The premise of the story is that you have been abducted from your house by an alien species who call themselves the Inuop. They put you in a room with instructions to solve the puzzles within. If you solve it correctly, they will not invade Earth. If not, you are sucked into the vacuum of space. Currently I have not completed every puzzle in the game to see this outcome.
There is nothing in the game that flat-out says, “you have been abducted by a UFO,” but the introduction depicts a PC minding their own business in their living room when they are suddenly transported onto an alien vessel. That seems close to the abducted-by-an-UFO trope. I do not know if we ever get to meet the aliens directly in the gameplay. Hopefully they will keep their word about not invading Earth.
Based on what played I have played so far it appears to be a one room escape game, although I cannot say for certain until I finish it. The gameplay begins with a timer permitting the player 11 turns before the airlock opens. This adds some momentary suspense until (Spoiler - click to show) the player finds a way to disarm the timer. After that, there are no time restraints on the gameplay. The room has mostly Earth-familiar objects such as a desk, wardrobe, and couch. Later, this is combined with more alien technology. There are in-game hints, but they cut off when you reach the gameplay with alien gadgets.
I enjoyed the puzzles. They are simple and familiar but still require the player put their puzzle-solving hat on. It is not a difficult game either, but I must admit that I am currently stuck on one puzzle that is preventing me from making any more progress. I am stuck at the part where you (Spoiler - click to show) press the buttons on the panel to reveal the glass container that contains an alien device. Trying to open or break it had no effect. The game does suffer from some light implementation issues. One obstacle was:
>open glass container
It isn't something you can open.
>break glass container
The container remains undamaged. There must be some other way to get it open.
Looks like you are supposed to open it. If only I could figure out how. Oddly enough, there is (Spoiler - click to show) an eye printed on the glass container. If you stare at the eye it appears to move. Is there a way to communicate with it? The game implements the BLINK command but so far blinking has done nothing towards solving anything. After a while I decided to stop there. If I ever finish it, I may update this review. In the meantime, I still recommend this game. I enjoyed it and it has a nice balance of refining things down to the basics without being sparse.
What is this game about? I still have a hard time with understanding the premise but let me do my best in explaining the backstory. While at a New Year’s party you had the impulse of getting a Texas Instruments calculator surgically implanted in your brain. You found some medical staff who worked for Texas Instruments and gave them drinks in exchange for the operation. You wake up in 2003 by a man and a group of children who inform you that Y2K had passed, during which robots enslaved humanity. Since technically you are a cyborg, you supposedly have a better change at overthrowing the robot overlords. I think. I would love to hear from the author or other players about whether I summarized this accurately.
This game describes itself as a "math adventure." It has math themes, not math puzzles. Do not expect something like A Beauty and Cold Austere.
Gameplay
I have always liked Texas Instruments calculators. My first graphing calculator had a screen that displayed things in (gasp) colour! There was nothing revolutionary about this. The only difference was that it was a little more expensive than a black and white one. But still, I liked that I could use colour-coded lines in my graphs. These recollections inspired me to play this game.
The setting appears to take place on a train. As the player defeats and/or interacts with robots, they meet all sorts of creative, though often confusing, character. Usually, the player is presented with two options at a time to advance the story. Each playthrough is short and the game is meant to be played multiple times.
The gameplay consists of clumsy humor. Consider this scene of trying to overthrow a robot in a train car (mild profanity warning):
(Spoiler - click to show)
You point at the calculator jutting out of your head. "I'm not a human anymore. Cyborg. So piss off."
"NEGATORY. *YOU* PISS OFF."
Which I did find humorous at times. I did smile. Maybe not the pinnacle of comedy but the sheer wackiness sometimes draws a laugh. But most of the game’s content is too disjointed to sustain its humor.
Story
Texas Instruments Theater is an entrant in ShuffleComp. Its train setting and storyline of a cyborg protagonist facing off against robot overlords adheres to some of the songs that the game is based on. There are other songs as well but were harder to pick out from the chaotic gameplay.
There are multiple endings (14 total!), which is great, but they feel abrupt without any substantial resolutions to the story. If you click on the “Options” button at the bottom of the screen you can choose to revisit different plot points which makes it easier to experience every ending. One ending (Spoiler - click to show) features a built-in ad for eBay (or least a pretend ad).
Visuals
The game’s appearance is not quite your default Twine look. It has a cream-coloured background with black text and blue links, but the top and bottom of the screen have a black band with large beige links. This provided a bit of a unique look although I had to zoom out of my browser window because the edges were cut off.
Final thoughts
The game is short enough that if you are in the mood for some bizarre story content, I would recommend this. Or if you are curious about a story based on Texas Instruments calculators. After all, that is what drew me to this game. To put it simply: Confusing but unique, with bits of humor.
