You are a zombie reviewing a meal.
I was not anticipating an undead connoisseur penning comprehensive reviews after sampling a smorgasbord of brains. Based on the words “Yelp Reviewer” I figured that the game would put the player in the role of someone who wants to write an earnest review about their dining experience, the catch being that they are a zombie eating brains. But above all I was expecting the game to take things a little more seriously.
Instead, the game opts for an ALL-CAPS approach to everything. Zombies are not going to be the most eloquent of review writers (although the PC is obviously tech-savvy enough to use a smartphone and an app) but having, "SO ME STUMBLE AROUND LOOKING FOR BRAINS" the entire time felt like it was trying to get the player to laugh.
Nor does it really “review” brains. It barely feels like a Yelp review. My guess is that the author wanted to include some backstory, which is great, but ends up cramming it into the zombie’s review to the point where it becomes a ramble of how the man was slaughtered. Critiquing the quality of the brains occurs in the last choice in the gameplay. It reminds me of Yelp reviews of restaurants that focus on how they found the place rather than their experience inside of it.
I must say, the title of the game is pretty cool. Yelp reviewing + Zombie is a creative idea that drew me in. The final product, however, did not sell. Geoffrey Golden is a talented author. If you have played Use Your Psychic Powers at Applebee’s, you can see his knack for humor and novel ideas, and I encourage you to do so. But You Are a Zombie Yelp Reviewer is a clever concept that needs more development for it to be palatable.
Oh no! Aliens have arrived and the fate of the city is now in your hands. Campus Invaders is a comedic sci-fi peril story about a normal citizen tasked with saving the day when aliens from space park a spaceship over Vigamus Academy’s campus. And here all you planned to do was attend a seminar!
Campus Invaders has ups and downs. On one hand, this is a great game for newer players because the puzzle logic is not too difficult (Spoiler - click to show) (ex. teacher stuck in a vending machine? Look around to find a coin. And you do. It is laying out on the floor of another room) while also having the player think outside the box, such as dealing with the alien in the bathroom. Objectives are also easy to follow because NPCs tell you want to do and then point you in the next direction after you have fulfilled a task. The downside is that the implementation of the puzzles is not as well-fleshed as the concept behind them.
The main issue is that elements are scarce. Gameplay follows a show/trade pattern of showing or giving something to one NPC in exchange for something that you need to give to another NPC. I think there may be a term for that. Because the setting is a research facility and the protagonist is prospective student, the interactions tend to be about gaining approval or permission to access new locations. Nothing wrong there. What falls flat is that character interactions lack substance which drags the game down since character interaction makes up a chunk of the gameplay.
NPCs have their one moment before retreating into the background as awkward scenery. It feels unnatural. Lack of responsiveness is primary issue. I was a bit surprised at how faculty do not react when you run tearing into their office amid an alien invasion. They just sit there at their desk until you talk to them. When you first speak to them, they have a verbal response, but afterwards you get a pre-recorded message that does not even come from the character, or when you first meet Mica Hela the game says, “Mica Hela welcomes you to her office and tells you that anything (or almost!) she can do for you, she will,” rather than her character speaking to you.
Besides character interactions, the other flimsy element in the game is with the scenery. While the room descriptions are interesting, the things inside them are only sparsely implemented. The description for the terrace is:
You went out on the terrace of the upper floor of the Vigamus Academy, on which a beautiful warm sun shines. From here you can clearly see the large alien spaceship that stands out in the sky and the thousand colored lights that turn on and off on the glittering metal hull. To the west, you can go back inside.
>x spaceship
You can't see any such thing.
I thought that the spaceship was clearly visible. It was frustrating to be unable to examine key items to learn more about them.
There are no true bugs that keep the player from making progress, but there some superficial ones. The game allowed me to pick up the trolley and carry it around in my inventory like a bookbag. It is ironic that it says, "You could use it to put in the bulky stuff you won't be able to carry by hand." You would still be carrying the bulky stuff anyway when you put it in the trolley. This was weak design.
It is not the most polished game but still decent. While most of this review has been spent analyzing the downsides of Campus Invaders, there is merit. It has spirit and is short enough to keep the story’s enthusiasm from fizzling out. Never does it waver from its atmosphere. Perhaps some testing would have tightened everything to make it more of a finished piece, but it still offers a fun time battling with alien invaders. (Plus, I liked the inclusion of a (Spoiler - click to show) secret section in the game).
