You are a deputy summoned to investigate a murder in a casino. The game begins when you arrive at the casino. The manager tells you that a prominent guest has been murdered and that it would be appreciated if the investigation were conducted as quietly as possible. The FBI are planning to arrive the next day and would like you to narrow down a suspect.
Gameplay
The game is light on puzzles. They mostly involve traveling to different rooms to interview people and compare their statements. There was one puzzle about finding cheaters in the casino, but they were often found right in the lobby which made it easy to complete. This also seemed to be a bit of a side quest because you can ask the security guard if you could find more cheaters in exchange for chips. The game lets you play blackjack (and you do not even have to win) although (Spoiler - click to show) its only purpose is to attract the attention of Kat who simply gives you more information about the casino guests.
The game makes an effort at building atmosphere. There will be random characters wandering around to make it more like a busy casino. You have access to over a dozen locations including a poker table, blackjack table, bar, kitchen, private rooms, lobby, and other areas. This is roughly an hour-long game but can be completed in less time in replays.
Design
Redstone is a custom choice-based game that uses menus to create a parser-like effect. At first the point and click was slow, but you get used to it quickly. The game tries to streamline the gameplay by summarizing your findings with the “Think” command and marking off which discussion topics you have used with characters to avoid repetition. It is also cool how you can “undo” with this format.
For each location there are boxes that say "Examine," "Go to," "Talk to" (if there are people to talk to), "Think," "Inventory," "Look around," and other commands that may be unique to the situation. This all works together to create a parser-like experience. For instance, clicking on “Talk to” lets you choose which character in the room you want to interact with. On a slightly more complex level, if you use the “Examine” command and find something worth taking, then the game will implement the “Take” command. Play the game and you will get the hang of it.
The visuals are a bit rough-around-the-edges and yet they are consistent enough to create a solid appearance that carries it through. The art, though occasionally crude, I found to be oddly likable. And there is a lot of art to experience. (Spoiler - click to show) One little inconsistency that stood out to me is Kat’s dress. Kat is described as wearing a slinky red dress even though the drawing of her shows her in a dark navy dress. That kept bugging me. But that aside, I really did enjoy the art.
Story
It is an interesting story but none of it is particularly thrilling or exciting which is too bad since murder + casino tends to have no shortage of flair. The main issue is that it could have capitalized on some of the plot developments. The main one was when (Spoiler - click to show) Simon leaves his room and tries to sneak out. If the player goes to his room to find it empty the game has no reaction. No "Simon is no longer here" or "Simon is missing!" All we get is:
John Simon's room
You see a bed and a dresser.
No drama or suggestions to the player that this is a new plot development. There is not even a note under the “Think” command that acknowledges this. I was expecting a “Simon is nowhere to be seen! You should catch him while you can!” That would have been a great opportunity to turn up the heat. Instead, it just assumes that the player will notice that he isn't there and to respond accordingly. In other words, it is easy to put two and two together (Simon snuck out evade the investigation) to figure out what the game wants us to do (detain him in the garage) but there is no atmosphere to this development.
Final thoughts
I would summarize this one as a finished piece that offers some quality gameplay if you feel like playing a murder mystery game. I recommend anyone interested in the genre to play it especially if you are looking for parser-like gameplay in a choice-based format.
The gameplay is extremely simple. Each turn, or "act," you choose two qualities from an action list and a manner list. For example, I could choose "fast" from the action list and "eagerly" from the manner list. The game then combines these two factors into a sonnet. The whole process repeats itself. You can make as many sonnets as you want and there is no ending. It ends when you no longer feel like playing.
The authors seem to take a reflective approach in the notes section of their game by explaining the process of cycling sonnets to tell a story. In this case, stories are produced gradually, and emerge through patient reiterations of sonnets formed by the player. According to the notes, an individual story cycle can easily involve the creation of a hundred sonnets (although less will work as well), and that the process of this would hopefully provide a centered and meditative experience. But from a practical standpoint, players are likely to only give this game a go for a few rounds, possibly not as much as the game intended. The sonnets are quite similar to each other at first glance. Carefully reading them reveals their differences, and within that, paints a story, but you have to feel compelled approach it slowly. I am not sure if players are going to stick with it. I tried for a bit, but it is easy to experiment with different word combinations without focusing on the sonnets that are produced from them.
The notes continue on and leave things open-ended. If you are curious to know more, read them and test the game out to see what you think.
Final thought: I liked the peach colour scheme with the pink links. It made things feel more stylized and complete.
The premise is a spunky one. Enter a tv competition show for popstar contestants (99 total). It follows a familiar reality tv pattern. Everyone is presented with a challenge and is ranked by their performance. At the end of the season the top 5 ranking individuals win. Unfortunately, this game never makes it past challenge 1.
You are Kim Nayoung. Your mother was a famous performer named Anna Nayoung and it is implied that she died. Being the daughter of icon adds some flair to the contest, but we never have a chance to learn more about the protagonist or the circumstances behind Anna’s death. As Kim you eagerly apply to be a show participant and are accepted. You pack your bag and are transported to a world of competitiveness, glamour, and talent. Players choose which abilities to specialize in, such as singing or dancing, and your actions are largely based on stat management. The player must also manage the fine line between working with others to advance through teamwork and weathering the other contestants by only focusing on yourself. Your personal skills and relationship with others impact your performance and rank.