This is a story-centered game about returning to an old passion after it slipped away. It follows a protagonist whose view of an ideal life is to live and work on a ship with a close crew. Though the past never guaranteed this lifestyle, a change in life circumstances may make things brighter than they were before.
This is also a ShuffleComp game. It incorporates song lyrics into the radio that the captain listens to on the ship. Not particularly novel but still works.
Gameplay
Submerge begins with the protagonist (I believe they are unnamed) seeing Mira after a long absence. Mira is the ship that was once the protagonist’s home and workplace until it sank. As they set to work with restoring the ship their mind relives flashbacks. Most of the gameplay takes place in the past.
The game has some brief moments of interactivity such as deciding on which part of the ship to examine or choosing how to respond to another character, but it does not go further than that. While none of these choices influences the outcome of the scene or the game’s overarching story, it does add some variety. Expect gameplay that focuses on story rather than player choices.
Story + Characters
The downside was that the story was hard to follow. Even after playing the game four times, I still cannot confidently summarize its key plot points. The flashbacks, though interesting, made the order of events difficult to grasp. There are two story elements that appear in the narrative. The first is about the protagonist’s personal life struggles, while the second covers their experience with their fellow crewmembers on the Mira.
Protagonist: The game does not explain the name or gender of the protagonist. My guess was that they were male, but I do not want to be too hasty in assuming that. I think the story would have been stronger with more attention to protagonist details. What we do know about their story is that they (Spoiler - click to show) lost their job and got in trouble with the law over drug possession. They were assigned to a parole officer with whom they often conflict with. Life deteriorated. Then Leslie, their significant other (spouse, perhaps?), leaves them as the eviction notices and unpaid bills accumulate. But they have already been passionate about the sea. Their best memories are of being employed on a fishing ship. But when (Spoiler - click to show) that disappeared, they feel into despair. Or at least, I think this came after their experience with Mira. Like I said, it was hard to follow.
Crew: When it came to the second story element about Mira’s crew, the game skimps on detail. The gameplay frequently mentions a handful of characters, such as Jamie or Wendy, but we are never really introduced to them. There seems to be some resentment about the ship’s captain. He was slipping in his leadership abilities due to alcoholism, leaving the crew feeling undervalued and overworked. Then (Spoiler - click to show) a storm changed everything. The ship ran into a coastline of sharp rocks. Wendy was swept overboard, and apparently drowned. Everyone else survived but had no plan of what to do next with their lives. I assume this is when the protagonist’s life spiraled down.
The ending is a bit vague but the gist of it is that (Spoiler - click to show) the protagonist runs into Alex, a former crewmember who brings up the idea of regrouping with old acquaintances to retrieve and restore the ship on their own funds. Once completed the ship could open opportunities for self-employment, or simply just provide a sense of closure. The game ends with the protagonist agreeing to this idea and looking forward to a new change in life. Ultimately, I liked aspects of the story and its core messages, but its content lacked substance. It had all the signs of an emotionally charged story but fell short.
Visuals
The game has flashbacks but not the type where the game says, "10 years ago..." Instead, flashbacks are represented by background colours. They pulse in and out in a dreamlike manner, almost like a passing thought. These colour coded backgrounds try to organize the narrative a little more. Pale blue background for the protagonist’s memories with their crewmates on the Mira, light blue green for memories about their own living situation. They fade out and return to the protagonist’s present-day reality of repairing the ship. These scenes are shown in a dark navy-blue background. Occasionally this is paired with changes in text colour. I have seen lots of colourful backgrounds in Twine games, but few experiment with fade in or transitional effects. I like the game’s use of this technique because to creates a daydream feel.
Final thoughts
Submerge is an interesting game but not a particularly memorable one. If anything, its visual effects are the most distinguishing part. Nonetheless the game presents a detailed story and is reasonable in length, about 15 minutes. For me, replaying the game was more inspired by the visual effects rather than experiencing the story. I do not think that this will be the case for all players. Though it is a confusing story it is also an emotional one with the theme of a protagonist trying to land on their own feet after a negative chapter in their life. With that, I encourage players to give this a try.
The game's visuals and subject matter has faint similarities to the Twine game Tangaroa Deep which also features a marine setting (though with completely different gameplay mechanics) and the use of backgrounds with blues and greens.
I was lured in by the cover art. It looked like a surreal, tropical island. In this game you spend the day fishing only to have your boat break down, leaving you stranded on an island. To leave you must fix your boat using materials found on the island.
The gameplay has its merits. There is a health meter which is always an exciting prospect in a game about survival, and I liked some of the scenery, such as the palm tree (I like palm trees in games that take place on an island). But if I am being realistic, implementation drags everything down. Consider:
> x boat
Hmm... it looks like there is something under the boat.
> look under boat
I don't understand your command.
