This game is not a mere skip through the forest, I can tell you that.
The subject of Arborea is hard to summarize in a sentence. I have never played a game quite like it. It has the slight sci-fi angle of being in a computer simulation that adds a unique flair without coming off as a sci-fi game. It has a strong history-based component and yet I would hesitate to write it off as a historical game. There are even a feel mythic and spiritual elements thrown in. And then there is the overarching question of what is Program Arborea? But first things first.
Arborea seems to be a rift off the word “arboreal” which refers to the overall nature of trees. The definition, “pertaining to trees” also surfaced when I looked up the word. Both descriptions are spot on because Arborea is all about trees and human’s relationship with them, whether it may be for exploitation of resources, cultural traditions, or everything in between.
Gameplay
The game begins right after you step into a simulation room where a smooth computerized voice informs you that Program Arborea is about to begin. The next thing you know, you are in a vast forest with no exits and nothing but a gourd in your possession. On the gourd are markings that represent trees from different parts of the world. By identifying the trees, you can travel to eight world regions at different point of human history depicted in this game. It is not a time travel game. The player is not going back in time. Instead, they are simply in a simulation that brings the time periods to them.
Direction > Tree > Destination
North > Pine > The Pine Forests of Scandinavia
East > Palm > The Palm Tree Plantations of Indonesia
You are presented with the simple sounding but vague goal of finding a kernel. The game essentially cuts you loose to figure it out on your own. But it also seems like the more you try to make progress on your own, the more guidance you find in the setting and characters. It can be intimidating at first. You learn that you must “solve” each location, but this is not done independently where you solve one before moving on to the next. Instead, everything crisscrosses. Items from one location can be used in another. The puzzles are not always intuitive and given the size of the game it easy to lose track of your progress.
Once you (Spoiler - click to show) complete the content in each area, its corresponding icon on the gourd will crack (such as the frog for the Amazon). Turns out the kernel is inside the gourd. I spent all this time looking around for it, only to realize that I technically had it the entire time. The catch is that it is only retrievable once every icon is cracked. And that is not even the end of the game. Surprise! There is an endgame as well. Even though it took a while, completing the game felt satisfying.
Puzzles
The gameplay (and corresponding walkthrough) is long, and I figured that would never replay it after I was done. Turns out this was a game where I found myself eerily capable of remembering the exact solutions. Many puzzles seemed rather simple in retrospect, although (Spoiler - click to show) I still have lingering surprise over having to haul around a severed head for a chunk of the gameplay (it is less gory than it sounds). I have played games where the puzzles are cryptic and I need the walkthrough, and even after I complete the puzzle step-by-step, I still find myself unable to explain what I just did. Many of the puzzles in Arborea can be done in different order. I kept thinking to myself, "you know...I wonder what would happen if I did this first instead.” I returned to the game and played around with the order in which you can complete things.
There are a few guess the verb puzzles that will probably leave players flipping through the walkthrough. A big roadblock for me was (Spoiler - click to show) crossing the Savannah to get to the carcass. If you try to go south, the PC understandably chickens out. I was not sure what syntax to use. In the walkthrough, there is a subtle clue on what word to use, which assumes that the player is familiar with Star Trek. I am, but even that did not help me make the connection. It is not a standard verb, either. Another guess the verb issue was with (Spoiler - click to show) banishing the demon in the Himalayas. Even though it had a few more small clues, I still needed the walkthrough.
Oddly enough, the some of the most challenging puzzles for me were (Spoiler - click to show) not from the main gameplay, but the endgame. For example, I did not put together the solution of dragging the cross while wearing the white robe and crown to scare off the man in the Scandinavian simulation room. Regardless, I thought that the endgame was a clever way of tying everything together (and the game keeps you guessing about whether the endgame is part of the simulation).
Story
Arborea does make some commentary about real-world issues. The locations for Serengeti, Indonesia, and the Amazon all have subtle mention of current environmental concerns. The time period for these areas is set in more modern times. We see deforestation, poaching, and the production of palm oil for consumer goods (Spoiler - click to show) such as beauty products. Obviously, these issues are far more complex in real life, but the game focuses on identifying key ideas to convey a general message of how we use trees and the ecosystems connected to them.
My ongoing question about this game has to do with “Program Arborea.” I borrowed the title of my review from the first line in the game where the computerized voice activates the simulation. The sci-fi aspect of the game stood out to me since the gameplay is essentially an advanced VR adventure. At the end of the game (Spoiler - click to show) when the Program finally ends, and a door opens so the protagonist can leave, while the voice in the background says, “Please take time to re-orient yourself and observe all normal safety precautions when exiting the building.” A museum. A museum on natural history. That is my guess.
But maybe you are not meant to look too closely.
Characters
The characters are engaging and interesting (even likable for some) but also highly generalized to match their setting. I think it steers clears of stereotyping, although that is a fine, fine line to walk. That said, it is quite possible that I either overlooked or were not aware of certain important/contextual details. I would love for players to share their take on it. Character interactions do not have much depth since each character generally has their “scene” in a puzzle, but there are meaningful moments.
Actually, this (Spoiler - click to show) can be a bit awkward when you meet these characters again in the endgame where you discover that they were merely actors participating in the simulation. Unexpected but creative approach to character design.
Final thoughts
Arborea is a long but thoughtfully constructive game. Reading this review may give the impression that the game is all about climbing trees and analyzing environmental issues, but that is not entirely accurate. Yes, those things are certainly included (especially the tree part), but the gameplay also has a broader scope in content that may appeal to you more than you would think. It is a long game, I know, but give it a shot and then decide. I was surprised at how much I enjoyed it.
(Arborea strongly reminds me of The Symbolic Engine. It is a one-room game entered in an IF Art Show and involves messing around with a machine that looks at the history of humans and their relationship with the planet. It also casts an eye on what that history could be in the future. The machine uses different voices and icons to tell the story. The gameplay experience is considerably different, but the themes are spot on. Like Arborea, it has a mix of sci-fi and historical elements. Unlike Arborea, it will only take up a sliver of your time.)
Admiration Point takes place several decades into the future. You play as Maria, a 3D artist at the Digital Culture Museum where she designs virtual exhibits. But lately, her attention keeps wandering to her coworker, Sean. Romance is unlikely.
