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Terraota, by Sriram
1 of 1 people found the following review helpful:
Give your planet a new reputation , December 13, 2022

You are President Gusto and have been granted leadership over Terrota, a recently independent world and your home planet. So far, it has a flimsy platform for racial relations, economy, and reputation among other planets. But with your guidance it may finally have a chance to make a name for itself.

Gameplay
Gameplay involves making decisions as issues present themselves. How to build your army, which neighboring planet to trust, how you punish rioters. It is also linear. Issues are always presented in the same order, but all decisions contribute to the outcome of your leadership. Your choices matter.

Again, a tough decision to make. You ponder over this a lot. You consult with your ministers. Then you make a call....

Biturn - The relatively neutral big neighbour
Pytal - The far away ally
Ramdael - The military super power

Top objectives are to build Terrota’s economic structure and to create peace among the population, but preventing war, or at least building an army strong enough to win one, is also important. Usually, you will reach an ending that reaches one or two of these goals, but it takes some trial and error to reach to reach an optimal one. Terrota is meant to be played more than once.

There are no deep, achingly tragic moral choices in this game, but there is a strong sense of responsibility as you make decisions that heavily impact the people on your planet.

This announcement obviously does not go well with Mischins. They cannot digest the fact that they lost their jobs overnight.

They take up to the streets vandalizing and destroying everything they see.

You experience it from a more detached perspective which gives the game a feel of a management sim. However, it would not really qualify as such, or at least not like other games that share a similar concept. While you need to balance your citizens’ trust, the chances of war, and the strength of your army, this is not a game with fine-tuned variables or stats. If you want resource management, look elsewhere. But if you want something low-key, minimal, and interesting, I encourage you to check out Terrota.

Story
Story takes center stage in decision making, but the overall game feels relatively light on story. It often uses ambiguous titles or entities, such as "Galactic empire." While this cuts down on the worldbuilding, the upside is that it avoids dragging the short gameplay with excess details. There is a nice balance of details and simplicity.

I liked how the start of the game has three news articles that provide some exposition. The Galactic empire decided to grant independence to planets on the outer edge of the galaxy, including Terrota. This was done primarily because these planets were never prominent hotspots for economic growth. Of course, that can change if you make the right choices.

It is an oddly interesting story. Not one that captivates or amazes, but one that makes you want to roll up your sleeves and play for the best outcome. There are multiple endings that summarize your leadership. The best outcome I reached was: (Spoiler - click to show)

Terraota has grown into a peaceful planet, while President Gusto made sure it evolved into a military super power by building its image in the eyes of its neighbours. There were no wars which helped Terraota focus on other areas to become a super power.


Characters
In science fiction, or at least in interactive fiction, we often assume a protagonist or supporting characters are human unless said otherwise. There is no mention of the human race in this game. Instead, the population of Terrota consists of Badula, Mischin, and Badula races. No humans here! (I think.) Besides that, and the protagonist’s title, there is little attention to individual characters or characteristics beyond anonymous roles.

Visuals
Visuals take a basic but directed approach. The entire screen is an artist's rendition of an exoplanet against a nebulous region of space. Full image backgrounds run the risk of making text difficult to read, but that is not an issue here. It looks cool and fits perfectly with the planetary theme.

Text is white, but choices that influences your leadership are highlighted in red or green. Red is a negative reception, green is positive. Since things are not always polarized, a lighter shade of red is occasionally used to emphasize a mixed result, see below.

Result: You lose some trust with your citizens, while you have also reduced the chances of war with Madrusa.

Even though it is a simple Twine game, the visual design makes it far more polished and professional looking than if it skipped stylization. Experimenting with visuals can go the extra mile. It was certainly the first thing that caught my attention when I started playing.

Final thoughts
Terrota is fun sci-fi leadership gem in a clever Twine format. For sci-fi fans, I think it has an appeal for a fairly wide range of tastes. A bit of everything. If the phrase “interplanetary politics” catches your interest, give this game a try. It is also the perfect length for a lunch break game. I enjoyed it.

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Galactic Peace, by Jeffrey Rosenthal
If only it were that easy, December 12, 2022

In Galactic Peace, astronomers observed a new planet in the Alpha Centauri system. This planet is called Guava and has six moons, three of which contain humanity's first sign of extraterrestrial life. However, communication broadcasts reveal that these three moons do not have peaceful relations with each other. Given the system’s close proximity to Earth, any war could be disastrous. You have been sent to intervene, deescalate, and hopefully make some allies for your home planet.

Gameplay
You begin on Earth at your launch site, ready to board your ship the Peace Flyer. This is a big deal. You are surrounded by press, politicians, and engineers who are all encouraging you to create galactic peace, or at least galactic peace in our corner of the galaxy. There is a small coordinate puzzle. I have never been good at those and have memories of playing long sci-fi games (such as Enlisted) where I needed to cling to a walkthrough for half an hour as I carefully replicated the quadrants. Not an issue here. Coordinate puzzles are only at the beginning and end, and they take hardly any time to complete (yes, I used the walkthrough).

Once you reach the Alpha Centauri system you can land at Guava, or any of its moons. Its moons are Abacus, Bandana, Cappa, Xenon, Yoplait, and Zappa, with Abacus, Bandana, and Cappa being the home worlds of each race. The gameplay can be organized into stages. Gain each leader’s trust, teach each leader on how to lead, and then introduce leaders to each other to inspire them to work together. Early on, this involves finding appropriate items to please each leader before transporting them to different moons for negotiation.

Story
The story can be disjointed. Here, these three races are on the brink of war and yet their leaders do not bat an eyelash when this random human creature lands in a foreign spaceship to "negotiate." Somehow, they manage to speak and understand English.

The Cappa Leader snarls. "If you cared about us at all, you would know that we are dying from a terrible kalempa shortage. But I guess you just don't care about that." The Cappa Leader snarls. "Just leave us alone."

It also follows a theme of “humans to the rescue!” This felt strange, especially since these are supposed to be advanced space-faring peoples. The game’s description warns that these races have substantial firepower that could blow off the Milky Way’s arm, and yet this technology is never even suggested in our interactions with them. The Abacus leader is dealing with a crisis. They want to (Spoiler - click to show) fasten a scroll to a board, but it keeps falling off. Solution: Take a piece of chewed gum and tack it on for them. Bam. The entire civilization is in your debt.

Characters
Galactic Peace is not a particularly serious game, especially with its characters. Sometimes this cultivates an endearing atmosphere, other times it creates a watered-down effect with the player’s mission. There is something appealing about spacefaring and (supposedly) weapon wielding leaders (Spoiler - click to show) bonding over flowers.

