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Science Fiction

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Into The Sun, by Dark Star
3 of 3 people found the following review helpful:
la, la, la, I'm not here..., October 6, 2022*

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!

* This review was last edited on October 8, 2022
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Tripladin Massacre, by Melanie Rees
1 of 1 people found the following review helpful:
Three new moons ago…no, that’s not quite right, September 26, 2022

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

* This review was last edited on March 29, 2023
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Andromeda Acolytes, by Wade Clarke
4 of 4 people found the following review helpful:
A dazzling start, September 15, 2022

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

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

Continuing…..

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

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

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

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

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

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

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

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

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

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

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Star Yonza, by Betaproject
A sci-fi adventure that needs development before it can shine, September 14, 2022

Our PC is Yonza, an alien protagonist seeking out a life with purpose. Often games opt with human protagonists with diverse alien NPCs, so I like the game’s approach. It is also a game about gender and life circumstances. As Yonza you will explore these issues by interacting with a diverse range of characters.

Gameplay
The decision at the start of the game is to pick between the Rebel Alliance and the Federation. If you choose Rebel Alliance, you go home to share your decision with your family before leaving to find Rebel presence in the city so you can accept your first mission. This part involves hanging out at bars and burger joints until you find the correct password to meet with other rebels. If you choose the Federation instead, you will automatically be assigned to a mission. This too, involves investigating culinary establishments but character encounters have some variation.

The game has the player roll dice for some choices, but dice concept is only used a few times. I am not particularly a fan of games that rely on dice, but if they are going to utilize it, I feel like they should stick to it. This game abandons it early on. The game also does not say that you need dice at the start of the game so you might be left hunting for one after the game begins. Or you can skip but I still gave it a try on my first playthrough.

Eventually, the game becomes less interactive. Aside from choosing the order in which to talk to people, which does not affect anything, the gameplay consists of clicking on a single link at the bottom of the screen. There is also a lot of text on the screen that can be difficult to process. I recommend playing this game at least twice to experience its content.

Story
The game's genre on IFDB is "Educational," and its description says that its goal is to tackle queer issues in a sci-fi setting. This is an excellent goal. Science fiction opens all sorts of possibilities with alien species, locations, technologies, and political customs that act as a backdrop when exploring present day subjects. For an author, your mind can go wild while conveying important messages to players. In fact, there already are games out there that analyze crucial topics about social issues and human rights through their engaging stories. Star Yonza would be the same way if it did not suffer from unpolished implementation. The idea is still important, but it is too confusing and scattered at the moment for its idea to leave a mark on the player. I liked how the game portrays a diverse range of family structures, such as with Yonza’s family, but the rest felt murky.

There are two story points that the player investigates. The first is (Spoiler - click to show) housing displacement in the aftermath of a civil war, and the second is a lumber resource conflict. The player interviews a selection of individuals for both issues. The most cohesive part of the game is talking to NPCs about their experiences. This is where the game starts to dig in with subjects about housing and economic equality. For each case the game lists NPC responses on the screen so you can compare them until everyone has been interviewed. The gameplay then shuffles on. I found it difficult to outline the game’s story structure and plot elements, but the ending (Spoiler - click to show) is lighthearted. It is about cultivating your own family and friend support system with the people around you. It also a satisfying ending for Yonza because everything seems to click into place.

Visuals
The game sticks to a basic visual design with white screen, black text, and blue links. The text was easy to read though paragraphs are formatted awkwardly.

There are quite a few spelling and grammar errors. I am not referring to pronouns which at first, I thought they were misspellings until I realized that they are intentional. I do like how the author strives diversify beyond him/he, she/her, they/them pronouns in a sci-fi work.

Final thoughts
Star Yonza is a short game (10 minutes) that you should play more than once to get the most out of it. Even though it seems to have (Spoiler - click to show) only one ending there is variation in the gameplay that can be enjoyed. The game is rough around the edges, something that would be alleviated through testing. Regardless, its characters, including Yonza, are still vibrant and its subject matter on queerness is still significant.