This is such a gem.
You a ghost. A friendly, benevolent one. No one can see you or acknowledge your presence, but that does not deter you from wanting to help. The game takes place in the house of a small family. Even though your own identity is foggy, you have a strong desire to protect them.
As a ghost you try to prevent disasters, preferably so that the occupants of the house never realize that there was any chance of disaster to begin with. It is a lighthearted game, but one that ponders the balance of everyday events that can lead to (Spoiler - click to show) household disasters. To borrow its words, "a domino effect." This game is never judgmental, nor does it strive to teach a moral. Instead, it portrays a sensitive protagonist who looks at daily life through the unique advantage of a ghost. Contemplative.
This is a Twine game. Not only does it look nice, but the gameplay is smooth. The player moves freely throughout rooms to explore the contents. For choice-based games I like to call this as free range of movement, but the effect is more subtle in The Good Ghost. Lazy and casual, yet attentive. There is a thoughtfulness in your surroundings that encourage you to find the nooks and tiny details that usually go unobserved by the family in the house.
Now, this is not a puzzle game. Instead, it features small objectives, such as (Spoiler - click to show) finding a wedding ring, that are solved by going to the right room and carefully observing. This shifts the flow, so the game then leads you to the next scene. Everything is so fluid and organized!
The Good Ghost shines in every department, but the story tops it all. It is broken into several acts that documents the family over a lifetime. Seeing this process was incredibly grounding. As for the ending, it is the sublime moment of realization at the end that makes this game so emotionally powerful. I do not want to spoil the ending but know that it clicked perfectly. (Spoiler - click to show) So that's why the cat dislikes me... It was beautiful.
Excellent, excellent work. I highly recommend this game to anyone.
An old acquaintance named Edward Harcourt writes an unexpected and peculiar letter to you stating that he inherited a title to his family’s estate, and requests that you visit right away. This is a mystery game takes place in Scotland in the early 1920s.
Character creation comes first in this game. Not only does the player get to customize their character’s name, gender, and appearance, but they also decide on the protagonist’s history with Edward Harcourt and their past relationship with him before he appears in the game. There are quite a few possibilities, as indicated with a (Spoiler - click to show) dream sequence soon after you arrive.
Reflecting on the nature of your relationship with Edward, you find yourself thinking back to when you first met him…
The only plot element that the game gives us is Edward Harcourt’s reason for seeking out the protagonist for help. We learn that his (Spoiler - click to show) mother has been suffering from a mysterious form of insanity, and that he has been trying to find a cure for it. He thinks that the solution may lie through occultism which he has been studying to understand his mother’s ravings, but his only real lead is a cryptic letter from his uncle about exploring a castle. He wants the protagonist to help investigate.
So far, you navigate this mystery by snooping around and interviewing people (if they are willing to talk to you). As you investigate there may be clues that light up in the text. If you click on them more information is added to your nifty journal that summarizes your findings. This feature cultivates a detective vibe while also being incredibly useful.
The spoiler in the title of my review is that this game (Spoiler - click to show) is a demo. I did not realize that until it ended. It was sort of like biting into a chocolate bunny during Easter only to find that it is hollow, not solid chocolate like you thought. But there is an upside to this. Demo or not, this really is an excellent game. I hope the authors continue to develop it. So far, the game starts with a prologue and ends about halfway through chapter two. You arrive at the castle late at night and go on an excursion to town the next day.
Even as (Spoiler - click to show) a demo there is plenty of replay value while exploring the town, particularly with what you wear and where you visit first. So far, the gameplay follows the narrative of the outsider protagonist eager to get to work and start digging through the ancient history of a town where people are, at best, wary of you. You may pick up some Anchorhead vibes here or there.
The man bangs his hands on the table. His eyes are full of fury. Cognitive dissonance can be a real (Spoiler - click to show) bitch.
Clothing is important because it affects how people respond to you poking around. Are you a rich snob? A vagrant? Those are snap judgements that everyone makes, but it is interesting to compare these reactions among separate playthroughs. You already are the odd one out by being an outsider. It does not take much to make it worse (although sometimes, that is how you get the best answers).