The Abacus Leader takes a deep breath, and declares, "Oh, I love the smell of blue flowers!"

The Abacus Leader and the Bandana Leader, sharing their love of blue flowers, gaze at each other with affection for the first time in years. Slowly, they break into a shared smile. After a few awkward moments, they even shake hands. Of course, they will never be close friends -- but you get the sense that maybe, just maybe, now they can work together.

** Your score has increased by 5 points. **


But ultimately, these leaders have no real character. Leaders are portrayed as somewhat loopy characters who stand their ground at first but later become submissive to the player's actions. They start out as "grouchy," then “friendly,” before finally reaching a state of enlightenment achieved by watching Earth popular culture in the form of CDs and DVDs that give them the wisdom to rule peacefully.

They also allow the player to lead them like sheep. Once you help them, they will follow you around with a one turn delay. If you want them to follow you onto your ship you would enter the ship and wait for them to arrive. Otherwise, you close the airlock to prevent them from boarding. It’s like closing the door in their faces. None of them have any objection to this type of handling. Their behavior becomes almost puppy-like. The Bandana Leader slowly arrives, happily and lazily following you. These are sentient and proud leaders of worlds that could wage legitimate warfare on its neighbors. If anything, this seemed out of character.

Final thoughts
It seems like this is the author’s first game. As a first effort, it’s of decent quality. There are some occasional spelling and grammar errors, but no bugs. The structure is consistent enough. Gameplay mechanics are built around traveling to each location in the Alpha Centauri system and either giving tokens of good will to NPCs or cajoling them to follow you into your ship so you can transfer them elsewhere.

That said, the story is not as interesting as it sounds, especially since it does not take long for the NPCs to break their molds as Civilization Leaders and turn into rather submissive followers. At least the player does do something significant for the (Spoiler - click to show) Cappa leader. So, there are rewarding moments.

Galactic Peace is an enjoyable game. The core ideas are likable, but its supporting content lacks depth. I would recommend it to players looking for a sci-fi game with a focus on space travel and visiting alien worlds. There is even some diplomatic value. Otherwise, it may not sustain your interest.

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The Lady's Book of Decency, by Sean
2 of 2 people found the following review helpful:
It’s not easy being a proper werewolf (or a werewolf at all), December 10, 2022
Related reviews: Horror, Twine

You are a becoming young lady in an affluent family. Your household is staffed, you have a governess, and are at the age when you should be making appearances at formal balls. Handwriting, piano practice, dance lessons, flipping through folios of suitors. And one more thing. Last night, you turned into a werewolf.

Gameplay
The game begins with a short intro. You are wandering unbecomingly in a forest during a full moon and undergo a transformation into a werewolf. Next thing you know, you wake up in your bedroom. A dream perhaps? A quick glance at the paper suggests otherwise: a monstrous wolf-like person attacked livestock during the night. Yeah. That was definitely you.

As you try to come to terms with this new development, another piece of news is thrown your way. In four weeks, a grand ball will be held. During another full moon. Do the math: Lycanthropy + Full moon + Prominent social setting = Disaster

The gameplay consists of making weekly decisions. Each week (four weeks total) you decide between researching your condition at the library or attending to family manners. Family matters are things like writing letters or attending church. There is some strategy thrown in. Each week has its own activity. If you choose to go to the library instead, you skip (Except for (Spoiler - click to show) writing letters. That opportunity is available twice). Every decision affects your stats which influence game’s trajectory.

Gameplay follows a play, fail, play again structure. Failure (or "failure," depending on how you interpret it) results in you caving into your werewolf urges and devouring the nearest person. Typically, this (Spoiler - click to show) occurs at the ball, but can occur earlier if you become too hangry.

The Lady’s Book of Decency features a simple stat system set on the right side of the screen. It uses bars as a visual marker. If you have ever played a ChoiceScript game and seen a stats table that has two values on either side, and colour coded to show which value is higher- that’s what it looks like. In this game, the stat values use abbreviations that ultimately come down to Health, Hunger, Humanity, Social status, and Intellect. I’m taking a guess at the social status part because I could not figure out what SOP vs FOP meant. Probably something obvious.

Stats are not really meant to be quantitative in this game. Just to give you a general sense of your progress. I like how the game summarizes your standing for each stat. My favorite was, “More wolf than woman.” One of the best parts is weighing whether to hide symptoms of your affliction around others. No one ask any questions, aside from what you want to eat, but it is humorous to see NPC responses.

You recall your hunger from the previous night, and consider asking for something bloody, though it would be more fitting to go with something light.

It’s probably a good idea to hide it, but you are so hungry!

You eat well that morning. [+FED]

Now we’re talking.

Story
The Lady’s Book of Decency is a riveting story because it is a clash of two worlds: mundane high-class life during the Victorian era, and the (secret) supernatural. What disappointed me was how (Spoiler - click to show) the protagonist's investigation for answers does not go anywhere. You visit the library three times, and on the fourth, a strange woman catches your eye. This was a cool surprise. You cannot help but notice that she is reading the same books as you. Perhaps she has insights on your case of lycanthropy. If you want to, you can talk to her and make plans to meet again. You end up seeing her at the ball. The end.

This did not feel like a resolution. The start of the game shows the surprising and unexplained event of a protagonist turning into a werewolf followed by her determination to get to the bottom of this issue. I was not expecting to find a cure or an elaborate explanation, just something more conclusive. Unless there is something I overlooked, how did the protagonist go from an unassuming girl to an unassuming-girl-werewolf-mix?

I thought that I found an ideal outcome where you can turn into a werewolf without anyone knowing, but then I ran into a bug that prevented the game from ending. (Spoiler - click to show) If your reputation is poor enough, you can convince your governess to stay home from the ball. After convincing her, I got this: This shows up when a passage failed to parse, or doesn't even exist. Try checking the link for spelling errors or the console logs for more detail on the error. When I clicked on the "back" link, it went to the previous passage with no way of circumventing the encounter. I had to start over.

Characters
The protagonist is a fun combination of social obligation and rebellion. We do not know her name but see has a strong personality. She sees the merit of upholding one’s family reputation and submits to her governess’ teachings. But she does this mostly because she was asked to. She is not deterred from bending the rules. Ironically, her family’s affluence arguably works against her problem. Her upper-class, I would assume, status means that she is expected at social events. Like a fancy ball.

Also, if you liked the character themes in this game, try playing Social Lycanthropy Disorder. It features a female (werewolf) protagonist who is obligated to attend a Halloween party during a full moon.