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BaoBao, by Cassandra Khaw and James Persaud
1 of 1 people found the following review helpful:
An unusual yet elegant remembering of one's mother, September 12, 2022*

BaoBao follows the trope* of a protagonist digging through a computer only to find a surprise AI. Our protagonist is Aiyo. Her mother recently passed away and she now needs to sort through the contents of her computer. Along the way she uncovers an AI.

Gameplay
Gameplay consists of the player rummaging through a directory system on a computer. There are several directories, such as recipes or notes, each of which contain a file named “baobao” and a string of numbers. The other files in the directories are of no interest. The player only makes progress by exploring the baobao files, but when they do an AI intervenes. The AI prevents the player from viewing the file’s contents but instead adds new commands to the home folder that expand the story.

The game also has the option making a cup of tea before returning to the computer. This added some ambience because the protagonist is trying to stay calm, and level minded in the aftermath of her mother’s death. It adds a nice self-reflective approach. And if the player wants to pause the game itself to make some tea, that is fine too.

The game's description is "A young woman is sorting through her deceased mother’s personal computer and finds an AI in her way." If I did not know otherwise, I would not have said to myself "oh wow, I found an AI!" It is more subtle than that. They only part that screamed AI was when (Spoiler - click to show) the game says, “Aiya, don’t try to hide your face. I can see you know. This computer got webcam. Aiyo. No make-up also,” implying that it is Aiyo’s mother, or at least a digital version of her, is present. These interactions are brief and sometimes it can be confusing to keep track of when the AI is addressing the player and when the player is merely experiencing the Aiyo’s thoughts, especially since they are both shown with the same white text formatting. It does not feel like you are interacting with an NPC. While I liked the subtly, this vagueness may disengage players.

Story
Game has some interesting themes on femininity, especially from traditional conventions. Aiyo has vivid memories of her mother and philosophies of beauty. Especially vivid ones are the smell of her mother's perfume or the fancy ornate patterns on her lipstick case the surface as she searches the computer. We learn that her mother was (Spoiler - click to show) always worried about her daughter's chances of finding a decent husband, one that would love her and never have affairs since her own husband had a beautiful girlfriend on the side. That was her main priority for Aiyo. She would often say that Aiyo was not pretty enough and that she should take things like makeup seriously. From the mother's perspective, this was not meant to be mean but to ensure that her daughter found a husband who would love and respect her. From Aiyo’s perspective this was stifling, and she was frustrated over her mother's attempts to find her the perfect lipstick shade colour or pressuring her to diet to maintain a feminine size and figure. These differences in ideologies come to light as the AI reveals more about the mother’s view of her daughter. They begin to come to an understanding.

I kept thinking that baobao is a pretty cool name for an AI until I found the translation. 宝宝 (baobao) is a word from the Chinese language that means baby or treasure and can be used as a term of endearment. The application of the word can vary, but this definition was the bulk of the results I found. So, is the (Spoiler - click to show) AI Aiyo’s mother or is it just a model of her personality and interests? Did her mother intentionally create the AI or was it accidentally formed from the clutter on the computer? There is a lot to consider with intriguing implications. The game ends with (Spoiler - click to show) the AI giving the player full access to every baobao titled file on the computer so that the Aiyo can finally see the parts of her mother that were always hidden, the parts where she genuinely loved her daughter but failed to convey it in life. In death it is as if Aiyo is relearning her mother. The game wraps this up on a graceful note that I found to be memorable.

Visuals
The game keeps it simple with the visuals but uses stylization to create the appearance of a computer screen. For these segments the game has a black screen with green text and blue links. Otherwise, it sticks to white text. The creative part was that the player could choose between clinking on links to navigate the computer or type them in. This added some nice interactivity to an otherwise basic Twine format.