The other replay factor is where you visit. There is a pub, church, harbor, and stores. You can visit two before the game (Spoiler - click to show) calls it a day and ends. But visiting the store first provides a different experience than if you visit it second. Same goes for the other locations. You can learn a lot from mixing and matching where you go. (Spoiler - click to show) The demo is not meant to played once. If you are interested in the story, you can find much more of it through replay. I recommend saving the game before you go exploring.
The game already has nice visuals. There is a stylish menu section on the left side of the screen. Some of the headers are writing in cursive (thankfully, not the gameplay text), and decorative swirls are also added. The screen is black aside from journal entries which are stylized to give the appearance of flipping through a physical journal. It all worked together to create an effective ambience.
In conclusion, The Trials and Tribulations of Edward Harcourt is an intriguing story with a lot of work put into it. When I went to play it, I was not expecting to see, (Spoiler - click to show) "You have reached the end of this demo. We hope you’ve enjoyed it!" I wish there was more, and I hope there will be. But did I enjoy it? Yes, I absolutely did.
Here's another EctoComp (or should I say ECTOCOMP?) review.
Escape from Hell is about the escape efforts of Zgarblurg, a demon spirit who got caught pulling a prank on Lucifer and was sentenced to inhabit the body of a zombie and count paperwork. But gradually, Zgarblurg has been regaining strength, perhaps enough strength to escape both hell and mind-numbing bureaucracy.
Gameplay
As a spirit, you possess NPCs to travel and interact with characters and your surroundings. There are six total, and each have a specialized skill centered around a verb that can be applied to certain puzzles. For example, the zombie counts things, the succubus smooches, and the golem shoves heavy objects. The main mechanic is to possess these characters to use their abilities to your advantage. I also found two solutions for two puzzles in the game, which was nice.
While it is not obvious right away, the overarching goal is to (Spoiler - click to show) indispose the demon princes so that you can escape through the mineshaft. Otherwise, they will intercept you to keep you from leaving. The solution for each (Spoiler - click to show) prince (I never thought of Beelzebub as a prince, but maybe I am behind on the times) were creative and inventive, especially since they involve using their own vices against them. In total, it is a longer game. I completed it in about two hours.
I am a big fan of Fagerburg's games which can be cryptic, but in good way. These games use creative gameplay mechanics that are streamlined for discovery and experimentation. In Dessert Island, for instance, puzzles feature a magical spatula with pre-prepared spells, but knowing how to fully use it requires some work. While Dessert Island, I feel, is a little more technical than the author’s other games, they all feature strong setting, story, characters, and other attributes that engage the player and motivate them to investigate methods of problem solving, even in the face of a daunting puzzle. Plus, the author also strives to make things user-friendly so that technical puzzles are enjoyable to solve.
Escape from Hell is not a particularly cryptic (if at all) game, but some puzzles will take longer to crack than others. For me, (Spoiler - click to show) it was learning how to cut the golden threads in the courtyard via food offerings. First, it was about discovering the mechanic of food offerings, and then it became a matter of making the right ones in the proper order. It took a while, but rather than being frustrating it was fun and felt rewarding once I solved it. The author has always seemed to have “signature” puzzles, ones that are creative with a distinct style.
In terms of user-friendliness, one of the best features is its built-in map consisting of a grid at the corner of the screen that expands as you explore. If you hover over a box, it lists the location title along with any characters in the room. Characters are also indicated by dots which is helpful since some move independently. You can also click on a location to have your character travel there automatically, room by room. By the end of the game, you will have a 7x7 grid of locations. For a puzzle-oriented game, this was extremely helpful.
Story
The game focuses more on puzzles rather than story, and there is not much else to add other than that Zgarblurg stepped on the toes of the wrong prince. And I do not think it needs any more than that for it to stand on its own because the focus is on exploring the landscape and interacting with (sorry, possessing) people for your own gains.
The bureaucratic monotony paperwork-hell in hell is reminiscent of Perdition's Flames, a TADS game about discovering the mundanities to be experienced after you die. Escape from Hell only touches on those themes lightly at the start of the game (such as the Infernal Cubicle), but they are still a humorous component in the game.