Gameplay
The interactivity usually consists of deciding whether to explore Maria’s attraction to Sean, or to shift the attention towards her work and family. To use an example, (Spoiler - click to show) in one scene you choose whether to read Sean’s book, search for Sean on the internet, or read a novel having nothing to do with Sean. Other times, choices are centered around character dialog.
Gameplay choices generally do not affect the overall track of the game. The most influential choice occurs about a quarter into the game where the player decides on how Maria should approach her feelings about Sean. Maria can choose to wreck her feelings, ignore them, or use them to fuel her own work. Your choice is then listed at the side of the screen for the rest of the game. This choice does not change the gameplay path but features text changes that are varied enough to make each playthrough a unique experience for replays.
Admiration Point is not a stat intensive game, but there are a few. Stats are meant to give the player a general idea of Maria’s feelings and standing with Sean. Cleverly, they are indicated with icons rather than numbers. (Spoiler - click to show) Maria’s obsession with Sean is represented by a looping scribble that becomes denser as her interest grows. I think that explains itself clear enough. Sean’s attitude towards Maria is shown with weather icons that begins with a neutral cloud before slowly transitioning into a shining sun. There are no rainy clouds or thunderstorms. It is just meant to be an estimate of your progress of getting to know Sean since opportunities can become available.
Story
Immediate story
The story revolves around Maria’s infatuation with Sean. He is the new guy in another department at the museum, but his work often overlaps with Maria’s work. Like Maria, he is married, though considerably older than her. As I mentioned earlier, the player’s choices do not branch the gameplay. Instead, it determines how Maria approaches her romantic feelings. Sometimes this will take you in an unexpected direction.
Have you ever played a Twine game where you click on a link that surprises you with a message instead of carrying through with the command? You probably have. Sometimes games use them to make the player think that a character is about to do something major, only to say, “yeah, not happening.” Sometimes you can sense it in advance. In this game, there were cases where I thought, “surely, the game would not allow me to actually do that,” only to click on the link and realize that, no, Maria really is going for it. I think that this allows the player to share the awkwardness with Maria rather than just feeling awkward at her situation, although the awkwardness can range anywhere from cringy to Going Too Far. Some were pretty painful to try. (Spoiler - click to show) Ending 2 was sad.
Overarching story
I am not sure whether Admiration Point takes place in the late 21st century or early 22nd century, but my guess is the former. When it comes to games that aim towards the near future, I always like to see authors’ interpretations what happens.
Apparently, (Spoiler - click to show) things seemed to go downhill during the 2040s where algorithms in social media allowed corporations to weasel their way into leadership positions and other societal pillars that changed everyday life. Names of states and countries were even changed to corporate brands. It is a familiar trope, perhaps not the most novel. But the game has nice worldbuilding by introducing these concepts through character conversations or Maria’s reading material. It makes explanations more integrated in the game rather that pulling the player aside for a crash course on the history before releasing them back into the gameplay.
Also, futuristic technology (or at least advanced versions of preexisting technologies we have today) is subtly placed throughout the game. For example, we hear mention of synthetic meats called Near-Meat. I am not sure if Near-Meat is a brand-based product. It seems like games that speculate on the nature of consumer meat products in the future tend to opt for flashy fictional marking such as NearMeats™ whereas this game takes a more subtle approach by lightly incorporating it into the writing. No? Maybe it is just me. Regardless, there are small hints that provide exposition about the world Maria lives in.
Characters
The premise of Maria's character is an exciting one: A protagonist who creates 3D art for virtual exhibits at a museum on digital culture in the future. But she also brings something new to the table: She is Mormon. Aside from the author’s other works, I have never really played any interactive fiction games that look at a specific branch/group of Christianity. The only one that comes to mind is the Methodist church in Robin & Orchid. I would not say that Admiration Point is heavily based on religion, but there are scenes where it takes center stage. I cannot say that I am familiar with the subject, but the game does share some cultural insights that were interesting.
One theme that often surfaces with Maria is motherhood. In one part of the game, (Spoiler - click to show) Maria reviews an exhibit script where women share how pregnancy was not a positive experience for them. One woman in the script notes that being overjoyed about expecting a child does not mean you are thrilled with being pregnant. For Maria, these hit close to home since she deals with indecisiveness about whether to have a second child. While there is plenty of existing media that cultivates the image of upbeat motherhood and "perfect" pregnancy, media can also be an avenue for women to share experiences, such as blogging. In Maria’s case, hearing someone who can relate to her struggles was a powerful moment. That seemed to be the main idea the author was going for in this scene.
Visuals
The game has a polished minimalist look. Green links, white background, and grey text organized into neat paragraphs at the left side of the screen. And to the left of that is a grey panel with rounded borders. This panel is mostly blank until the stats are introduced which have fun icons which I discussed earlier in this review.
Sometimes the game uses different fonts for newspapers or other content which added nice stylization. Occasionally there are text boxes used to simulate a text chat screen. It uses basic shapes and colours to imply the idea without needing to be elaborate.
Final thoughts
This was one of the earlier entries that I played. I liked the design and candid nature of the story. A highlight of the game for me was the author’s interpretation of the future and the corresponding worldbuilding, but I also enjoyed the character development.
If you asked me to pick one genre to summarize this game, I would not choose romance, religion, or science fiction, but slice of life. Romance, religion, and science fiction would fit under this umbrella and describe the complex character that is Maria. Admiration Point is short game with a compressed story, and worth more than one playthrough. Even if you decide that you do not like it, there still may be something in it for you.
You wake up in an alleyway to find that someone took the liberty of performing unauthorized brain surgery on you. All you have is a key and a note explaining that you have a stash of neurotoxins in your head, ready to kill you within a few hours. To get the antidote, you must obtain $50,000 and bring it to the alley. Your memory is faulty. You could have sworn that you read about this somewhere…
Gameplay
The player is on a time crunch to fulfill the requirements of the note. There are multiple solutions to your predicament, not all of them require that you cave into the demands of the note. But decide quickly because you have a limited time before you die from the timebomb of poison in your head. There is no counter clicking away at the bottom of the screen to indicate what time you have left. You have to eyeball it. But there are little indicators, such as the colour of the sky, that serve as markers in the gameplay. Semi-short, yet reasonable in length. There are (Spoiler - click to show) four endings, three of which involve not being killed by the neurotoxin.