The gameplay has flaws. Some of it is formatting. If you choose to help Fuko with dancing the game says, "Fuko's Affection +10, Fuko's rank improves by 10, You should have already reached the Dancinggoal for this challenge but if you haven't Dancingprogress increases by 10 for helping out Fuko. Lucky you!" This was awkwardly worded and reduced the polish. Another problem with the gameplay is the flakiness of some of the stats. It seems like they always match with the player’s choices. For the first challenge the (Spoiler - click to show) judges gave me an F, but then the next day when everyone meets in the pyramid room for the overall results I am announced as the challenge 1 teamwork winner (and if you try all the "bad" options with Fuko, such as shoving her on stage, you still win). And yet, they rank me in the 80s (it varies, which means at least the stats can be functional), which is confusing. The best I have been able to place is 84th. Even so, I was still looking forward to more gameplay.
What frustrates me is that the game is clearly broken. It just stops. After the first challenge (Spoiler - click to show) you get these tokens that you can use to buy things that upgrade your relationship with other characters or improves your stats. Unfortunately, the game breaks afterwards. There are simply no links on the screen for the player to click on. The only thing you can do is quit. If the author intended for it to end there they could have said, "that's all folks," but instead the player is trying to see if perhaps they clicked on a wonky link and wonder if they should retrace their steps to try a different route to bypass it. Regardless of which path I took I could not make any more progress.
Visually, it does fairly well. It uses a basic back screen and white text that is neatly spaced on the screen. On the left side of the screen is a list of stats for your abilities and rapport with other characters. When I first played the game, I thought it was going to be a jackpot for players who like stat-based Twine games, but sadly it becomes unplayable early on.
It was a promising start but a letdown as an entry to IFCOMP. Based on the detail I have seen so far if this were a completed game it would have had an immensely improved reception. I encourage the author to finish the game because a lot more people would be interested in tuning in.
The underlying premise of the game is that there is some sort of war between two entities called Kaden and Souden, the latter of which you belong to. Apparently, you were skulking around in Kaden cyberspace but were caught and are now trapped in a cell, waiting for the Kaden to put you through a loyalty transfer program. You also know that the Souden are planning to attack. It would be ideal to escape cyberspace before that occurs.
A lot of games about cyberspace (or at least those that I have played) take place in the "real world" with the player tapping into cyberspace at regulator intervals. This one almost entirely takes place in cyberspace. The player begins in a virtual containment cell. Any efforts to move around results in "You are contained." But as you are tracing the lines on the walls, floor, and ceiling, a piece of paper appears with basic instructions are the start of your escape. This, along with other signs, shows that someone is trying to help you which adds suspense and mystery.
There is also great atmosphere with a sense of danger, such as (Spoiler - click to show) a voice in the background announcing to who-knows-who that a scan is about to occur in the sector where you are hiding. The scan seeks out intruders and if you are detected a pulse will liquefy you. In addition, in the game’s world you will find strange sights. The multi-faced cube, the spider and its doll, the factory full of machines, and the mysterious sheet of paper were ominous but kind of cool. It all paints a surreal impression.
While intriguing, this is also a challenging and technical game. I can tell you now, I had to play with hints. An example is (Spoiler - click to show) finding the correct box needed to restore the cube's voice by asking it about different boxes and seeing if the cube nods, blinks, frowns, or smiles to indicate how close you are to finding it, almost like a high-tech version of a hot-or-cold game. I could not solve this without a walkthrough although I was able to understand the puzzle afterwards and replicate it without help in later playthroughs (this game can place you in an unwinnable state, be sure to save). Discovering (Spoiler - click to show) the spider's commands was another area that I needed help with because the spider is picky about syntax. It will accept "spider, help" but not "ask spider for help." Or "spider, status" but not "ask spider about status." I would find the sphere that halted the lxprog program but failed to realize that you need the spider to erase it.
I would have liked a little more discussion on the story. Is this solely warfare in cyberspace or is it in the physical world as well? What type of entities are the Kaden and Souden? Even the ending does not clarify much. (Spoiler - click to show) The man we meet at the end explains that the war is just the Kaden and the Souden taking people from the other side and running them through loyalty transfer programs, creating a back-and-forth type of fighting. The other thing I could pick out about the story is that the man also says that the player unknowingly created the cube that helped them escape, almost as if the player found a way out through sheer willpower. Or at least that is how I interpreted what he said. Regardless, I still have lingering questions about this war and its participants, as well as the protagonist’s identity. On a similar note, the cube, which was generally lacking in the number of things you can ask it, had something to say about the Kaden and Souden. (Spoiler - click to show) Kaden apparently means "electric charge" while Souden means "electric supply." I am not entirely sure of what to make of this information but still found it interesting.
But yes, this game is moderately cryptic and challenging to complete without guidance, but the setting and story drew me in (as did the title). If you like playing games in cyberspace experiment with it. It is not a game for everyone but know that it does not take long to complete with a walkthrough in case you are curious about how it ends.