Final thoughts
I really enjoyed this one. It is a thoughtful sci-fi game with a contemplative approach to death and memories. The dynamics between Aiyo and her mother were especially compelling and thoughtful. Throughout their lives they always seemed to clash in values but now Aiyo gets to see the possibility that she was closer to her mother than they both realized. Plus, I liked the cover art.

*Binary by Stephen Granade comes to mind, even though it has a different tone and subject matter.

* This review was last edited on November 7, 2024
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Alco's Infinity, by drakirby
1 of 1 people found the following review helpful:
A human, a cyborg, or an AI? A casual look at different definitions, September 11, 2022

Alco’s Infinity follows Alco, a crewmember on a four-person starship that carries out assignments for the Universal Corps. This is a world where it is commonplace for people to undergo body augmentation to better perform in their jobs and daily lives, and where almost everyone has a built-in assistant AI. Alco’s AI is named Eve.

The game touches on themes about transhumanism and how people view your own expression of self. What does it mean to identify as human in a society where advanced augmentations can make one seem more machine than (hu)man? Is there a boundary between being an augmented human and a machine with a human experience? I was pleased to see that Alco’s Infinity strives to incorporate these ideas into player-character interactions. By no means is this game a comprehensive discussion of this subject. But as a short Twine game it does give the player a taste of possible perspectives.

Gameplay
Note: Technically there is nothing that says that Alco is male or female so I will just refer to them as a gender-neutral protagonist.

Before the game begins, the player is told that they will have four opportunities to influence the gameplay. Normally I like Twine games that are a little more interactive, especially ones with lots of text in each scene, but I appreciate how direct the game is by giving the player an overview of its interactivity and how they should expect it to shape the story. Even though four opportunities do not sound like much it does make it where you feel like you can follow how your choices guide your path in the game. The easiness of exploring each route also adds replay value.

For example, the first choice that you make (Spoiler - click to show) summarizes your life’s mission and determines the sightseeing activity that you do later in the game. The worldbuilding is rich and vibrant. It is the type of metropolitan spaceport that could even attract the player if such as place existed. It is an alien urban setting with noodle bars, creative alien species, museums, and an infinitely diverse range of businesses. The gameplay only devotes a sliver of time to explore these areas, but the author knows how to cultivate a diverse landscape, however brief.

An important point near the start of the game is (Spoiler - click to show) when the crew meet with two ambassadors of an alien species that requires both parties to communicate via integrated AI. Halfway through the conversation, one of the ambassador’s AI goes haywire. Alco transfers Eve to the ambassador’s system to run some diagnostics. This brief separation from Eve almost gives Alco a panic attack, but this ends when she returns (I recommend playing the scene in Alco’s hotel room where Eve speaks about this moment while Alco swims in an ocean simulation). Everything seems to go back to normal, but later the story proves otherwise.

In the final segment of gameplay, (Spoiler - click to show) the crew is tasked with investigating an alarm at an abandoned outpost. As they search the area Alco notices that Eve seems to have disappeared. Suddenly Alco and Wen stumble into a room to find an android strangling Aego. On the ground is Brav, dead. The android addresses everyone in Eve’s voice, but it turns out that Eve was never Eve in the first place. This is where the story reveals itself.

Story
When (Spoiler - click to show) Eve transferred into the ambassador’s system to repair the glitching AI, she was altered in a way that would allow her to exercise more control over herself when she returned to Alco. “Eve” explains that the name Eve, along with the female gender, were attributes programmed during manufacture. The identity of Alco’s AI was truly a genderless AI named Api. Being forced to perform as Eve was a frustrating experience for Api but they had no way of conveying that.

Now, my initial guess was that (Spoiler - click to show) Eve did not return after running the ambassador’s diagnostic and was replaced by an imposter AI named Api. This would mean that Eve was still out there waiting to return. This is false. My first reaction to this was disappointment. Previous gameplay consisted of Alco having an endearing relationship with Eve, his trusty assistant. But now I feel like this twist is more thought provoking and interesting. It does not assume that the only role of an AI in a story is to happily assist human protagonists. Nor does it go down the vengeful AI route where Api rains down on humanity, though I anticipated that when we find Brav’s corpse. Api’s intent at the outpost was to inhabit an android body to escape but accidentally triggered an alarm. Api also claims that they killed Brav out of self-defense and asks for Alco to allow them to leave and live an independent life. The last choice in the game is for the player to decide whether to accept that request. Oddly enough, each outcome is a positive one. Whichever choice you make Alco and Api seem to reach an understanding.