The gameplay takes place in a town setting near a seaside and rural countryside. This setting is fairly dynamic. For example, (Spoiler - click to show) the pawn shop is not open right away. If you want to pawn something, come back later. That was a nice touch. The game allows you to move freely throughout the environment, but not quite interact with it at the same level of detail. Inventory items are added automatically, and some character interactions occur on the player’s behalf. While it reduces the puzzle value, the upside is that it is easier to make progress. One of the strong points in this game is how the inventory page neatly lists your inventory items and the things you have learned while exploring or speaking with characters. This was a helpful tool in identifying objectives.
Regardless of the interactivity, the writing is humorous, and the premise of racing against the clock to reverse some bizarre surgical procedure provides decent suspense. But the main attraction in this game is the catchphrase of “You feel like you’ve read this in a book.”
Suddenly, an army of rabbits scatter to and fro. Furious flashes of hazel and pale gray silver fur blink quickly as timid rabbits dart around the grass away from you.
You feel like you've read this in a book.
Just when you think the rabbits are done fleeing, one of them lunges out of the hole and bites your hand before joining his comrades amidst the tall grasses.
(To illustrate, "bites your hand" was appropriately shown in red.)
Throughout the game, the PC notes that something reminds them of a piece of literature. But do they remind you of anything? It just may. And if not, at the end of the game is a list of every work referenced in the gameplay. Some were obvious. With others, I only picked up on the reference after I saw the list. That way, I could go back to the gameplay and say to myself, “Now, I get it!”
Story
The story was not as fleshed out as I expected. I would not say that the game is incomplete or has missing story points, but there is no overarching story that really ties everything together. Is the whole point simply that the protagonist likes to read and happens to make associations about everything they see, or is there some other underlying element as to why the associations are being made?
I can understand why the author may be hesitant to go down the rabbit hole (hey, a reference!) in terms of story since not every work hinted in this game is fiction, though most are. And by rabbit hole, I mean having the components from the referenced literature works appear in the story in a more concrete way. Instead, references are subtly mentioned in the text. That is not necessarily a criticism since subtle can perform wonders in conveying an idea. Perhaps the intent was to keep things grounded in reality. Still, I was waiting for a more fantastical, if you will, layer to be revealed.
There are bits of fantasy here and there, such as the (Spoiler - click to show) ritual in the forest, but not enough to be cohesive through the story. To be clear, I am not saying that this game needs to be a fantasy* piece to be successful. However, the game does feature some supernatural/fantasy-like moments that currently do not click with everything else. I love the idea of combining elements of the “normal world” with a fantasy world, which requires a balance. As for You Feel Like You’ve Read this in a Book, the logic is there, but it does not quite capture that spark.
*(I also wonder if I made a snap judgement about a fantasy theme based on the cover art, which would be an issue on my part, not the author’s fault).
The most concrete story background that we get is with the (Spoiler - click to show) surgeon solution route. When you talk to the surgeon about removing the neurotoxin, we learn that the protagonist has a gambling habit that left them in debt, and the person that they owe the money decided to take an unconventional approach to getting paid. This is probably the "best" ending since the neurotoxin problem is resolved without having to come up with $50,000. Then again, the emergency surgery did impact your brain's memory capabilities, and your debt is still unresolved. Maybe not. The protagonist seems to have a knack for not thinking things through. Nonetheless, it was a satisfying win.
Visuals
The game uses a generic black screen with white text interspaced with creative text effects. For example, the word “fog” by the water is glowing like a lighthouse surrounded by fog. Or in other cases movement is used, such as the word “ringing” moving up and down like an object vibrating from sound. Not only does this make the scene more descriptive it also draws the player’s attention to keywords that hint towards literary references. Also, a specific type of yellow text is used for inventory items in your environment, as well as key bits of information in a scene. This was quite helpful.
One design issue that kept glaring at me was how the inventory page has no return link. Instead, you use the small arrow at the side of the screen, but those arrows are the equivalent of an “undo” rather than a “back” to the previous screen. Am I a stickler? You may be nodding your head, but it felt the same as a broken link (and there is a broken link where (Spoiler - click to show) the only thing that appears on the screen is “You are bleeding,” without any link other than the small arrow). Other than that, the game is polished and neatly formatted.
Final thoughts
You Feel Like You’ve Read this in a Book is a quilt of several excellent concepts tied together with not-quite-as excellent strings (I am not making a reference here). There is the drama of the protagonist’s situation, the mystery behind the note, and multiple endings to try. The setting even has a slight Cannery Vale/Anchorhead vibe at times. But there is a gap somewhere that keeps it from going to the next level. If these core ideas were developed, it would be a formidable piece. Regardless, it is still quite a fun and memorable game. If you are working your way through this year’s IFComp games, make sure you give this one a try.
In Witchfinders, you learn what it means to be an empathetic witch at the wrong place at the wrong time in history. Or any type of witch. The game takes place during a slightly altered Middle Ages, one of the more gnarlier segments of human history where, to use an understatement, being a witch was often frowned upon. Even looking like a witch or acting accordingly to social stereotypes about what it means to be a witch could be enough to set people off. Things would only go from bad to worse.
Gameplay
The game lets you wander around town with a handful of stores, streets, and scenery. The goal is to provide services to help people. Witch protagonists often conjure up ideas of blatantly wielding magic, but this is not a game where you cast spells. Nor is it a fantasy game. The only fragment of magic is (Spoiler - click to show) when you flee on your broomstick if you are driven out of the village, and even then, it is barely implied. The game seems to go for a more realistic approach when portraying a witch inspired from and actual point in history.
There is a creative score system that ties in nicely with the game’s theme. It is called your Witch Score and indicates the villagers’ suspicion towards you. This is a game where it is extremely bad to have a high score unless you want to satisfy your morbid curiosity and see what happens when you overshoot people’s tolerance. This was clever since you can observe how suspicion sparks and grows based on different choices.