Visuals
Beige background with a black border in the shape of a fraying rope intertwined with flowers. Its visual elements have a familiar look that suits the theme well. Functionality is also smooth. When I first saw the game I thought, "oh no, scrolling text!" If you double tap the screen the text appears instantly which I appreciate. Scrolling text is great but can be frustrating with replays.

Final thoughts
This is NOT a tidy etiquette simulator about juggling suitors. Not at all. Come on, the main theme is lycanthropy! Do not let the title discourage you from giving it a try. It was made for a Gothic Novel Jam which is pretty cool. While I was hoping to have a little more payoff with your (Spoiler - click to show) investigation, there is plenty of content to explore with multiple endings.

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Vespertines, by mondaysandwich
2 of 2 people found the following review helpful:
Has all the potential of being a high-quality urban fantasy game, December 9, 2022

This is an urban fantasy Twine game about seeking refuge in a new city. On your first day in Bareport you make a monumental discovery: contrary to what you always thought, the population of modern civilization is not entirely human. (Spoiler - click to show) Demons partly make up the waking world and have lives of their own in society. With nowhere else to go you find yourself taking a job at a bar called Vespertines with unearthly patrons.

At first, I thought this was a full-fleshed game. The game’s IFDB page explains that it is a multi-branching story with different endings. Right now, it is currently a demo (though a quality one, nonetheless). This review is for CHAPTER 1.

Gameplay
This is a Twine game that features character customization. It starts with the basics of choosing name, gender, and pronouns, and later lets the player customize the protagonist’s physical appearance such as hair, height, eyes, and body type. It only takes up a brief portion of the gameplay but still adds some richness that is nice to find in choice-based games.

Most of the gameplay is based on conversation, which some significant choices near the end such as (Spoiler - click to show) deciding whether to get a tattoo of a protection ward. I had the impression that the gameplay would be largely about the protagonist in their new job, but the chapter ends (Spoiler - click to show) once Gremory agrees to employ them. If you were looking forward to encountering paranormal bar patrons, you are out of luck at the moment.

Story
There is not much to spoil right now. The story is still developing since the game is only on the first chapter. This is a partly a romance game and so far, everything has been built around (Spoiler - click to show) introducing the two (potential) romance option characters. But the game does not feel over-saturated with romance either. The characters are interesting for other reasons and the player is not required to purse a romantic relationship with them. I think this flexibility will appeal to players.

Most of the other urban fantasy games that I have played so far are a bit grittier. This one is a little more lighthearted and upbeat without abandoning its somber undertones. Then again, this is just the first chapter. I cannot say what direction it will go in.

Characters
The protagonist has run away from home for some unexplained reason, other than that they are being hunted by an unnamed entity. The only default piece of character background is that they previously lived in a country environment and now must adjust to life in the city. But other than that, the protagonist’s character features are selected by the player.

There are two love interests, Ashheart and Gremory, that can be romanced in the game, and their gender is selected by the player. Romance games can stumble when it comes to pacing or character dialog but so far, the game has managed itself pretty well. The characters, Ashheart and Gremory, do not seem contrived. Ashheart is thoughtful, mysterious, and cryptic without overdoing it while Gremory is an interesting blend of no-nonsense and compassion.

The game’s description flat-out mentions (should I put this under spoilers just in case? Fine.) that Ashheart and Gremory are (Spoiler - click to show) demons. While this proves to be a startling discovery for the protagonist the player already has a sense of what to expect. The game still devotes a chunk of gameplay for the player to ask questions about (Spoiler - click to show) demons and their place in society which adds some worldbuilding. The game ends before we get a chance to interact with other NPCs, but I hope that upcoming characters share the same quality.

Visuals
The game’s appearance is basic but stylized. Grey screen with light grey text and pink links. The font and text organization create a simple and elegant look. There is a column on the left side of the screen with a link called “profile” that has an overview of your character’s attributes and stats. The game keeps track of stats for character self-awareness and attitude which are shown in percentage bars, similar in appearance to the format used in ChoiceScript games. While the game is currently not long enough to really see these stats at work, there indicators that the player’s choices do influence the gameplay, making everything more robust. For example, (Spoiler - click to show) if you have a high enough “withholding” stat an option to trust a character may be grayed out in an encounter. This provides opportunities for strategizing and encourages multiple playthroughs.

Final thoughts
This game has a lot of great things going for it including smooth implementation and complex characters. Does urban fantasy romance sound like your cup of tea? To summarize, here are some defining features that may interest players:

-Choice-based format romance with flexible gender identity and orientation
-Paranormal non-human NPCs
-Atmospheric city setting
-Offers another interpretation of the urban fantasy genre

Even if I was expecting Chapter 1 to have more content, I must admit I found myself thinking, “aw, it’s over?” It is off to a great start, and I hope it continues in this trajectory.

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Underwater Memories, by Monica Valentinelli
1 of 1 people found the following review helpful:
What remains of life once we lose it? , December 5, 2022

The protagonist is a biosynthetic technologist whose job is to restore extinct animals and habitats. They also designed The Great Memorial Reef, a project to memorialize Earth’s loss of coral reefs after severe climate catastrophes. Not all of it is natural. The fish are robotic but life-like, and the reef is an experiment in biosynthetic technology. Earth is degrading. Any research about biosynthetic technology will assist in terraforming efforts across the solar system.

The gameplay is short. A playthrough spans across four to five choices. You are swimming in the Sea of Memory that houses The Great Memorial Reef. As you take in the wonderous view of your project you cannot help but note that you cannot remember who you are aside from general details about your work. Your goal is to find the answers in the setting.

The plot twist is when (Spoiler - click to show) we learn that the protagonist had died but left behind instructions for their memories to be preserved in the cybernetic fish. The player realizes that (Spoiler - click to show) the PC is a fish reliving the original protagonist's memories. We do not know how the protagonist died or even the nature of their death. Was it an accident? Deliberate? Climate change? Or a matter of human lifespan?

For such a short game I think the author does a good job at maintaining a reasonable level of details to avoid overwhelming the player, but I would not have minded if the game provided a little more overarching story to piece everything together. (Spoiler - click to show) (What confuses me is that one part of the game says that The Great Memorial Reef was built on Earth whereas later it tells us that we are on Enceladus, a moon of Saturn.)

The game uses a blue text area against a black screen and the text is light blue. This was a little hard to read. At one point my blue light screen filter was on that made the text area appear purple. Surprisingly, this made the text easier to read because of the contrast.