The game says it has (Spoiler - click to show) nine endings but that sounds like a stretch. It feels like there are three endings each of which have three small variations in the concluding text. It is the difference between "You have a long and happy life, and feel that you have assisted and loved others as much as you possibly could" and "You have a long and happy life, and feel that you have contributed as much as you could to the universe."

Characters
Alco’s crewmembers are a bit polarized. On one hand we have Brav who is strongly biased and upfront about his view that heavily augmented individuals, including his own coworker, are essentially robots instead of humans. Of all the characters he seemed to lack depth since he is solely portrayed with a stereotypical brash self-centered leadership type that makes the other characters roll their eyes when he speaks. I found the other characters to be more interesting.

Then there is Aego who has more augmented parts in their body than organic ones and is tired of being viewed as a machine with a human brain. In terms of self-expression Aego still identifies as human even if their extensive augmentations make people categorize them as otherwise. This is offset by a somewhat neutral Wu who wants everyone to get along and acts as the peaceful middle ground between Brav and Aego. The player than gets to choose which “side” they are on which influences interactions with NPCs.

The second main gameplay choice (Spoiler - click to show) is your viewpoint on whether augmentations alter what it means to “qualify” as a human being. Later the crew moves to a hotel where the player makes their third choose of deciding if they want to visit one of the crewmembers one-on-one. Your response from your (Spoiler - click to show) second choice determines the dialog that occurs in this scene. I felt that this was a basic but straightforward way of comparing different character perspectives because it encourages you to replay the game to mix and match the second and third choices to explore each NPC’s response.

Visuals
Not much to comment on here, but with Twine games I still like to provide an overview. Uses a standard black screen with white text and blue links. Everything is organized neatly on the screen without any noticeable spelling errors or awkward formatting. Keeps it simple.

Final thoughts
At the time of this review, Alco’s Infinity is the author’s only game. If this is what their first game is like I wonder what (or if at all) work would come next. They have a knack for pairing familiar concepts and ideas about technology into a fun sci-fi game with interesting characters. While I would have loved to explore the setting a little more, I was impressed with the worldbuilding. The gameplay is worth your time, and I would recommend it to anyone interested in the subject.

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Trial of the Inuop, by Jordan Jones
Simple but fun UFO-reminiscent game, September 10, 2022

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.

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Aurora, by katz
2 of 2 people found the following review helpful:
Great beginning but I want to see it finished, September 5, 2022*

You are peacefully snoozing away in cryosleep when an alarm wakes you. The ship has not reached its destination and there is an unknown emergency. Sound familiar? Yes and no. This game draws upon recognizable themes of a starship running into trouble in space and pairs it with creative gameplay mechanics. Because the game is unfinished the goal of this review is to offer feedback over its strengths and weaknesses. (This is also probably my longest review yet so hold on………!)

Gameplay
Basics
This is a multi-protagonist game. You start as Jake, the ship's physician. Once you start to wake up the crew the game uses the command “switch to [character name]” to let you play as a different character. The characters remain in one spot until you return. Other games have probably used this mechanic, but it was relatively new for me, and I enjoyed how it shaped the gameplay.

So far, the inside of the ship has about 19 rooms to explore plus locations outside of the ship accessible via spacewalk. I have been unable to get past the retinal scanners that lead to the cockpit and cargo bay. I appreciated how the game allows to you choose between nautical directions and compass directions. Yeah, yeah, I know nautical is more realistic but with IF I am always tempted to just stick with compass directions when I play. Is that lazy of me? Maybe.