(I am not sure where to put this so I will just list it under “story.”) There are some fun easter eggs with the (Spoiler - click to show) cubicle forms. They list people who are destined to go to the underworld when they die. The catch is that these people are characters from other games. If you look closely, in the corner of each form is a reference number that you can use to confirm the game on IFDB. None of this has any purpose in the gameplay but I still had fun looking for games that I recognized.
Visual/Design
This game is a parser/choice-based hybrid. It looks like any of the author's parser games but instead of typing on your keyboard you click on links and buttons. The action buttons change depending on what actions are available based on your character and location. Everything is easy to use, and you can carry out commands at the same pace of a parser game. I also liked the appearance of the game. It has a purple background, white text, pink text for dialog, and pink links.
Final thoughts
Escape from Hell is another fun game by Nils Fagerburg. Great for Halloween or, quite frankly, any time of the year. It is a creative puzzlefest with technical but well-clued puzzles amid humorous characters. If you have played the author’s other games before, you will recognize the trademark qualities in Escape from Hell, and I recommend it to everyone.
The concept behind The Staycation is straightforward yet murky. The general premise is that the protagonist's housemate Claudia is going on vacation with her boyfriend, allowing the protagonist to have the house to themselves for a while. The protagonist is looking forward to some quiet time alone, hence calling it a “staycation.” Everything soon becomes vague.
The gameplay looks like this: (Spoiler - click to show) You cannot sleep, you hear strange sounds, your cat startles you, you hear more strange sounds, you feel the urge to check your phone, and then you realize that you do not like being home alone after all. These events convey a simple enough narrative about someone reconsidering their comfort zone of being in an empty house. But there are horror elements injected into the gameplay that make this storyline feel undeveloped.
Horror elements consist of (Spoiler - click to show) being unable to stop scratching yourself and frantically wondering why you refer to Claudia as your housemate instead of as your own mom. You are not really sure of what is going on. Perhaps there is stronger horror themes in this game. However, part of the game is broken, which prevents the player from investigating what they see in the game.
I ran into a broken page that prevented me from moving forward when I tried to purse the (Spoiler - click to show) path of self-denial in the gameplay. It said, "You choose to ignore the cracks within your marrow." This game is made with Texture. You make choices by selecting boxes and dragging them over the text to see what words the box can be applied to. In this case, there were two boxes at the bottom of the screen, a green checkmark and a red X. Moving them around the screen failed to reveal any sections that could be connected to either box. I had to restart.
Also, the game’s description says that there is imagery, but the only major visual was a (Spoiler - click to show) silhouette (a cute silhouette) of a cat in a doorway. There are also some creative emojis to illustrate certain actions. Otherwise, the game largely consists of text only.
To summarize, The Staycation is not as developed as it could have been, especially since part of the game is a dead end. If you have been planning to play it, I would still encourage you to give it a shot simply because it is so short. While the horror in the game is flimsy, the experience of unexpected nervousness while being at home alone is real. If anything, that human element is its one strength. Otherwise, it is not really something I would recommend. If it were more polished that could change.
For the spirit of Halloween, I have to review at least one EctoComp game.
Buggy is about a relatively featureless PC riding on a rickety buggy with a brother named Everett (nicknamed “Ever”) as they try to escape from some unspecified pursuers.
In this game, if there are no bugs, you are doing something wrong. In fact, the PC’s brother will call you out on it. The gameplay begins on the buggy and ends when you crash.
If you make an error, such as, "lookj" (a command typo I make when typing quickly) we see that everything destabilizes, to Everett’s horror. The buggy goes out of control. Errors also consist of verbs that are not implemented, although more often than not Everett will interject a reference about said verb.
"Oh my heavens it's another error," whispers Everett. There's a large crack. The buggy jolts. Everett starts swearing but then switches to praying when he sees you watching.
Endings provide suggestions on other verbs to try, and through this you will learn how to win the game. Super short, excellent length if you want to play a game standing up.
The only story content that I could see was how the protagonist is grieving for someone named Lenore and killed a demon. I am not sure if the two are related. The description of the sky was a potent indicator of their feelings. I was not expecting to be able to (Spoiler - click to show) take the clouds or moon. I did the all-encompassing "take all" only to get "moon: The sinister clouds are in the way." That made me laugh. Still, I feel for them.
It is an amusing experience if you are familiar with simple parser commands, and, arguably, flat-out hilarious if you are not. Either way, approach this game with a grain of salt and you will have a fun time.