Underwater Memories is a brief sci-fi story about an effort to preserve a natural ecosystem wiped out by Earth’s degradation. This is not a game solely about climate change, but it does touch on themes about long term accumulative effects of climate disasters and the loss of natural and manmade components that comes with it. There is a sense of tragedy as it ponders the implications of losing the Earth even if we have the technology to sustain ourselves on other worlds.

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Christmas Greetings, by Dum-Dum (John Kendall)
Merry Christmas, etc, December 4, 2022
Related reviews: Sub-Q, Twine

This is something new. I believe this is the first Twine game I have played that has animated GIFs. It is a Christmas themed poem about low expectations during the holiday season.

Gameplay
There is only one page in the game. It consists of a poem with links that reveal GIFs related to the subject matter. It is fun to find and watch every GIF. Many are taken from TV shows or movies. Not all the GIFs matched with the text’s content- they could have been more concise- but some were spot on. I loved the one with the (Spoiler - click to show) cats and dogs eating off the table. Also: Save us from a world of trouble! That link’s GIF is a lot of fun.

Story
The writing is a bit vague but maintains a consistent and clear-cut tone of cynicism about the Christmas season. It looks at the grandeur of Christmas and the consumption of food and gift-giving which is tied to societal expectations about partaking in get-togethers of family and friends so everyone can be cheerful in ways that would otherwise be unlikely at any other time of the year.

It seems like the author is saying that not everyone wants to celebrate Christmas (or decline to celebrate it at all) with tons and tons of people. People do not always feel the spirit of Christmas and want to be roped into joining the festivities, especially since they do not share the enthusiasm of everyone else.

Of course, "everyone" is subjective. There is often an impression that "everyone" around you love this or that, when in reality the sentiment is a bit of an exaggeration. Still, it feels that way, and the stifling effect seems to be a main idea in the poem.

Similarly, the poem considers the instant cheer where "everyone" goes from living in the rat race to embracing a sparkling life when infused with the Christmas spirit. Obviously, this is not the case for everyone whether it be for personal reasons or circumstances out of their control, but it is easy to overlook the statistics when caught up in the season.

As for society’s (again, subjective analysis) positive attitude towards Christmas, it makes sense that people would be more joyful during the holiday season because of its correlation with traditions/practices that one can enjoy. The main argument that the author tries to make is how emotions and sentiments cultivated during Christmas time often dwindle once Christmas has passed.

Visuals
Now, I am pretty sure that this is made with Twine. It uses a pale backdrop, black text, green links. The only notable visual element is a large drawing of an angel at the left side of the screen, adding some Christmas cheer. And of course, there are the GIFs that offer fun visuals.

Final thoughts
This game offers an alternate look into celebrating Christmas. If you want to switch things up with your Christmas IF playlist, consider playing Christmas Greetings.

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A Tragedy Of Manners, by Eleanor Hingley
Don’t choose the wrong fork. Don’t say the wrong thing., December 4, 2022

Lord Cephyis Alikarn is hosting a party at his opulent private estate on the Alikarn family's planet. It's kind of a big deal. This will not be a run of the mill party. Manners, etiquette, and protocol are critical because a slip-up can result in death or scandal. Maybe, just maybe, you will get to see the Emprex.

Gameplay
The nuts and bolts of the gameplay is where the game presents you an etiquette-based situation and you then must choose the right way of proceeding to avoid death or scandal. For example, (Spoiler - click to show) you are served a delicacy of a crab-like creature renowned for its meat. However, to preserve the flavor it must be alive when served and killed right before it is eaten. You must kill it yourself. The catch is that its pinchers are highly poisonous. The PC clearly has no experience with this, so the player takes a guess on how to kill it without being killed themselves. This takes table manners to another level.

I like how the game puts you on the spot to capture how the protagonist is not in familiar territory. It leaves the player thinking, "oh no, oh no, what do I do? Don't mess up."

Applaud enthusiastically
Applaud politely
Remain still

This selection of choices should make you nervous.

I would have loved to see more of these challenges in the game. Hopefully, you will stick it out long enough to reach the end. Total gameplay is short but there is a lot of content to absorb.

Story
It is a potent story of grandeur on a galactic scale. We see things that would not be possible or practical in real life but are commonplace in the story's world of raw decadence and political power spanning a galaxy. Along the way we hear information about other planets and societies. This is not a humans-only universe. There are also alien races, some of which are guests. But any world-building is typically limited to discussion of Emprex Hasina Alikarn’s role as galactic leader as the honored guest at a party hosted by her brother, Lord Cephyis Alikarn.

The big pivotal scene is when you (Spoiler - click to show) notice that the Emprex's drink has been tampered with, a sign that she is about to be poisoned. You have three options: Ignore it, turn her glass to the left, or turn her glass to the right. This is based on a tidbit of knowledge you can learn from one of the guests.

At a past formal event, poison was added to guests’ drinks and the cups turned a certain way so that the conspirators knew which ones were safe to drink. The Emprex was about to drink a poisoned glass when her brother intervened, saving her life. In return she granted him considerable power. Since then, turning glasses at parties has almost become a symbolic tradition.

When you turn her glass to the left to indicate poison she picks up on the cue and requests a different glass. She realizes you saved her and asks for the person behind the assassination attempt. It’s not hard to figure out, but I don’t want to spoil everything.
I thought this was a clever way of incorporating information gleamed from the gameplay into a final decision that determines the ending.

The ending where (Spoiler - click to show) she is poisoned and dies ends on a cliffhanger. She tries to speak, but then the poison overtakes her and she goes limp. And? It felt incomplete to leave it like this. The winning ending leaves some unanswered questions but otherwise wraps up the story and gives the player a few choices on how to use the Emprex’s favor. I was surprised that (Spoiler - click to show) she allows you to suddenly be promoted to such high-level positions without any formal experience but if the protagonist managed to survive an Alikarn dinner party than perhaps they have more going for them than what meets the eye.

Characters
Ah yes, the protagonist. The intro in A Tragedy of Manners stresses how seeing the Emprex face-to-face is an extremely rare privilege reserved for the most elite. It builds rumor and secrecy about the odds of someone being allowed to visit the Alikarn family’s planet let alone be invited to a family party.

You have heard rumours that the Emprex herself might be present, but such a thing is impossible. Someone of your lowly status would never be allowed in her exalted presence.

The whole point of the game is that you are in over your head. The protagonist comes strolling in late to what the game calls “the most dangerous dinner party in the galaxy.” But the gameplay can undermine the societal exposition provided at the start of the game. (Spoiler - click to show) You pretty much walk in and bam, Emprex sitting at the table. For the player’s meager standing I figured that there would be more ceremony involved before they could meet her.