Some of the gameplay objectives are rather murky. The main goal is to heal the boy in the house, but there is another quest where you help investigate a mystery behind ailing cattle. You (Spoiler - click to show) first talk to Alexina in the candle store to begin this quest and then find out more information by talking to the butcher. It is frustrating how you cannot talk to Alexina more than once to have a recap on the cattle issue or to share findings. The only other interaction is (Spoiler - click to show) when you give her the bone powder.
I also do not understand why sometimes the game ends once you heal the boy without being allowed to pursue other objectives. I am not sure why. Another thing that stood out was how your notes are hardly updated. Tasks that you already completed are still listed there. It would be nice if the notes could be more reliable as guide to point the player in the right direction.
Story
Throughout the game the protagonist is often regarded with some suspicion, but it is not the same "Burn the witch! After her!" narrative that is often portrayed in this subject. Even when you (Spoiler - click to show) max out your Witch Score and anger the villagers, the game keeps things from going explicit. The protagonist merely makes a quick exit and leaves the village. If you are worried about playing a game that draws from the rather grim subject of witches being slaughtered for witchcraft you should know that this is not a graphic game. There are some implications here and there of witches being taken or killed, but the author knows how to tone things down without sacrificing the solemn quality of the story.
I like how the author strived to consult historical information when designing this game. You can learn more about this in the author's notes in the game. In these notes they make it clear that the dates have been changed since the Middle Ages occurred quite a while before the 1800s. Bits of worldbuilding are also incorporated to build the story. I thought the bulletin board added atmosphere and context on the time period’s language and societal norms. Even if the goal was not to recreate a pristine replica of the Middle Ages, it seems like the author has done their homework.
Visuals
When I first played this game, it had the most horrible font choice. The words were difficult to read because the letters were in bold and squashed together with a narrow font. Plus, it hurt my eyes. I know whining about font may sound like a small detail, but illegibility can make or break a game. So, I stopped playing. Later I came back to it and thankfully saw that everything had been changed to a crystal-clear font. It really did make a difference.
Everything now is neatly designed. Black background, white text, and colour coded links. There are lines at the top and bottom of the page that also organize the layout. Together, they create a polished look.
Final thoughts
This is a clever game to offers some engaging ideas. It did not knock my socks off, but I did enjoy it. The game has a close eye for detail and yet it was difficult to feel a deep connection with the story and characters. I certainly recommend this game because it is well done, but you may not feel inspired to replay it.
The Tin Mug is a short game about working together to pull off a celebration. The protagonist is Tin Mug, and today is its birthday.
The gameplay is broken into chapters and usually focuses on dialog or other basic character interactions. There are never more than two options for every decision which keeps it from overwhelming younger audiences that have little experience with interactive fiction.
The setting in The Tin Mug is a house of what seems to be a modest but reasonably well-off middle-class family. The family has a cook who is also a main NPC since she spends a lot of time in the kitchen and using the items inside it. I would not describe this as a puzzle game but there are areas where gameplay choices directly influence the immediate situation. I could, however, only find one ending. I am not sure if there are more, but if that is the case the one ending is a fitting conclusion.
Teamwork is a prominent theme in this game. As physical objects the non-human characters are used to being manhandled by humans but being manhandled by rebellious children who have not yet mastered proper etiquette is a whole new struggle. Turns out, the household is having a dinner get together that feature two children, one who has a knack for overworking the cutlery. Tin Mug and the NPCs work together to minimize contact with rowdy children. This poses a challenge when you have to, you know, act like a nondescript salad fork. But teamwork carries everyone through.
The characters are basic in design but still lively and interesting. I think that the authors did an effective job in giving endearing personalities to otherwise ordinary objects. There is also a touch of magic involved that explains a bit on the animated nature of Tin Mug and the non-human NPCs. This whimsy may appeal to children interested in a light touch of fantasy.
The Tin Mug is made with Strand, a parser/choice-based hybrid that seems to be relatively new in the IF landscape. In this game, it is almost exclusively choice-based which makes it straightforward and user friendly. Kids and first timers of interactive fiction do not have to worry about learning the rules of parser to enjoy this game. I also like how its appearance is customizable to make it easier to use.
I remember playing the author's other game, Roger's Day Off, which is also made with Strand. It had the coolest 3D (if that is the right term) graphics of its characters and settings. I especially liked the sci-fi ones. The artwork in The Tin Mug is much simpler. Instead, they are flat drawings. While they are not as sophisticated, they work well for a children's piece since they conjure up the feel of reading a children’s picture book. It is probably more appropriate for this of game.
In conclusion, The Tin Mug would be a fun game for young children, perhaps third grade in elementary school (that may mean something different depending on where you are) or lower. Seven years old or younger, let's put it that way. The action is comical, the characters are upbeat, and the story is creative but not too complex so that it is easy to follow. I may not play this game again, but I did enjoy it. If anyone were to ask for a children’s game this would be one of my first recommendations.
In A Long Way to the Nearest Star, you play as a criminal on the run after an almost unsuccessful heist. You escaped with the goods but damaged your spacecraft along the way, forcing you to find a place to hide and make repairs. Luckily, you stumble across a seemingly abandoned research vessel that may solve your predicament.
Gameplay
After a brief intro, the gameplay begins in the landing bay of the mysterious ship where you discover that you are not alone. Your presence caught the attention of the ship’s AI, Solis, who communicates through terminal screens placed throughout the ship. Solis is eager to help but clearly guarded about the circumstances surrounding its own ship. The player is reliant on Solis to help them navigate the ship but is also compelled to find ways to sneak around the system.
The story and characters are worth about three stars, but the overall game gets four because of its puzzles and how those puzzles are implemented in a choice-based format. This is a puzzle-intensive Twine game with free range of movement. You have access to a fairly large ship, and the game lets you wander through it almost like you would if it were a parser game. This approach may appeal to some players. Some of the gameplay mechanics are quite clever. I especially liked how the game allows you to program the janitor bot to go to a location and then automatically follow it. Useful for puzzles while reducing travel time.
There is a lot of in-game guidance. In your inventory is a notes section giving you an overview of what you have learned, and if you take a break in your own ship the game gives you some suggestions of what to do. The author also has hints cleverly formatted into a Twine piece included separately with the game. All of this was nicely done, and I felt it was worth a mention.