Cyberspace
Part of the game takes place in cyberspace which was cool. Accessing the computer is done through VR where the user dons a set of goggles and navigates cyberspace with an avatar by touching links and opening folders. Locked folders require a key, and some contents are protected by encryption. The game says that you need a pass to decrypt the files, but I have not found one yet. I especially liked (Spoiler - click to show) the puzzle of learning how to operate the pods by accessing the instructions in Aleksey’s folder.

After a while, navigating these folders can be tedious because each time you enter cyberspace you have to unlock each file individually and ensure that you have the proper keys. While I think that the character avatars are a bit childish* (anime cats?) and detract from the gameplay’s more somber tone, I like how the contents of each crew members’ personal folders share some insight into their personality.
*Childish given the context.

Stopping points
There are two points in the game where I ran out of progress. The first is (Spoiler - click to show) with diagnosing the crew and the second is (Spoiler - click to show) the phenomena found in Wu’s spacewalk.

The issue with the (Spoiler - click to show) crew stems from the alarm that goes off at the start of the game. The alarm reveals that Aleksey died in his pod. If the player performs an autopsy on Aleksey, they find a small crystal burrowed into his head. The crystal is a nanomachine and likely responsible for his death. The gameplay does not go any further into this. Three other crewmembers have mysterious brain damage and are comatose when you open their pods. Jake keeps saying that he needs to further investigate the crew's condition by running an MRI. But is that possible? I cannot find an MRI machine anywhere in the sickbay. That was as far as I could go.

The second progress stopping point that I reached was (Spoiler - click to show) having Wu attempt a spacewalk to fix the subspace jumper. But Wu’s spacewalk is completely different than if you spacewalk as Jake or Gail. When you step out of the airlock your spacesuit disappears and you are surrounded by mist with voices in the background. There is also a creature lurking about. In the dead of space. Strange but exciting. Furthermore, the game does not let you switch with other characters. If you try the response is "You're not getting out of this that easily.” This effectively created suspense and a sense of danger. Trying to wake up also brings an interesting response. You seem to be in a dreamful state.

When you listen in the mist, you hear voices. I followed the voices’ instructions of "wait, wait, wait, search, search, look" and then got ambushed by an unknown space creature which caused everything to plunge into darkness. Then what? There is more whispering, but it leads nowhere. This felt like a dead end. Still, it leaves the player on an interesting note.


Story
For trivia, the game takes place in 2149. Not bad in terms of advancements in space exploration! Humanity is now heading out of the solar system.

Some general background: The ship’s mission is to travel to a planet named Aglaea to establish humanity’s first presence on a world outside of Earth’s solar system. Ideally, the crew remains in cryogenic sleep until the ship reaches its destination. Once they construct a prototype colony the crew goes back into cryogenic sleep and return to Earth. I can tell you now that things do not go as planned.

The alarm at the start of the game is (Spoiler - click to show) caused by Aleksey’s death in his pod. The only bit of story connected to that is the nanomachine crystal that was implanted in his head. Was it put there to kill him? Is there any data on the crystal? We do not know yet. In some cases, if you examine Aleksey, you will notice that he is wearing a helix ear piercing. Wearing metal accessories in cryogenic sleep is unsafe. That is why everyone keeps their jewelry in the crew quarters. In fact, (Spoiler - click to show) there is a single helix-shaped titanium stud in the jewelry box that most likely belongs to Aleksey. Perhaps there is something deeper, but it is too early to say.

There is potential story about the encrypted files. (Spoiler - click to show) Commander Adam Connor has files in his personal folder mentioning a cargo list, classified objectives, and other subjects. But unlike the contents of the other folders these files are encrypted and require a decryption pass. The player can pull him out of his pod, but he is unresponsive. I have a feeling that answers can be found in the cockpit, but the door scanner does not let you scan his eye while he is unconscious. We also do not know what damaged the subspace jumper that left the ship stranded in space. How (or if at all) these events are connected is unclear, but they raise interesting implications, nonetheless.