This game is apparently about selecting parties. It is chaotic and confusing, but not in a good way. You are in a courtyard that contains several offices, within each is a character looking to have a fun time. (Spoiler - click to show) After browsing your options, you get to pick who to visit. A small paragraph describing the encounter appears on screen and the game just ends. There is no story structure.
I find it so frustrating when Twine games do not have any indicator that the game is over, and instead either leave the player with a blank screen or a screen with text minus a concluding passage (does not necessarily have to be link) that confirms that the game is over. Just some indicator will do. Otherwise, I get the impression that I came across a broken page. It is like someone singing and they decide not to sing the last line. This game (Spoiler - click to show) opts for the latter, and they hardly feel like endings.
Visually, everything is organized well enough. Then again, there is hardly anything to critique because the game is so short. It sticks with the standard visual model of black screen, white text, and purple links. But that is the only positive in this game.
4 Edith + 2 Niki is too incomplete for this competition. It was tough to even find the game’s main idea and story. Feel free to check it out if you want, it will only take up a minute of your time.
One Way Ticket is a surreal custom choice-based game about being stuck in a strange town after your train runs into an accident… the railway is covered in a big mountain of corn. These circumstances only get stranger. If you want to leave you will have to show initiative by pestering the locals, worming your way into off-limit areas, and maintaining your sanity is this odd, odd adventure.
This is a town where (Spoiler - click to show) people use golden sand as currency, night and day are determined by adjusting the arms on a clock, buildings have legs, everyone only eats corn, and lions hang out in the valley. There is also an NPC (Spoiler - click to show) who has arms and hands in place of legs and feet. Soon after your arrival, the mayor gives you a town map that already has the broken-down train marked on it, almost like a historical landmark. His also attitude suggests that the train (which, by the way, has *(Spoiler - click to show) eyes for wheels) and its passengers were meant to be trapped here, but that won’t stop you from looking for a way out.
Despite this weirdness, this is not a horror game, more akin to a demented version of Thomas the Tank Engine (not Thomas himself but the human characters). These themes are subtle, and that is the whole point. If you like vague, slightly unsettling themes right under the surface in a surreal game, this might be for you.
Gameplay
After an intro in the train, you are essentially dropped into the middle of town to fend for yourself. This means wandering around and asking people questions. Later on, the gameplay becomes more complex.
The gameplay is structured for convenience and frustration, a surprising combination. The central mechanic revolves around the two icons at the top of the screen: a satchel icon (for inventory) and a notebook icon. The satchel icon keeps track of clues and observations which are added as you play. Any noteworthy information in a scene is underlined and sent to this section for future reference. For me, there was a learning curve with how the gameplay implements these two icons. In an interaction you can open the notebook or satchel to select an entry to be used in the encounter.
"By the way, if you want to eat or something else, say, do not hesitate!" she added cheerfully, without turning around.
Say goodbye.
Ask about the driver and conductor.
Above is an early scene where you talk to the hostess in the tavern. “Say goodbye” and “Ask about the driver and conductor” are action links, the latter of which only appears if you open the notebook section and select the clue about the driver and conductor’s whereabouts in the notes section. Easy enough. The problem is that later in the game the objectives and puzzles become increasingly cryptic, technical, and confusing. I found myself just randomly trying every clue in an encounter until I found one that did something. At times, the number of clues and details can be overwhelming, especially if you have a hard time following the story.
The reason why I am giving this game three stars instead of four is because the last third of gameplay involves excess backtracking for solving the dozen or so final puzzles. You navigate by opening and clicking on a map which translates into, (Spoiler - click to show) go to the tavern, the trolley, another trolley, the cemetery, the trolley, another again trolley, the tavern, the southern trolley, the workshop, the southern trolley, the tavern, the- and so forth. Usually this is just to switch between night and day via the tavern, but it feels so repetitive, even more so since this is a long game. At least it was fun to see the night and day art for each location.
Story
The gist with the story is that a mountain of corn is covering the train tracks, and that the only way for it to be removed is to eat it…………..it is hard to keep track of events in this game. It largely has to do with (Spoiler - click to show) dealing with the lions in the valley, but to get to that point you must do all these odd jobs (like obtaining some golden sand so you can actually buy something) to acquire the resources need to achieve that.