Some additional background on the protagonist would have helped. There are some mixed messages and I feel like I am overlooking something. The beginning suggests that the protagonist is a nobody who somehow managed to snag an invitation. They lack social standing and knowledge on formal protocol, admitting that the Emprex would have no reason to grant them an audience. And yet, (Spoiler - click to show) the Emprex vaguely mentions the protagonist in her toast, acknowledging that they are an invited guest before making an announcement. She wants decision making in the empire to be witnessed by individuals other than nobles. Excellent. By why was the protagonist invited? Why them? Seriously, who is the protagonist? I would like some clarification, that’s all.

You do not interact with NPCs as much as you see them and that is just fine with me because appearances and fashion come first. The Emprex’s dress was cool. This game takes the idea of a formal wear sci-fi dinner party and multiplies it by ten. One memorable NPC interaction was with a Legacy staff member. Legacy is where (Spoiler - click to show) entire families serve as staff from generation to generation. Each new generation has a cybernetic implant containing the knowledge and experience of past family members so they can perform their job with the equivalence of centuries worth of expertise. A creative character concept with unsettling undertones.

Visuals
This is an Ink game. Visually, it sticks to a standard appearance of a white screen, grey text, and orange links. Simple and easy to read. Nothing notable to share.

Final thoughts
I love the idea of a space opera etiquette game, and I would be eager to play it more if it were longer (I wish it were longer). The ambiguity of the protagonist’s social standing caused confusion and occasionally backtracked from the exposition but there is still something rewarding about a low-key PC succeeding while totally out of their element.

You lean back, basking in the glow of conversational victory.

Especially when that element is a dramatic futuristic dinner party with (Spoiler - click to show) cybernetically enhanced staff and (Spoiler - click to show) deadly main courses. I had a lot of fun at seeing the outlandish and imaginative world of Sanctum, the ruling planet of the Luminous Empyrean!!!!

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This Is A Picture Book, by A. Merc Rustad
1 of 1 people found the following review helpful:
Go, Jo, Go! …right?, December 3, 2022
Related reviews: Twine, Horror, Sub-Q

This game is NOT for kids.

Page 1: This is Jo. Jo wants to go on an adventure!

You are reading a storybook about a boy named Jo who seeks to overcome adversary to reach a mountain and climb it. The narration depicts a fun adventure but inserted text on each page reveals how Jo really feels about the story.

Gameplay
Gameplay structure follows the concept of reading a storybook from start to finish. You click on a link at the bottom of the screen to flip to pages in the "book.” On the screen are additional links that allow you to explore Jo’s perspective as the protagonist of a storybook.

(It's almost over. Stop reading. Please.)

Turn to page 10...

There is more to this game than clicking on links to read a story in a picture book.

"Stop reading" and "Turn to page 10..." are both links that places Jo's predicament into the player’s hands. One hears what Jo has to say about the scene while the other simply moves forward with the story. This opens new avenues for the player to explore which then changes the gameplay.

Story
The main plot element is that (Spoiler - click to show) characters recognize that they are cartoon characters in a storybook and that there are countless copies of the book that feature the same characters with the same struggles. As for Jo, he has experienced the same linear story of climbing the mountain repeatedly. Every time someone picks up the book to read it, he must relive the whole thing.

If you dutifully follow the page sequences straight to the end, (Spoiler - click to show) Jo manages to make an appeal when you reach the final page. He wants you to free him by ripping out the page to ensure the story never ends. That way he no longer endures the pattern of traveling to the mountain and climbing it.

The player has two choices. (Spoiler - click to show) They can rip out the page like Jo requested or close the book. Both led to lackluster endings consisting of a few words on the screen. I was expecting them to have a little more substance. Fortunately, it is possible to (Spoiler - click to show) reach an alternate conclusion by diving deeper. If you ignore the page sequences and explore the links on the screen you reach hidden content that takes the game in a whole new direction. That’s when the story starts to take off.

Clicking on other links reveal (Spoiler - click to show) Jo’s daydreams and idle thoughts of what he would do if he had free agency over the storybook that he is trapped within. These scenes depict violence, self-harm, and other subjects that depart from the picture book’s cheerful story. It also details the frustrations he endured and outlines his plan for vengeance on the author of the picture book if he had a chance to escape. If you explore these grievances enough, you can reach an alternate ending. It is similar to an ending that I previously mentioned but feels more like a solid outcome that ties the story together with no loose ends.

Characters
There is some cynical humor to the story and its protagonist. A (Spoiler - click to show) “children’s book” that jumps off the deep end with a dramatic shift in story tone. One minute a good-natured boy meets a friendly bear, and the next thing we see is the boy killing the bear instead. However, not all of it is a laughing matter. There are themes that make the humor less lighthearted and the story’s content more serious. But different elements can add dimension.

This is a PC who feels trapped. Jo often looks (Spoiler - click to show) for ways of committing suicide to escape the story but fails every time. The difficult part is that once Jo shares his grievances in an alternate scene the game then launches us back into the main storybook gameplay so that Jo can go through the exact thing he was talking about. At least I can say that it is possible for Jo to be free and seek vengeance. Closure, if you will.

Visuals
A white section of page is used for the picture book which is then set against a pale blue backdrop. As a picture book it naturally features cartoon artwork. If this were a book for kids, I would say that the artwork’s style is a tad mediocre, but it has a crude quality that suggests a dissonance (or maybe it’s just the parts with the (Spoiler - click to show) blood). I have no idea if this is what the author intended but it pairs perfectly with the story and gameplay.

I like choice-based games that reveal a sinister truth and convey it with an abrupt change in visuals that tells the player in unveiled terms that they overstepped or disobeyed and should get with the program. The player has no choice but to follow the game’s orders, infusing the remaining gameplay a sense of dread. The game i love gardening comes to mind. If you refuse to garden, well…

This Is A Picture Book is a bit different in that the player is not being herded into making one specific decision. They still have choices even if Jo does not, but the change in the game’s appearance still indicates that there is a darker layer underneath this sunshiny story book. Things escalate.

The shock value comes in when you first encounter Joe’s (Spoiler - click to show) alternative narratives that dispose of the bright colours and outdoor scenery. Disturbing imagery is used. For instance, a friendly bear frolics on the green grass next to a clear blue lake. Next, the bear is dead on a stretch of concrete with red blood pooling from its neck. A noticeable transition that packs a punch.