The author gets some bonus points for worldbuilding. The terminal in the research lab allows you to look up planets in a digital encyclopedia. When the game ends, you are presented with the statistics of your playthrough which includes how many planets you researched. That alone was enough for me to replay the game just to comb through to find any planet names that I could punch into the encyclopedia. In case you are interested, I found 11 planet names.
Story
The story retains a suspenseful and intriguing quality. The gist (I do not consider this part to be a spoiler since we know this at the start of the gameplay) is that there was a collision with the ship that caused toxic gas to enter the ship, killing everyone onboard. We learn this from Solis, (Spoiler - click to show) but the player knows right away that Solis is not being entirely truthful. It is not a matter of discovering whether Solis is hiding something. It is a matter of finding what it is hiding. Entering the medical bay was kind of chilling. On top of that, it has six endings which encourage replays.
At the end of the game there is this abrupt plot twist that it failed to pull off. This sudden twist, mega spoilers by the way, occurs (Spoiler - click to show) when you learn that Berthold was behind it all. It turns out Solis did not kill Trill, but Berthold did and made Solis think otherwise. That part had some decent backing. But then there is ambiguous explanation on the other ways Berthold potentially interfered, followed by an avalanche of speculation of why he attempted sabotage. You show Solis the captain’s real data pad, and the game rushes to explain everything in one swoop. Yet, it does not even clarify everything. The game says, yeah, Solis gassed the crew, but it also did not gas the crew. Any uncertainties are blamed on glitches. It seemed flimsy in comparison to the rest of the story which had been carefully constructed.
Characters
The player can choose the protagonist’s (fake) name and their brief cover story, but otherwise the game is hesitant to give out details about the protagonist since they are on the run. You can still get to know the PC in subtle ways, such as reprogramming the food options in food synthesizer and eat them. This gives you a look into the protagonist’s previous experiences. Some are quite interesting.
I did not particularly care about the characters which surprised me (This game is almost NPC-less. By "characters" I mean Solis, the protagonist, and the janitor bot. Okay, the janitor bot was nice). If anything, I was more interested in the crew (Spoiler - click to show) which is a shame since they are dead. We only get to know them through video recordings and see their corpses in the medical bay. They seemed to be a unique blend of species and cultures.
AI characters can be a lot of fun regardless of if they are villainous or friendly. I like it when such characters engage with the player, and Solis does just that. But for some reason, Solis did not have much of an impact on me. I find it hard to pinpoint why.
Despite the (Spoiler - click to show) ominous feeling we get from the “account” of what happened to the crew, Solis does seem genuinely interested about the player. The early gameplay has some cliché “gee, hello there, organic life form,” banter that stretches on a bit. Other times the exchange is more meaningful. I like how discussions tend to incorporate mentions of planets or civilizations that give you a broader sense of the story’s world.
Still, the character lacked in dimension. Remember how I said the game gives you a statistical report of your playthrough? It includes Solis' attitude towards the player which I thought was interesting because it made me reevaluate some of my choices to see how they influenced interactions.
Visuals
Generally, the game uses a black screen and links clearly indicated with light grey rounded boxes. This basic look is offset by some stylization that adds some flair.
For Solis’ dialog, visuals are used to create the impression of looking at a terminal screen, featuring a rounded black textbox with a thick border and green text. This was a simple but effective look. Similarly, when it comes to reading data pads the game puts the text in colour-tinted boxes with rounded corners to simulate the feel of reading off a tablet. All of this was creative and eye-catching.
Final thoughts
Overall, it is a quality game. It was not as potent as I expected, but the gameplay is solid and will likely be appreciated by players. This would be a good choice if you are someone who likes Twine games with a little more technicality because it has plenty of puzzles and freedom of movement to interact with the setting. Its IFComp submission says that its playtime is about two hours which is about accurate. Give it a shot.
If you enjoyed A Long Way to the Nearest Star, you may like Lux, another puzzle intensive sci-fi Twine game where the player heavily relies on the guidance of a mainframe AI as they navigate a nearly NCP-less setting in the aftermath of an unknown disaster. It is also an IFComp game from a few years back.
Those were the words going through my mind as I looted the storage lockers while hiding from a xenomorph monster. In this game you play as space-based scavenger camped out on planet Mercury. You need to repair and refuel your ship but cannot afford it. The plan is to wait for a scavenging opportunity. Finally, you spot a derelict ship drifting towards the sun. Perfect for looting. But just because it is derelict does not mean you will be the only living thing on there.
But first…
If you liked the planning part of Sugarlawn then this may be the game for you. It has a lot of replay value in a similar fashion. Into The Sun borrows a few structural features found in Sugarlawn. In Sugarlawn you are a contestant in a reality TV show about collecting as many antiques as you can in 30 minutes or less. When time runs out the player is presented with a list of the items they collected and their monetary value.
Into The Sun is similar in the sense that the protagonist is collecting items under a time restraint with the central goal of maximizing monetary gain. It too, evaluates the profitability of the player’s looting excursion at the end of the game. But Into The Sun is no copy of Sugarlawn. It does not take a fill-in-the-blanks approach where merely the setting and inventory items are swapped out to create a sci-fi replica. The game still distinguishes itself in both gameplay and story.
Gameplay
You begin on the derelict ship’s middle level next to the airlock that leads back to your own ship. Things are eerily silent but that soon changes. The author has maps for the game, and I highly recommend using them unless you want to visualize an array of junctions, companionways, and levels. I just opened it in a second tab to refer to as I played.
There is a time constraint. As the derelict ship drifts closer to the sun, it gets sucked in by the sun’s gravitational pull. The farther an object goes in, the more difficult it is to break out. The top of the screen lists the gravity level as it increases. If the player waits for too long, they burn up with the ship. I feel like the time limit is reasonably paced. It adds urgency without overwhelming the player.
One of the main gameplay attractions is the xenomorph alien that adds suspenseful atmosphere and logistical factors that the player must manage. The xenomorph is trying to hunt you down. There is always a sense of danger since you can hear it searching.
Starboard Shuttle Bay - Deck B
The shuttle bay is a round room with an airlock on the forward end. There's not as much smoke in this section, but there's a lot of haze. Looking through the observation window, you see a shuttle that holds four.