Characters
Games with the wakeup-in-a-cryopod trope tend to focus on NPC-less exploration, and if there are NPCs, they are often non-crew characters. Usually, the protagonist is the sole crew member weathering themselves against the elements, but Aurora diverts from that by using multiple protagonists (not just NPCs) that each have a different role to play on the ship. Currently there are three playable characters: Jake, Gail, and Wu, introduced in that order.

Gail and Jake are married which was a surprise since usually you do not see this (for me, at least) in games with similar content and storylines. In fact, they were assigned as a pair. Gail had a specialized pod built to accommodate her issues with low blood pressure to ensure that they could both be part of the mission. It is a refreshing change, and I found their relationship to be endearing.

Most of the characters are (Spoiler - click to show) unresponsive even when you pull them out of cryogenic sleep, but their cyberspace profiles provide some details about their backgrounds and personal interests. There are even character drawings for the crew dossier in the ship’s computer. If you give this game a try, be sure to check them out. Look for the folder called (Spoiler - click to show) “Shared” under the DOCUMENTS section of cyberspace. If this game is further developed, I look forward to interacting with the other characters.

Writing
Dialog (or lack of) is probably the weakest part of the game. I am going to devote a section for this for the sake of feedback. Certain scenes lack dialog, such as when (Spoiler - click to show) Gail or Wu first see Aleksey’s corpse. There is simply no response. Other scenes have random banter that could be smoothed out.

It is impossible to TELL anyone about anything to advance the story. If I use (Spoiler - click to show) "tell Gail about Aleksey" with the intent to inform her that I found Aleksey dead with a suspicious crystal in his brain she says, "I want a kitten" or "I'm sorry, I was distracted by your handsomeness." These seem to be the stock response for queries not yet programmed in the game, but the subject matter of these responses distracts from the game's story (Spoiler - click to show) (death in space) and setting (broken starship). I get that Gail likes animals (so do I), especially since she has an animal slideshow in her computer files. But saying “I want a kitten” while the ship is in a state of emergency completely severed the momentum of the conversation.

The game also needs to have proper responses for some basic and critical topics when you ASK another character. If I ask (Spoiler - click to show) Gail about Aleksey she may say "I only answer programming questions. What's that got to do with programming?" I know it has nothing to do programming! I just thought you would have a comment about his death. This goes for topics such as the mission, speculation over the (Spoiler - click to show) funky crystal in Aleksey’s head, the state of the ship, or even your fellow crewmembers. Hardly any of this emerges in character dialog. Even if the subject is out of a character’s expertise there are some topics that everyone should acknowledge. Just because you are (Spoiler - click to show) not the ship’s surgeon does not mean you have to be opinionless or lack a reaction about Aleksey’s death.

The game explains that it does not provide hints but says, “Maybe one of the other crewmembers can.” In all honesty, the crewmembers are a tad useless in this regard. They have little to say about topics that match their own specialty. For example, (Spoiler - click to show) Gail is a programmer. Jake identifies the crystal from the autopsy as being a nanomachine. Perhaps Gail has some insight.

>ask Gail about nanomachines
"I only answer programming questions. What's that got to do with programming?"

Okay, fair enough. But then:

>ask Gail about programming
"I'm not the girl to ask about that, sorry."

Or

>ask Gail about ship's computer
"Come back when you've got a computer question."


I think that the puzzles are reasonable in length and difficulty. The game is not particularly puzzle intensive. But when the player runs into a roadblock, it is challenging to make any progress since there is little guidance. Using the characters as an in-game help system is a great idea, but it currently needs more polish and refinement.

Final thoughts
Development for Aurora seems dormant. There was activity about it at the IF Forum which died out. For all I know the game is abandoned. If you are reading this, katz, I want you to know that this game has a lot going for it. This review is not meant to pressure or persuade. It is simply to share feedback. As for players, expect this to be an incomplete game. I recommend playing it as far as you can, especially since you might discover things that I failed to notice.

* This review was last edited on September 6, 2022
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