Final thoughts
Right from the start you know that there is something wrong with Jo’s situation, but you do not know the extent of it until you go off the beaten path to explore the links that reveal the story underneath. I liked how the game rewarded the player interacting with more links by adding an ending that felt cohesive, humorous, and a place to finish playing. Hidden cynical horror with a catchy concept. I feel like people are either going to like it or dislike it. If you are comfortable with its graphic themes (Spoiler - click to show) (violence, self-harm, mentions of suicide, blood) then try it.

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Even Some More Tales from Castle Balderstone, by Ryan Veeder
4 of 4 people found the following review helpful:
So much to do! So much to see!, December 1, 2022

Several days ago, I visit IFDB and see this:

News on Even Some More Tales from Castle Balderstone: OFFICIAL PLAYER'S GUIDE November 22, 2022 An OFFICIAL PLAYER'S GUIDE is now available for Even Some More Tales from Castle Balderstone, with all kinds of tips and hints and solutions and maps. - Details

I wasn’t sure if I should cry. I had thoroughly played all the games (within the game) and completed them but one. Meanwhile, I was hearing all about (Spoiler - click to show) some secret bonus game that would be unlocked by completing the first four. The words “tips,” “hints,” “solutions,” and “maps,” in this announcement immediately pulled me back to the game so I could finally play it from start to finish. It also means I can give this awesome game a review.

Overview
This was an entry in last year’s Ecto-Comp and offers quite an experience. My understanding is that people besides Ryan Veeder wrote and created stories that he then implemented into parser to be showcased in Even Some More Tales from Castle Balderstone. An anthology.

It is the first game that I have played that splices Twine with Inform/Vorple. It begins in Twine. You are a guest at Castle Balderstone and are brought to a room where four cover art photos are displayed on the screen with the games’ titles. It felt like walking into a movie theater and looking at the posters. When you click on one you “walk” to an area where the author of the story is getting ready to read the story to an audience. This transitions to the parser where you can play the game. Immersive approach!

During the gameplay a sketch of the author is included on the right side of the screen with a small bio. It helps you appreciate the amount of brain power that went into each story. Even Some More Tales from Castle Balderstone is the amusement park and the games set within it are the rides. It has nothing to do with amusement parks/rides but that is the analogy that came to mind.

Letavermilia
I will discuss this game first because it is the one that I could not complete without the walkthrough.

In Letavermilia you are playing as a bounty hunter tasked to hunt down a hacker who goes by, Letavermilia, the same name of a deadly plague that has run rampant across interstellar space. This is probably the most elegant space bounty hunter IF game I have played. The protagonist has worked their way up to become an “A-list bounty hunter” with high paying clients, and it shows. For one thing, the ship has been upgraded to something classier. If “space bounty hunter” does not sound like your cup of tea- think again. There is something about it that strikes a unique chord. Rather than a typical high action speed chase through space, an emphasis is placed on subtlety. If you try to examine a detail, chances are the game will have something to say about it.

We begin on Ligeia, an oceanic planet where you are vacationing. As you lounge peacefully on the hull of your fancy ship you get an urgent message to track down Letavermilia (the hacker). You are following a trail that she leaves behind. Gameplay involves decoding her messages to find the coordinates for the next planet you travel to. Before the walkthrough was published, I was stuck on (Spoiler - click to show) Zante, trying to decipher the message on the (Spoiler - click to show) etched panel. I feel like I should have been able to figure it out on my own. But I didn’t, and that’s that, I guess. Now I was able to go to the next planet. I was really excited to see what world was in store (and tired of guessing pitifully at travel coordinates). After that, I used the walkthrough on and off.

While gameplay has a narrow focus on one objective at a time, it still injects intriguing overarching story along the way. The big concern looming over everyone’s heads is Letavermilia, the plague. We get a smattering of interplanetary politics. Entire planets infected by the disease are quarantined. Meanwhile, uninfected affluent planets form an alliance called “Isolated Worlds” that cease contact with worlds outside this group.

The player is in a unique position because the PC’s bounty hunter credentials allow access to worlds that would otherwise be unavailable. I feel that the portrayal of bounty hunters in both IF and non-IF (or at least in what I’ve seen) tend to use a profile of a battered scoundrel who accepts shady contracts and walks a fine line with the law. The protagonist in Letavermilia is more privileged with glitzy clients and jobs received from entire governments.

I was not happy with the ending. No, no- It’s a fantastic ending. It’s an effective ending. I disliked it simply because it did not end how I wanted it to end. This may surprise you, but if I were to assess the ending of every story in this game and decide on the scariest, it would be this game without a doubt.

What do I mean by scary? I don’t mean spooked scary where everyone around the campfire screams because they heard a small noise out in the words. The feeling I associate with this ending is deep dread that sets in only when it is too late. You realize what just happened, quietly, without the game having to spell it out for you. (Spoiler - click to show)

Your nose is bleeding.

This bounty hunter had in the bag only to discover that the villain (who, technically, we still never meet) has been holding everything in the palm of her hand. I was rooting for the PC. If it weren’t for the villain, we would be swimming about leisurely on Ligeia. Plus, there is only one ending. In the other three games you can negotiate for happier ones.


This sense of dread is not a sudden event. It develops slowly through the gameplay, and you hardly even know it until it reaches the end. A trend is that (Spoiler - click to show) planet locations generally have small maps that you navigate freely and yet they manage to convey a feeling of being funneled along in a direction regardless of your choices. The anxious man who is a little too zealous about your presence (and your teeth, for some reason) as he escorts you up and down the narrow stairwell to look at the server room. The dust storm that keeps you confined to the area around your ship. The deep elevator (my favorite) that shuttles you deep underground to a concrete room. And somehow this hacker manages to leave her messages before you arrive. You are in control, but ultimately, you are not. The extent of this is not revealed until you paint yourself into a corner. Then- surprise! Down you go. That’s what makes this game scary.

Before I move on, I want to share my favorite planet, (Spoiler - click to show) Ulalume. Here, you are at a planet devoted to the nightlife. While planets are consumed by disease, partygoers continue to live extravagantly without any thought that the vast resources of the Isolated Worlds could be spent- I don’t know- coming up with a cure, maybe? Or maybe they simply want to distract themselves from it. People on this planet have a lot of ways of trying to distract themselves. You use an elevator to reach the bottom level. Its glass walls allow you to see the establishments on each floor. The farther down, the more unsettling things we see.

Now you can see through the haze. Humans are sprawled over velvet pillows, wearing expressions of vacant satisfaction.

No one cares that you are plunging deep underground in an elevator to reach a cold concrete room with a message from a hacker who borrows inspiration from a deadly plague.
Now, that’s atmosphere.