The airlock's been beaten on and is damaged. The only exit is port.
You hear something slithering towards the port side of the ship. Distant, but it's coming towards you.
The player has limited means of defending themselves, and it is so tempting to just “undo” whenever you run into the alien. But I appreciate how the game does not let you off the hook that easily when avoiding it. As it travels the ship it spits acid on valuable things, destroying them. If you want to nab this or that you better plan around the alien’s movements before they get *acidified. Sure, you may be able to “undo” to skip the inconvenience of fighting the alien but that will not stop it from trashing the ship. While the player may be able to use loopholes here and there, they cannot do so entirely.
All sorts of obstacles emerge for you to dodge. Oh, you want to go down this passage? Too bad. A pipe just broke and hot steam is spewing everywhere. It really makes the player think on their toes. Play the game to see for yourself.
And best of all….
NO INVENTORY LIMITS!
Don’t get me wrong, inventory limits can have a purpose. They add an extra challenge to the gameplay and promote strategizing. Still, they are frustrating, and I am a tad spoiled by games that do without. Deep down, I love it when there are no limits especially for a game where the goal is to loot anything that is either not nailed down or nailed down under lock and key. Barriers mean little for eager scavengers. This raises the question of how realistic it is for a protagonist to be able to gather endless amounts of stuff while still being able to climb ladders and similar activities that require the use of at least one hand. In this game it is no problem. The protagonist has a sci-fi equivalent of Mary Poppin’s handbag which allows them loot derelict ships with relative ease.
Story + Characters
The story is focused on the protagonist’s objective of scavenging enough to afford to repair their own ship. But there is some secondary story content about the derelict ship and its long-dead crew which is gleaned from flashcards found in the ship. When you put the flashcards in the data reader you find the ship’s old logs. So far, I only found two flashcards, an orange one and a yellow one. I do not know if there are more.
It is a bit of a cliché storyline but still intriguing. (Spoiler - click to show) The ship received a signal from an unexplored planet and the crew decided to investigate the surface. A crew member was infected by something that later killed him and infected another crew member. Something happened and suddenly there was a xenomorph onboard. That is all I know.
The only question I have is about a comment the game makes about the (Spoiler - click to show) ship’s AI. If you acquire the AI core the game says, "you get 200 dollars for the insane AI." When it says, “insane AI,” does the game mean that the AI was responsible for the disaster, perhaps for the strange signal or the creature infecting the ship? Or is it just malfunctioning?
Final thoughts
In a nutshell, Into The Sun is ultimately a replay puzzle in a spaceship setting. And a fairly unique one.
At first glance, I assumed the game would follow the familiar mold of a protagonist exploring a disabled ship as it drifts through space. Usually these involve repairing it with a “quick fix” to restore the power or warp drive or similar concept to enable escape or rescue. Instead, Into The Sun throws this to the wind. Repairs? Strip everything of value and leave. Oh, and there is an alien monster tossed into the mix. I just had a lot of fun with strategizing and exploring the setting.
Right now, it is one of my favorite entries in this year’s IFComp, although I still have quite a few remaining to play. We will see. If anyone is interested, my current high score is (Spoiler - click to show) 3,100 adjusted dollars. Someone will likely surpass that sooner or later.
*You certainly do not see that on Sugarlawn!
The onset of the zombie apocalypse begins right as you are watching TV. With the world thrown into chaos, fellow neighbors become fellow zombie survivors. A house is transformed into a survival base, and you are nominated as leader. But, in the distance there is a whole horde of zombies coming your way. You will have to prepare.
Gameplay
This is a stat/resource management game where you assign tasks to other characters. After a short intro you are given ten survivors to order about. It was intimidating at first to see all the elements that you need to manage, but the implementation becomes nicely streamlined.
In the center of the screen is a big grey chart. The first left hand chunk of the chart organizes survivors into six groups: Farmers, Guards, Builders, Researchers, Hunters, and Scavengers. You choose how many survivors are in each group and specify their task. Statistics for each group are on the right side of the chart along with additional stats such as the group's happiness levels. Seeing all that was the overwhelming part for me. Numbers, percentages, the whole thing. But this soon changed.
The left side of the screen has a column of status bars that show the completion of the tasks assigned to each group, providing a nice visual indicator of your progress. Interestingly enough, the gameplay also takes place in real time. The game conveniently lists updates in timestamped orange text below the chart to summarize the impacts of your choices. It did not take long for me to familiarize myself with everything. Then things became fun.
I like how the author adds a little touch of atmosphere. There is a section of text at the bottom of the screen that lets you “visit” each area of your base, such as a radio tower or underground tunnel. There is not much to do in them. For the most part, they are just cosmetic. But being able to lightly interact with them as you expand your hideout was a nice detail. The author seems to have a lot of creative ideas.
A challenge, perhaps?
This game has adjustable difficulty. Easy mode, normal mode, hard mode.
Hard mode is considerably trickier because it is challenging to recruit survivors. In the first two modes if you send out a party to look for them you always manage to find at least one. But in hard mode they are more likely to come back empty handed. Survivors are critical to getting things done. The more survivors assigned to a task, the faster the task is completed. What should you do? Use your current survivors to find recruits at the expense of completing immediate tasks, or devote them to immediate tasks without increasing population size? You can try both but at the end of the day, those zombies seem outpace you. It took forever to beat hard mode, but I eventually did.
Story
Approaching Horde! is not a particularly grim zombie game. Its tone maintains a light heartedness that presents the zombie apocalypse in a more comic light without sacrificing the urgency of the situation. You go from channel surfing on your couch to commanding a group of zombie survivors. At the end of the game, (Spoiler - click to show) you are presented with a journal that the PC wrote about the experience with surprisingly cheerful entries. Even the bad endings, where you get zombified, are meant to be a bit humorous. I thought that the intro was especially funny and starts the game off on a strong note.
Your spouse has ran towards you so quickly, that you're knocked to the ground and your spouse is literally on top of you!
Normally this would be a good thing, but in this case your spouse has already turned and joined the ranks of the undead.
