The story ramps up after the first chapter. I am going to summarize some parts because A, it is an incredibly rich story, and B, I want to see if anyone else had a similar impression. In chapter two (Spoiler - click to show) the protagonist works in a greenhouse that grows advanced perhaps sentient plants. Everyone lives under strict sovereign rules about what plants can be cultivated. The protagonist finds a letter explaining that convicts are now allowed to join the Stamen Vanguard. They jump at the opportunity.

The third and fourth chapters are about the (Spoiler - click to show) protagonist’s service in the Vanguard, the latter of which involves visiting a city where the Empress’ skeleton is on display. The player arrives at a garden where a woman explains that the only way to truly kill an Empress is to kill her heart. She tells the player to do just that, but the player is caught by a guard. Ironically, the Empress’ heart makes unexpected decision. She decides to use the protagonist’s body as her next reincarnation.

In the fifth and final chapter the (Spoiler - click to show) protagonist has been reincarnated into the new Empress. However, the heart often asserts its own consciousness onto the new Empress’ thoughts and actions. The game explains this in a manner that some players may already be familiar with: Dream sequences. These sequences explain how the heart contains the collective soul of all empresses. Even better, they utilize a red gradient background reminiscent of those seen in With Those We Love Alive. The gameplay too also shares some resemblance. Consider asking the Sartorialist to make clothes (below):

Crimson fabric: The better to be stabbed in.
White fabric: For a striking death.
Black: Goes with everything.
Lavender: Your new favorite color.

Look familiar? It is just like crafting items as an artisan in With Those We Love Alive.

The player makes speeches and other duties until the game ends.
I only found (Spoiler - click to show) two endings. The first is where the Empress’ body and the heart seem to reach an understanding with each other. The second involves jumping out of a window in an attempt to regain control over yourself.

Overall, I liked this story because everything comes full circle. The start of the game depicts a (Spoiler - click to show) newly assassinated Empress; At the end, a new one rises to power. And yet, the Empress never really dies. The second protagonist is small and yielding in the face of the empire for most of the game but later becomes a central part in that empire’s leadership, even if they set out to do otherwise. There is a lot to think about.

Visuals
The game has a black background with white text and purple links. A small flower icon is included at the end of some words which was a nice touch given its imagery about plants. I figured that this would remain unchanging, but the game decides to surprise the player more than once. The screen unexpectedly goes white with black text for the scene when you (Spoiler - click to show) cross the desert and uses a gradient red background for the (Spoiler - click to show) dream sequences in chapter five. Having a black screen for most of the game and then, bam, a gradient one has an exciting effect for the player.

Final thoughts
The Soft Rumor of Spreading Weeds is quite an adventure. I encourage you to play this more than once since the story is extensive and always shifting. If you like surreal interactive fiction and Porpentine’s work (especially if you enjoyed With Those We Love Alive) than I highly recommend that you give it a try.

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Old MacDonald Had a Farm, by Sam Ursu
Had a farm (didn't last, though), September 15, 2022*
Related reviews: ChoiceScript

You play as a young man named “Olde” MacDonald. Do you have what it takes to be a farmer and support your family (and maybe even become famous)?

Gameplay
The game is organized into “cycles” of five days that begin on December 27th which ends when the new year begins. Gameplay consists of feeding or medicating animals, fixing stalls, or butchering animals.

Here, you have the following materials on hand:
🌾 Animal feed: 3764 kilograms
💊 Medicine: 54 units

However, the game predominantly focuses on butchering animals. Once you stockpile a certain amount of meat everything after that can be sold for income. There is some strategy to this. Certain animals produce large quantities of less expensive meat while others produce small quantities of expensive meat. I would focus on the former until I fulfilled the stockpile and then switch to the latter when it came to selling surplus. Butchering animals is not my thing, but this is NOT a graphic or gory game. When you do butcher an animal it is merely implied.

When I first played the game, I thought I was in a dream of resource management. But this wilted. For instance, there is hardly any resource management with the medicine. Only the (Spoiler - click to show) lambs get sick and require use of the medicine supplies. The lambs also die too quickly. The first time I played I was busy exploring the barn and within a few turns (less than one day in the game’s world) all the lambs died of starvation. I had to start over. Because this occurred at the start of the game it was not an issue but still seemed weakly designed.

⚠️ The 🐑 lambs in Stall 1 are out of food!
☠️ All of the 🐑 lambs have died.
::: What do you want to do?