Visit Skuga Lake
Your boss went to write some articles on a little-known town but has gone missing. As her intern, you travel to the town to investigate only to be thrown into a motel closet. Seems like outsiders are unwelcome. I did not need the hints for the Visit Skuga Lake because I had already devoured back when I first found the game. I mapped that place to death. Notes, lists, you name it. I did consult the guide’s amulet/eyestone chart because it is much more organized than the table I created.

When I first played Visit Skuga Lake last year during Ecto-Comp, I remember the parser being a tad slow with my commands. It would take about half a second- just enough to be noticeable- for the game to respond. But not really a big deal. When I replayed it a few days ago the delay time was even slower. The longer I played the greater the lag. By the time I managed to (Spoiler - click to show) retrieve the key from the sleeping guard and get the boat running to reach the smaller island it was taking three full seconds for the game to respond to each command. I’m not sure why. This was not a big deal since I already knew what to do, but if this were my first ever playthrough, experimentation would be a nightmare.

This game has heaps of cool content. Every animal, landmark, and found object have important content attached to it. What I like best is how there are plenty of puzzles, but their solutions are flexible. While many puzzles are optional, pursuing them are still relevant to your objectives because they follow a similar concept. (Spoiler - click to show) You collect animal amulets and eyestones. When paired together, they give you powers- a wide variety of powers. Experimenting with them is so much fun. You do not need to find every (Spoiler - click to show) magical item, but it is a welcome task, and one that will likely prove useful later in the gameplay. Experimentation is the main attraction. I hope the lag is just an issue on my end. That aside, the story, gameplay, and characters are excellent. Lag-time or not Visit Skuga Lake is a must play if you feel like sampling the stories in Even Some More Tales from Castle Balderstone.

Singing for Me
Definitely, my favorite in all of Even Some More Tales from Castle Balderstone. It is meant to be played repeatedly and offers a lot of strategizing. My high score is (Spoiler - click to show) $1938. "I suppose this is adequate," said the Waldgrave. I’m still proud of it.

The protagonist is a young man returning home after college. He tells the story through humorous journal entries shaped by the player’s choices. The entries depict an oddball town that grows weirder and weirder in a way that suggests normalcy in its community. If you keep shuffling along with the town’s traditions, you get sucked right in. Next thing you know, the (Spoiler - click to show) Harvest Festival arrives. The ending is delightfully disturbing and unexpected. Even better is the redeeming ending. The game makes the player work for it, but it is fulfilling. I’d share more but I’m already starting to sound like (Spoiler - click to show) Darren.

Nyvo the Dolphin
This game gave me a lot to think about. If you happened to be standing on a tall cliff while staring at the ocean and see a dolphin equipped with a (Spoiler - click to show) prosthetic arm, a (Spoiler - click to show) grenade launcher, and some (Spoiler - click to show) foreign object in its eye, what scenario would play through your head? What explanation would emerge as you try to rationalize what you just saw? Nyvo the Dolphin has the answers. An adolescent dolphin comes across a shipwreck. Not some storybook pirate shipwreck but the wreckage of a high-tech ship carrying (Spoiler - click to show) classified military cargo. The highlight is the writing. It has a dramatic yet clinical tone as it narrates Nyvo’s encounter with (Spoiler - click to show) dangerous human technology…and how he is changed by it. It’s also in third person which makes it even more potent.

You mean there’s (Spoiler - click to show) more?
Finally, this was the moment I was waiting for. (Spoiler - click to show) The bonus content: a FIFTH game. Hunted , if I remember correctly. A stop and start Christmas nightmare. I think. This kid is on the run in the North Pole. When he gets caught* the gameplay switches where you are the “Bad” version of the kid. The Good and Bad version of the kid’s identity battle it out as you flip flop between two gameplay sequences. And then sometimes the parser would kick back to the Twine format where everyone is sitting in a circle to hear a story before launching into more gameplay. It was overwhelming. Cool, but overwhelming. At one point I was in a cozy house, but then that changed. The entire time I was all, “wait- stop, stop, stop. I wasn’t done yet!” I would gladly replay the entire game to revisit it if not for the lag issue I had with Visit Skuga Lake.

Nonetheless, I am so happy to have reached this point.

*Also: (Spoiler - click to show) I found a key that presumably unlocks the office door, but right before I reach it Krampus gets me. Is it possible to outrun him or is failing the whole point?

Final thoughts
A truly ambitious piece. It also defies the notion of quality over quantity, or quantity or quality. It’s a quality game, and there’s lots of it! A lot of planning and care seems to have gone into its creation. Sometimes you may find yourself coming back just to revisit one of the stories. Especially Singing for Me. There is something in it for a wide range of audiences in terms of length, technicality, and subject matter. Make sure you turn on the rainy music that the game recommends before you start playing.

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Andelmans' Yard, by Arlan Wetherminster
Cat rescue leads in a different direction, November 30, 2022

You are fourteen-year-old Kyle, a Boy Scout looking to earn a Community Service badge. Peanut the cat has run off, and this is your chance to show initiative. Time to investigate the local neighborhood.

Gameplay
When the game began my first impression was that a Boy Scout troop was out looking for a cat (does that occur in real-life?) which immediately creates a cool ambience. A closer look soon showed that Kyle is the only Boy Scout around. Meanwhile, a group of middle-school aged kids, are running about and talking about a kid named Max. Naturally, the player is roped into participating in Max’s plans.

I really, really, like the (Spoiler - click to show) occult twist. Yes, you heard that right. The start of the game sounds like a light, wholesome game about a youth trying to save a cat (which also sounds like fun) to earn a badge only to surprise the player with an unexpected thrill. Eerie ten-year-old Max (Spoiler - click to show) wants to hold a ritual in the groundwater tunnels. Sounds cool! Max needs three Native American artifacts for the ritual. He has one and wants you to find the other two. By now, finding the cat falls to the wayside as you pursue this new objective.

This is not a puzzle heavy game but there is a lot of exploring. The gameplay has a moderate sized map consisting of a suburban area. You will probably want to make a light map of the underground tunnels. Nothing too fancy, but you may find it helpful.

There is one bug/issue that made the game unwinnable. (UPDATE: I've received feedback that this is NOT an unwinnable state. I'm leaving this paragraph in as a formality but understand that my calling it unwinnable was an incorrect assessment on my part). (Spoiler - click to show) Max wants Clem to solder the three artifacts together. Clem follows you around for most of the gameplay. You are supposed to retrieve the hand-held generator from his garage, fill it with gas, and give it to him so he can use his solder iron. I put the game in an unwinnable state by giving him the generator before Max has all three artifacts.