Now, if I click on the link "Broken Boat" (this is Quest, mind you) to access the small menu of options for that object there is an option that says, "Look under the boat." Click on that and the game will let you look underneath, revealing a (Spoiler - click to show) hole poker. In fact, relying on the small menus was quite helpful. I learned that you need to (Spoiler - click to show) fight the bear and to poke the palm tree with the hole poker to get the sap.
Here is my advice: If you want to get anything out of this game USE THE LINKS. TAKE ADVENTAGE OF THE QUEST FORMAT AND CLICK ON THE LINK. Otherwise, you will probably quit out of guess-the-verb related frustration. Not that it eliminated every frustration.
If you try to go north while inside the cave the game says "It's locked! It looks like you need to press letters in the correct order." What is locked? Is there supposed to be a door? Are there buttons? The only thing (Spoiler - click to show) visible in the cave is the bear, and even when the bear is gone there are no doorways or barriers in the room description. Just as I was about to give up, I simply typed “none shall get out,” which was written on the bear after you defeat it. The back of the cave opened, and I was pleasantly surprised that I was able to continue playing.
Some implementation issues merely detract from the polish whereas others simply bring the gameplay to a halt. An example of the former is when the game exclaims that there are fish but when you try to examine the fish the game says there are none. Also, the description of the boat is, "Hmm... it looks like there is something under the boat," even after I (Spoiler - click to show) already retrieved the hole poker. These did not seem so bad. The roadblock I encountered was fixing my boat. (Spoiler - click to show) The back area of the cave has rocks, which seems to be the last material needed to repair the boat (I think). But when I tried to fix it with each material I would get these weird error-like messages and then the material would disappear from my inventory. Eventually I stopped there. It seemed like I was getting close to the end, but I could be wrong about that.
I like the simple puzzles and concept, but I am giving this one star because it is incredibly buggy. It has potential, it really does, but it needs testing and refinement before it can be a finished piece. If an updated version become available, I would love to play it!
Containment touches on a familiar concept, a nuclear plant on the verge of a meltdown. The game pairs this with the trope of a lone security guard who runs into a crisis that they alone can fix. This setting and premise come together to create a story of danger and suspense. You are a security guard working the night shift for the city's RPV-1 power plant. After falling asleep on the job, you are awakened by an alarm that informs you that the plant is in danger. The one technician assigned to your shift is seemingly absent. It is up to you to prevent a disaster.
To ramp up the heat the UNDO command is forbidden. Oh yes, save often.
Gameplay
A coolant line malfunctioned and the reactor is about to go critical. The main objective is to activate the failsafe device but the door to the failsafe room is not functioning. This leaves you with no option but to take the long route by navigating the lower levels of the facility to reach the control room’s back entrance.
Containment centers its gameplay around a single puzzle type of manipulating hatches, valves, and other machinery. Each level has a water reservoir stacked on top of each other, almost like an elevator, and on top of the water sections are walkways that are raised and lowered by turning valves. A reservoir must be filled to a level before it can be explored.
While this concept is straightforward the puzzles were challenging to complete. This was a game where I needed to draw my own map. It was hard to visualize my progress as more hatches and valves were, and as I made small adjustments, I often felt that I was undoing my work. Because of this I became stuck relatively early in the game and had to use the walkthrough. The idea of being the only person in an unstable facility with mysterious circumstances is a thrilling concept, but the technicality of the puzzles sometimes dulled the thrill.
This was my initial progress: (Spoiler - click to show) The first two valves encountered in the gameplay are the drain valve and backflow valve. If both valves are open you can walk across reservoir 1 but not reservoir 2, and the opposite occurs if both valves are closed. But once you make it across reservoir 2, an overflow valve is added to mix. While I could alternate between levels one and two, I could not figure out how to use all three valves raise the water level 3. That is where I resorted to a walkthrough.
There is some roughness of implementation. If you try to open the failsafe room door at the start of the game you get “A door stands defiantly in your path, refusing to open. Something is very wrong here -- your security badge should provide unrestricted access to all areas of the facility. Perhaps a closer look at the door is in order.” If you examine the door, you get the same message, and if you try “x badge” the game says, “You can’t see any such thing.” I feel that a little more attention to these details would refine the gameplay.
Story
The protagonist is gender-neutral and has no other details aside from their job at the facility. The game is not story intensive, and its premise does not need an elaborate storyline. There are five endings. To reach a (Spoiler - click to show) decent one you simply need to fix the failsafe device and leave, but you can improve the outcome if you investigate the whereabouts of the maintenance person who was supposed to share your shift.
There is an inherent build-up of suspense (nuclear plant about to go critical) during the gameplay that makes you eager for an explanation of what caused the malfunction of the failsafe device. But the ending seemed somewhat dismissive. When you are in the failsafe room (Spoiler - click to show) you realize that the door was sabotaged so that it could not be opened on the other side. Your first guess may be that the technician was behind the malfunction. That is, until you open the cabinet and find the technician’s body. This means that some unknown entity was behind the thwarted accident and death of the technician. But who (or what)?