Great.

With each year new types of animals are added to a stall and the number of animals in each stall will also increases. Gameplay becomes chaotic. The animals keep damaging their stalls and running out of food too quickly for the player to keep up with.

The game ends once you make $10,000. You can either choose to keep playing (and instead of going to the December of the next year to start a new cycle you keep on playing into a January) or give up farming to seek a different path in life. There are some achievements including three hidden ones. The only hidden one I reached was called (Spoiler - click to show) “Clean Sweep” where you manage to butcher all your animals before the year ends.

The song
Just so we are all on the same page, the game is a rift off a song by the same title. Each verse is about the animals on a farmer’s farm. In the game school children visit your farm to write songs about it. That is supposed to be a reference to the song that it is based on.

It seems like original song is based on barnyard animals, livestock. The game introduces lambs, cows, goats, ducks… snakes? Parrots and frogs? An elephant? The game transitions towards housing, slaughtering, and selling and/or consuming exotic animals (again, nothing graphic). I think the game is trying to take a creative approach to the song by incorporating more novel animals, but the result is confusing and outlandish. The frustrating nature of the gameplay makes it difficult to appreciate these changes because you can barely keep up with everything. Plus, the introduction of these animals does nothing to influence the gameplay or the story beyond needing to butcher them.

Setting
I recently played another game by the author called Zombie Blast 2023 which I also reviewed. Zombie Blast 2023 took a unique approach to ChoiceScript by incorporating free range of movement in its gameplay. Free range of movement is where the player can roam around in a space while directly examining or interacting with things in their environment. In Zombie Blast 2023 the goal is to defend your house against zombies. Having free range of movement in the house emphasized that the player must engage in combat. Old MacDonald Had a Farm also tries to use free range of movement in its gameplay, but the result fell short.

Old MacDonald Had a Farm uses this technique to map out the barn which is creative. You can walk across the barn in sections and enter six different stalls. It flows like a parser game, which is great to see in ChoiceScript. But its implementation in the game is repetitive and inconvenient. It means having repeat the sequence of “enter the barn,” “move east,” “move east,” “move east,” “move east,” “enter the stall to the north” just to get to stall 5 to put some food down. It gets tedious as you try to process dozens of animals throughout the barn. As you gain more animals the screen becomes filled with notifications which means that the screen is always shifting. It becomes “enter barn” (scroll down), “move east” (scroll down), “move east” (scroll down), you get the idea. Disabling animation in settings reduces this a little but does not completely prevent the screen from jumping around.

You may run into bugs. Frequently, I would get popup error messages such as, "farmer line 1351: visited this line too many times (1000),” that would appear while I was moving through the barn. I applaud the author’s experimentation with the medium, but it was not as successful as Zombie Blast 2023.

Story + Characters
The game begins with a story segment where MacDonald attends a dance where he encounters a young woman (her name is randomized) that he knew from childhood. Here, the game strives to create a wholesome 1940s atmosphere. The two fall in love and get married. This was a great story-centric way of starting the game and I thought that the gameplay would be intersected by more story scenes. Yes, there are scenes at the end of each year to summarize your progress, but it is not the same. Instead, everything is stagnant and repetitive.

Character dialog seems unnatural. For example, at the end of each day the protagonist’s wife says, "MacDonald, time to wrap things up and come home for dinner. Tonight, the family needs to eat 9 kilograms of meat." The phrase “the family needs to eat 9 kilograms of meat” is awkwardly worded and too clinical given the context.

You seem to have a (Spoiler - click to show) kid every year and once the oldest is barley older than a decade you start getting a grandchild each year. If you fail to butcher enough meat your family has to eat cabbage and potatoes for dinner. This is enough to make them malnourished within one day. Within two or three days (Spoiler - click to show) a child dies from malnourishment because they had to eat cabbage and potatoes for a few days instead of meat. It just seemed so artificial and unrealistic in comparison to the content we see at the start of the game. Perhaps it is meant to be comical, but I was expecting some story milestones.

Visuals
Its creative visuals are probably the strongest part in the game. Visually, it is incredibly polished and a creative use of ChoiceScript. Text area is dark blue set against a pale blue backdrop. There are clever little icons used throughout the game including animals and human characters.