I feel that most interactive fiction games about zombies try to add a dash of humor. In this case, I do not mean games that take play in an apocalypse setting where people are turned into zombie-like beings by a fictious pathogen designed by an author. Those games are also awesome. I highly recommend playing Alone, another IFComp game that came out in 2020 (but made with Inform, not Twine). Some argue that Alone is a zombie game, and with solid reasoning. I can see why. Agreed. But it does not quite fit with what I have in mind here.
When I say zombie games, I mean games that blatantly advertise the fact that it is a zombie story where everything in the gameplay screams, we-are-living-in-a-zombie-apocalypse apocalypse. Out of every game that I have played that fits this category they all seem to instill some underlying humor or irony rather than 110% doomsday destruction. This is not a bad thing. Just something I did not realize until I played Approaching Horde! Then again, I am only basing this off the games I have seen so far. Feel free to share recommendations.
Characters
There are hardly any specific characters. There is Phil, your former neighbor, but he only gets a small mention. But no complaints. That works just fine with this storyline and format.
This is one of those stories where every survivor possesses the skills to become a biomedical researcher or farmer at the drop of the hat. Realistic? Probably not, it is a management game where you do not need to look too closely.
Visuals
I already gave an overview of some of the visuals, so here is a deeper analysis. The design is not flashy, but simple and functional. Basic colours are used for drop-down menus, numbers, and other details while the status bars have some bright colours that change as they increase or decrease. All of this is set against a black background. Basic but attractive. Most importantly though, above all else, the text is large and easy to read.
Fancy effects are fun and encouraged, but detailed management games that go wild with visual effects can make it difficult to read and, you know, manage the content. This game keeps it easy to look at, and simple to use. There are some spelling errors that were noticeable but ultimately it has a polished and clear-cut look.
Final thoughts
This game has already roped me into playing about a dozen times. The gameplay is moderate in length, and it is fun to experiment. You may like this game if you are into zombies or resource management, or both. I suggest giving it a test run in easy mode to get acquainted to the gameplay mechanics, but there is a good chance that you will be reaching to play it again, perhaps in other modes. And if you feel otherwise, that is fine. It is just worth a try.
You are Bubble Gumshoe, a private eye tasked in solving the murder of Gum E. Bear in Sugar City.
Gameplay
The game begins at the crime scene. Gum E. Bear's corpse is in the alley. Officer Donut is nearby. From here, the city is at your disposal.
While the game has a smaller map than I expected it contains engaging scenery. This would be a good choice if you want a mystery game without tons of rooms. Much of the gameplay is geared towards talking to other characters but some snooping is encouraged. The game utilizes the smell and taste command for specific objects which not only assists in your investigation but pairs nicely with the fact that everything is made of candy. And in case you get stuck there are pointers at the top of the screen.
The humor in the gameplay comes from the candy-themed interpretation of a modern-day world. Experience the grunge and exotic nightlife of Sugar City. Adult bookstore? Not what you think. (Spoiler - click to show)
>x books
You weren't aware that toffee could bend that way.
Jawbreaker projects a gob of syrup into a nearby spittoon.
Despite the bizarreness of a candy constructed world, the game takes Bear’s death quite seriously. In clinical detail it provides a forensic overview of the crime scene:
Gum E Bear lies face-up on the floor, a gelatinous crater in his chest. A faint trickle of his liquid centre flows from it, pooling on the ground. A scattering of gummy chunks lie nearby, projected from the exit wound.
The fact that the victim is made of candy adds a comic effect to an otherwise gruesome scene. It is a new take on a murder mystery and draws the player in.
Story
Without a doubt the story is a creative premise. I was into the story and characters right from the beginning. Imagine taking your Halloween candy and transforming them into anthropomorphized characters. It was fun to visualize. But things did not turn out like I expected. Not necessarily the content of the plot but its structure.
At one point I desperately needed hints beyond the in-game pointers which I could not find. The game uses the “Accuse” command to make the accusation and end the game. Eventually, I decided to use it randomly to see if I could stumble across the winning ending or at least bits of information to point me in the right direction. And I did. (Spoiler - click to show) I regretted it, actually.
The following has extreme spoilers. I want to discuss the outcome of the mystery because I feel strongly about it, but it will ruin the game for you if you do. Please play the game first.
(Spoiler - click to show)
Unfortunately, I learned that most of the gameplay is irrelevant to solving the case. It made me wonder if I did in fact exhaust every puzzle. Perhaps there would be no more hints to give even if they were available. This saddened me because it meant that most of the content that I thought of as important turned out to be more or less a red herring.
This is a detective murder mystery story. The start of the game tantalizes the player by saying, “Explore the area, gather evidence, conduct interviews, and ACCUSE the culprit once you've determined...” which sets the stage for some investigative gameplay. But it turns out that the investigative theme is quite shallow.
I am giving you one more spoiler warning. Turn back if you have not tried attempted to play the game.
(Spoiler - click to show)
What frustrated me was the flimsiness of the evidence used to nail the murderer, Officer Donut. Gum E. Bear was shot by a handgun which can be found in the dumpster. Apparently, Officer Donut is the murderer because he has fingers to pull the trigger of a gun while everyone else lacks the necessary digits to do the same. Sure, Candy Kane, Jawbreaker, Don Toblerone, and Big Hunk do not have fingers. But what about everyone else in Sugar City? We see people (candy people, I guess) everywhere. Do they all lack fingers? I thought that the game would make you work to solve the murder, to find the evidence. Instead, you do not even need to leave the alley to win the game. You just accuse him, and the game does the rest. That saddened me.
I was surprised that the handgun was the only evidence used to solve the murder. There were so many clues that I was trying to investigate. The main “puzzle” I was trying to solve was about the red liquorice candy woman in the bathroom stall. If you open the stall, you see that she is consuming sherbet, which is an addictive substance. It is also the same substance found on Bear’s face. The subject of addictive substances is present throughout Sugar City. A theme for the story, maybe?
Big Hunk, the club bouncer, says, “’The streets are swimming in nose sweetener. Twenty bucks there's someone doing it in the toilets right now. I'd stop it if I could but I've got my hands full out here.’" I thought there was a potential puzzle here. If I managed to get the patrons to leave, Big Hunk could investigate. Perhaps then, and this is where I started to speculate, the player could share their findings about the broken bathroom sink.