He looks at you, “Give me the hand-held generator.”

I already gave it to him at the garage. I tried to take it back, but…

That seems to belong to Clem.

I restarted the game because I could see no way of soldering the artifacts together to start the ritual. CORRECTION: While Clem may still ask for the generator even after you give it to him, he will solder the artifacts together once everyone arrives.


Story
I was expecting the story to have more focus on the protagonist’s goal of earning a badge, perhaps incorporating themes of “character building.” Maybe I am misinterpreting the process of earning a Community Service badge. Point is, Kyle obviously takes this seriously, and as a game, the idea of earning a badge takes center stage. This is the first Boy Scout PC I have played in interactive fiction, and I was excited to see where it would go. Ultimately, this part of Kyle’s identity was not showcased as much as I thought it would be.

The setting is intriguing. After snooping around you come across some newspaper clippings that outline two main controversies in the area. The first follows the development of a (Spoiler - click to show) new museum on Native American culture that has been delayed over conflicts of the museum’s focus. There is also mention of Native American artifacts being discovered while the neighborhood was being developed. The second controversy looks at a trend of (Spoiler - click to show) health issues in residents that seem to be connected to the water supply. Plans were made to re-design the water drainage system, but those plans were brought to a halt. The story focuses more on the former issue.

The storyline reminded me of an element in Anchorhead where a (semi-spoilers for Anchorhead coming right up!) (Spoiler - click to show) specific tribe- I believe it was a fictional tribe- of indigenous people who worshiped celestial entities that were of interest to the Verlac family because it was connected to a vast ritual that had been planned for generations. The player, lucky you, gets to deal with the impending doom of this ritual. Right near the center of town is a big obelisk that covers the tribe’s ancient burial ground that also seals off a hell-dimension on the other side of mortal existence. You learn about this through newspaper clippings and content from the library. It’s wild. I mean, it’s Anchorhead, obviously.

Max (Spoiler - click to show) speaks of a monster in the southernmost tunnels that had been sealed off by Native Americans. This can be unsealed with a ritual using the three artifacts. Max himself also seems to be possessed. Disturbing, but not disturbing enough to dissuade the other neighborhood kids, including Kyle, from helping. Don’t get me wrong, (Spoiler - click to show) suburban Boy Scout cat search + occult ritual hosted by a ten-year-old named Max is novel as it brushes on Anchorhead themes. My complaint is this: there is hardly any story (or gameplay) about (Spoiler - click to show) finding Peanut the cat.

Start of game: You have been tasked to find the missing cat, Peanut. You're hoping this simple mission will earn you your Community Service merit badge. You head into the woods where the cat was last seen.

We’ve seen Peanut at the start of game. She’s behind a storm tunnel grating and runs off when you open it. Onwards, you try to run and chase her. Throughout the gameplay are cues such as, “You hear the tinkling of a small bell,” and “You hear a cat meowing,” amongst NPCs’ advice to look in the tunnels! And from there on, the cat takes a back seat as the gameplay shifts to finding artifacts.

When you save your friends from the monster and win the game, Peanut decides to appear and jump into your arms. Great resolution, but I just sat there realizing how much time I wasted trying to corner the cat into one of tunnels, using the dead rat as bait (probably not as appealing to cats as I thought), and experimenting with the various exits and entrances in the tunnel maze to map out her movements. The kid doesn’t even get his badge at the end of the game!


Characters
NPCs wander independently. I always enjoy seeing this in interactive fiction because it feels more dynamic. That said, their behavior does not have much substance. When you first meet them, they introduce themselves to you which is a strong start. Then they wander around until aimlessly until you make progress towards the (Spoiler - click to show) ritual. To be fair, designing seven (plus Peanut) independent NPCs is probably not an easy task. And you will find moments where NPC behavior triggers a surprising effect, such as when they all (Spoiler - click to show) suddenly gather in the meeting room to start the ritual. That was cool.

I have criticism about the dialog. The game uses the “topics” command to offer a list of topics to ask other characters. I thought this was smart because it keeps the player close to relevant subject matters. The issue is that A, topics do not acknowledge the player’s progress, and B, the “topics” feature lack subjects relevant to the situation. To use an example for the first case, (Spoiler - click to show) if you ask Max about the artifacts after the ritual, he still acts as if you have not found them yet. This put a dent in the interaction.

The other concern become more apparent as the story developed. Characters were limited in their responses to these events. The topics list never expands. In Clem’s introduction he says, "'I'm Clem. I'm in charge of the reconstruction effort.'" But asking him about it (I wanted to know if this had any connection to the (Spoiler - click to show) water quality controversy) results in, "Clem doesn't have anything useful to say about that." Alright, maybe I am being a stickler on this one. Still, subjects about the (Spoiler - click to show) ritual, the Andelmans’ house, and characters’ immediate surroundings are excluded from conversation. (Spoiler - click to show)

Guarding the room is a fearsome pitbull. He eyes you while growling.

Clem comes up from below.

>ask Clem about pitbull
Clem doesn't have anything useful to say about that.

I was expecting some response.


Also, who are the Andelmans'? It’s in the title. First impression was when I tried to enter the basement before meeting with the NPCs in the meeting place near the start of the game.

You begin to head west when suddenly you hear a girl's voice scold you, "We don't go in there. We think it's the Andelman House."

There you go. Mystery. It creates a chilling, sinister vibe to the gameplay. A hint that there is more to this maze of storm drain tunnels than what meets the eye. Right away you think, Who are the Andelmans? Sounds like a neighborhood legend. Your curiosity is spiked because this suburban adventure just got a whole lot interesting. This never went anywhere. We explore the house, almost abandoned, if not for the (Spoiler - click to show) guard dog in the kitchen. I kept wondering what the big secret was. Turns out, I was on the wrong path. I was thinking of this in terms of character names. Andelmans' Yard is (Spoiler - click to show) apparently named after a song of the same title. I would never have known that if I had not looked up the game’s title on a hunch. The song’s lyrics details exploring tunnels and themes that are seen in the gameplay. That was the connection I was missing.

Final thoughts
This game has a good start. While character interactions could use more polish, the game has been tested and it feels like completed piece. I enjoyed the surprises. Especially (Spoiler - click to show) Max’s surprises. The author does a nice job in mixing the everyday with the (Spoiler - click to show) paranormal. Even though I was expecting the gameplay to go through with its (Spoiler - click to show) original plot of searching for Peanut, I am glad that, in the end, we find her anyway. If there are any more games about Kyle trying to earn a badge, I would be interested in playing them. An enjoyable slice of life game mystery with a horror twist.

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