Final thoughts
I wish I could say this was an excellent game, but it falls short of its goal. The ideas are there: colourful visuals, resource management, basing the story after a song, and more. But the finished piece is lacking. The implementation is flimsy, and the story dulls soon after the game begins. There is no denying the unique use of ChoiceScript and I think that the game is worth trying for that reason alone. But it probably will not sustain players’ interests for longer than a few rounds.

* This review was last edited on November 7, 2024
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Andromeda Acolytes, by Wade Clarke
5 of 5 people found the following review helpful:
A dazzling start, September 15, 2022

In fact, dazzling would be an understatement. But before we dive into that let’s start with some background.

Note: This review is about a first chapter demo for a commercial game (hm, now that I think about it Andromeda Acolytes is probably the first commercial Inform game that I have played). As a formality, the review is also based off info on the IFDB listing. Other websites have additional content.

Continuing…..

Andromeda Acolytes is part of the Andromeda Series and, based on what I have seen so far, seems to branch off in terms of story depth and gameplay style (such as scuba diving). If I had not known that this game was part of the series, I would not have made the connection, or at least within the demo. The Andromeda Series was created by Marco Innocenti and is certainty worth your time. I was not particularly a fan of Andromeda Awakening - The Final Cut (I must admit, I only played the first half) but was really impressed with Andromeda Apocalypse — Extended Edition which won the 2012 IF Comp (and I played that one several times and recommend it). There are other installments by other authors but those two seem like the "main ones.” Even if Andromeda Acolytes takes the series in a new direction, I have no doubt that it will be valuable addition.

Gameplay
This is a seriously cool game. When I first saw it, I pounced. The demo reminds me of the game Subnautica (non-interactive fiction) and Tangaroa Deep (Twine) composed into vivid Inform piece. For a true effect watch Blue Planet afterwards.

The protagonist’s name is Korhva Vits, but usually referred to as Vits in the game. Vits has been assigned to a submersible mission to clear debris and relocate sea life. The player stays in a dive zone where they manage objects’ weight limits and their own oxygen levels. The game ends once you complete all tasks.

The locations can be overwhelming at first due to the amount of detail (which is also a good thing) but the game makes things user-friendly, especially with character dialog. The “think” command summarizes your tasks which is especially useful. I appreciate how the player’s oxygen levels decrease at steady but slow pace rather than depleting too quickly. Part of the immersive quality is that creatures are swimming around as you explore which gives it a simulation feel. It is the construction of a detail ecosystem that makes it vivid.

Story
The overarching story is that the planet Monarch (actually, I do remember Monarch from the other games) is populated with a modern human civilization that has no knowledge of how humanity came to exist on their world. The demo is too short to really delve into the game’s vast story. If anything, I was expecting a bit more in terms of a synopsis, but the effect only leaves me drooling for more. The game’s description (VR, cities, machines, wild technology, you name it) is vast, and the demo only skims the surface. There is a (Spoiler - click to show) mysterious slab under the boulder in the trench, which was interesting, but otherwise no story developments. But hey, it is a demo, and I think the author balanced story content with gameplay. Andromeda Acolytes paces its worldbuilding.

Characters
The gameplay is in first person. There is not a whole lot of information on Korhva Vits, but unlike Innocenti’s first two games in the series the protagonist is female. I thought that this was an interesting change and look forward to learning more about Vits. The game’s description explains that there are three other female protagonists who will appear in the full release, but for the demo it is just Vits.

There are three other characters whom the player hears over the comms: Dion, Hugo, and Eichi, but the player only speaks to Dion since the other two are in different dive zones. The game uses the “talk to” mechanic and characters have detailed responses based on the location whenever the player speaks. Even though the game does not share much about Dion’s character they are still interesting because of their friendly relationship with Vits.

Visuals
That is correct, there is a few visual elements in this game. There is a map on the right side of the screen and consists of a bright blue gradient background with boxes marking the player's location and the possible exits. This minor but crisp feature evokes an ocean atmosphere with its colour choice. It can also be turned off to save screen space. The author seems to strive to make things user-friendly. Hopefully the full release will continue with built-in maps.

(The cover art is also fantastic, by the way.)

Final thoughts
As you can see, the game’s page on IFDB says that the game will be released in 2025 (potentially shorted if you support the author) which is a while, but I think it will be worth the wait. If the demo is any indicator, I have a feeling that it will be immensely popular with players when it is released. The player only gets to dip their toes into the sand with the demo, but it has every sign of being a stellar game.

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