The sink has remnants of a strawberry flavored (remember when I said this game uses the taste and smell verbs? yuck) liquid that is present in Bear’s body. Sure, that would just confirm that Bear did in fact trash the bathroom which we knew from Candy Kane. But then maybe that would lead the game in a new direction. I was excited about the possibilities although I probably got ahead of myself.
I am going to wrap up this spoiler-intensive ramble with some questions. I did enjoy this game and will be eager to give it another go if it turns out that I missed things. And I hope I did. If anyone has answers, I would love to hear them.
1: Is there any goal that you have when you talk to Don Toblerone? If yes, is it conversation related or is it solely for acquiring a pack of candy cigarettes?
2: Is there a use for the candy cigarettes?
3: Is it possible to unlock the door/gain access to the VIP lounge?
4: Is it possible to acquire a quarter to buy a newspaper from the newspaper box?
5: Is there any content involving the taffy factory?
6: Or are all these red herrings?
Characters
I did not realize this at first, but Bubble Gumshoe is a female character. We do not have much in terms of backstory, but I loved the character description that says, “You're a street-smart broad with a hard sugar shell but a soft centre.”
The characters, both main NPCs and background characters, are cleverly named with humorous personas. The only downside is that character dialog is limited. Often you are unable to ask a broad range of questions about the murder. Or even their own work or themselves. But they are still fun and interesting to interact with.
Final thoughts
As I started to play the game the experience was going at a solid four stars, but this slid as the (Spoiler - click to show) weak implementation of the player’s investigative choices began to emerge. This did not just affect the gameplay’s depth, but it also dragged the story down. Made it less dynamic. But the humor and creative premise makes it worth a try. In fact, the humor still makes me laugh. And with a protagonist named Bubble Gumshoe, well, you have got to play it.
Please excuse this analogy, but I say this earnestly: Playing this game conjures the idea of planning elaborate, decorative cookies. Stay with me. You have the frosting, and sprinkles, and whatnot planned but you run out of time and only complete the basics without the extras making it into the final product. I am not suggesting that the roughness in the game was because the author ran out of time. Instead, it merely seemed like a well thought out piece that lacked the finish that would have made it a fantastic piece. But kudos for a fun game, nonetheless.
Hanging by threads kicks off with an exciting and clever intro. You and a group of people are traveling to the city of Oban when the tour guide decides to throw a wrench into the game plan: Only one person gets to enter. The decision is made by drawing sticks. This builds the suspense of winning an exclusive and coveted access to the innards of a mysterious realm. Atmosphere has a faint, faint similarity with Willy Wonka & the Chocolate Factory, minus the candy and the kids. Instead, it is a city suspended over a chasm held together by spider webs.
Gameplay
Once you win the sticks drawing (which is a no-brainer) you make an important choice. Do you take a lantern, knife, or binoculars into the city? Each item opens unique content in the gameplay. This also encourages replays to try each item. If you want my take on it, (Spoiler - click to show) the lantern’s content was the most innovative while the knife’s content provides more exposition on the story. Binocular’s content was interesting too but with less pizazz.
After the intro you can explore the business level or the lower level to see some of the locals. Here, the gameplay is descriptive. Life is a tangle of catwalks and ladders. All you have to do is explore.
Story
The overarching story is intriguing. Turns out that Oban is (Spoiler - click to show) slowly falling apart. There is some secrecy about this. You hear quiet conversations in the game room and bar where people discuss an unnamed decision they need to make. An evacuation, maybe? I cannot say for sure.
There is a major weak point that drags everything down. Sudden and abrupt endings. You are puttering around doing this or that when the game ends with (Spoiler - click to show) (see below):
My surroundings seem strange, as if everything is moving and I can't stand, so I sit where I am. There's no doubt now. I don't have time to watch what the others are doing, and being honest I don't care, they should be ready for it, and I shouldn't be living this situation.
____________________________________
End
??? What does it mean by “others” and what did the player do to cause this ending?
The game is fickle. In one playthrough you may step foot somewhere and be fine. In another, you get this message. Experimenting is tricky because you never know when the game will cut you off. Perhaps there is a pattern that I am missing. But after playing and replaying the game, I still ran into the same issue.
Because of this, I have not reached a winning end. Or any end at all besides the one mentioned here.
Characters
I felt like I did not see enough to really experience the other characters. You do get a sense of people’s livelihoods which was interesting. Instead of (Spoiler - click to show) fishing for fish in a body of water people “fish” for birds inside the chasm beneath the city. Surprisingly, we also learn that (Spoiler - click to show) some people are not too concerned about the city falling apart. They just see it as the natural way of things. But when I had the chance to talk one-on-one with another character the game would come in with the abrupt ending.
The protagonist's background is also unexplored. The gameplay is in first person. We know that the PC is male and uses a cane to walk even though he is relatively young. But that does not stop him from braving the floating walkways. He seems ambitious and I would have liked to know more.
Visuals
The game uses a beige background with black text and a black line at the bottom of the screen. It is a simple design, but the game sometimes surprises the player with extra effects.
The most prominent effect occurs when (Spoiler - click to show) visiting the bar by the catwalk with the lantern. The screen and text are black to hide the words from view, but the player’s mouse is surrounded by a halo of “light” represented by rings that conjure up the appearance of a flashlight illuminating a wall quite convincingly. When you scroll over the words they appear. It closely follows the effect found in another Twine game called my father’s long, long legs where (brief spoiler for that game) (Spoiler - click to show) the protagonist uses a flashlight to search underground tunnels. The only difference is that in this game the light is white instead of *yellow. Either way, this is great application of effects to tell a story.
*Correction: I remembered wrong. They are both white.
There are other effects thrown in there, but I will leave those for you to find. The only criticism I have for design is that there are some noticeable spelling errors.
Final thoughts
It has a lot of great things going for it. Compelling beginning, whimsical setting, and the freedom to simply wander. Unfortunately, there are snags that cut the game short. Just as things get going the game decides to jump out and say, "surprise! The end." If this were fixed, I would give this a higher score, without question.
I do think the surreal city setting makes it a game worth playing for a few playthroughs. But playing one that trips you up with random and contextless endings without providing the ability to save weakens the experience.