Even with the (Spoiler - click to show) best ending we never know what agents or potential agents are responsible. The protagonist escapes, tells emergency responders about what happened, and become a local hero for preventing a catastrophe. I understand that the game focuses on gameplay mechanics rather than story, but I was expecting a little more context into what happened. The game does not feel incomplete, but it does leave the player with unanswered questions.
Setting
Now, this game has effective ambience of approaching doom. As you burrow into the innerworkings of the facility the game throws out phrases such as "A low rumble in the walls heralds the growing instability of the reactor core" which create a strong sense of urgency. But now that I think of it, is it possible for the plant to go off while you are inside? If you (Spoiler - click to show) leave without activating the failsafe, you get the ending where everyone dies within a mile-plus radius. But if you wait with the intention of running out of time to see what would happen, well, nothing happens. I think part of the thrill is to be racing against the clock. On the other hand, given the technicality of the puzzles it might be frustrating to have to start over because you ran out of time. I wonder what other players think.
Final thoughts
This game is perfect for players interested in fiddly mechanical puzzles. The gameplay has an exciting atmosphere and features multiple endings. For non-technical players you may want to consult a walkthrough halfway through the game to get past stubborn puzzles so you can experience a winning ending. Still, it was fun.
Also: The gameplay in Containment reminded me of the game Oxygen by Benjamin Sokal because it focuses on mechanical puzzles. While Oxygen does not feature a failing nuclear reactor it has another type of crisis: a mining station is running out of oxygen after an explosion, and you need to decide on how to allocate it.
It is a casual day at home. You are lounging around and suddenly find yourself in the mood for a cold drink. But when you stand to leave, a vortex opens in the living room and deposits a small creature that starts wrecking everything in sight. You flee to the kitchen which is now your sanctuary. Using resources from your surroundings, you need to find a way to defend yourself.
Gameplay
While hiding in the kitchen you have access to the fridge, counter, and cupboards that have spices and other substances for cooking. Inventory items are listed on the screen. It would have been nice if you could examine things to learn more about them rather than automatically picking them up for the sack of hoarding them in your inventory.
The player can call the protagonist's mom or Alex, an acquaintance. Neither character picks up. The only option is the hotline. Its number is written on a label in the fridge. The player calls the number to ask for help on dealing with the creature. The operator however wants to engage you in random conversation before providing help. There is a phone puzzle where the player answers questions that increase the operator’s willingness to help.
These questions range from whether you any kids or if you play chess. The objective is to respond in a way that makes the operator pleased and entertained. For each response you get right the more helpful the operator begins. The game keeps track of this by adding notes such as "The playful operator is now a little helpful." The challenging part is that a question may have multiple right answers, but the answer that is correct at the moment is difficult to determine since there seems to be not structure to the questions. I think that the game is trying to be humorous with its dialog, but it needs polish. I like the concept of strategically using conversation through trial and error to persuade an NPC, but the phone puzzle is frustrating and lukewarm.
Once the player (Spoiler - click to show) satisfies the operator’s desire for conversation, they are asked to provide three details: the creatures colour, its physique, and its behavior. Using these details, the operator explains a basic recipe for banishing the creature. You can also just (Spoiler - click to show) guess by throwing ingredients into the bowl and flinging them at the creature. When I first played, I brewed and threw a scalding mix of random ingredients and it worked. Probably chance. Still, at least it gives you a chance to test out the kitchen.
Story
There is no explanation behind the creature and the portal, nor is there any discussion about the hotline except that it was found in the fridge. I feel like this left some loose ends. Here you have a normal house setting and suddenly a creature appears out of nowhere. I do not think that this game necessarily needs a broader story, but it could have integrated things a little more. The game is solely focused on the puzzle of finding a concoction that will eradicate the creature. This some potential story about Alex but they never answer when you call their number.
Visuals
1-555-trouble has some spectacular graphics for an Ink game. The backdrop is of different areas in a house, about six total. Not grainy or awkwardly scaled ones but showroom quality. The text space is set against a white semi-transparent background with orange boxes and links. The text is light grey, and the title of the room is shown in a black rectangle that reminds me of those slender sticky notes that you use to mark a page in a book. Everything looks crisp and modern. I encourage Ink authors (or anyone, really) to give this game a look if you are looking for some visual inspiration.
Final thoughts
It is a short, interesting diversion. The game has some interesting ideas, but its presentation is lacking. The phone puzzle could have been smoothed out, for example. Then again there are some polished features. There are no bugs as far as I can tell, and its strongest point is the graphics. It may not be the best of quality, but it is a completed piece.