I was using the walkthrough for most of the second half of the game (Initially, I thought I was making speedy progress, but when I saw the walkthrough, I realized I had a long way to go). By the time I finished I was not even sure of what I accomplished. It was (Spoiler - click to show) snowing and everyone seemed miffed that I banished the lions. I can’t even remember if I managed to leave.
It feels like you have to jump through hoops just to get some answers about the story. It is not as if the game simply skips over discussing exposition about the town but having played it for several hours, I find myself unable to piece it all together. While it is not really something I plan to play more than once, the optional achievements and bonus art galleries make it awfully tempting.
Characters
The game vaguely suggests that the protagonist is male, but there is a scene on the train that may or may not be an opportunity to choose your own gender. It has to do with examining and entering the bathroom doors, but it does this so vaguely that I cannot say for sure.
I thought it was interesting how the game uses a first person and past tense narrative. The protagonist is telling a story that already occurred, which I do not see as often in interactive fiction. We also do not get much background on the protagonist, only that they are on the train to leave an old life behind. Obviously, this debacle with the corn-oriented town derailed (hey!) their plans of starting a life somewhere new.
Some of the NPCs are a little intense, but others are mysterious in a cool way. It is hard to pinpoint characters’ motives. Combined with being stuck in a strange town, that is a little worrying, but also the whole point.
Visuals
I really like the art which uses basic lines and shapes to form an image but at times it’s a little unsettling. Imagine taking several sticks and lining them up perfectly side by side except for one that is slightly bent. It is barely noticeable, but something at the back of your brain thinks, “huh, that’s weird.” This is not a complaint since it contributes to the bizarre weirdness that is lurking about. Most of the art though, is not like that. A great feature is a gallery section that collects the art you have found. There are quite a few.
There is also a handy in-game map of the town that expands as you explore more areas. You just click on where you want to go. If I had to describe the map’s style, I would say that it looks like it was hand drawn and then processed through Microsoft Paint, but much nicer looking. And I like the style. It is just hard to describe.
A downside is that I noticed some mildly frequent spelling errors sprinkled about. The game is certainly not sloppy, but a final round of proof-reading would have added some polish.
Final thoughts
One Way Ticket does an effective job at conveying a surreal setting featuring a flustered protagonist forced into bizarre and unexplained circumstances determined not to succumb to the wonderful life that the town claims to offers. I must say, this game’s story is probably the most eccentric, but also memorable, out of all the entries I have played so far for this IFComp.
Ultimately, this is a quality game, and quite an adventure. However, based on its length and repetitiveness near the end, I recommended it if you are looking for a creative take on surrealism and have the patience to be in it for the long haul.
*When I saw the cover art, I had the impression that this would be a kids’ game. It’s not. But it was not until I played the game that I noticed the “wheels” on the train are supposed to be (Spoiler - click to show) eyes. I think since they blink on the menu page in the game.
In this short Twine game, you play as a volunteer collecting dues for a community organization group. It is time for your shift, where you go from door to door, trying to get people interested in signing up as members. You have a quota to meet, but lately your success rate with recruiting members has declined and your faith in the organization's ability to create change is wavering. Think about that later. Pull on your winter clothes, steel your nerves, and start your shift.
Gameplay
Collect £5 in dues within four hours. All right. There are 32 houses on your list. It is not possible to visit them all, nor is that the goal. Well, the goal is to knock on as many doors as possible, but your success is based on the dues you collect, not on how many houses you reach. Going to a house costs five minutes, and at some point, you also need to take at least one break, either to use the restroom or warm up from the cold, or you will have to end your shift early. So, it is definitely not possible to cover everything. But that is also a good reason for replays.
You can also take breaks for other things such as texting a coworker or checking the news. The game is set during the COVID lockdown restrictions in 2020, and checking the news gives some light background context which was a nice touch. Plus, there is an in-game glossary explaining the process of community organization.
The catch is that success is not really possible. Few people showed interest in my pitch. I made a simple list of which houses had people who answered the door, and then narrowed that down to people who would earnestly engage in conversation. Next, I replayed to find the dialog options that successfully convinced them to join. And it worked! I was so pleased with myself. My target was £5. I came back with (Spoiler - click to show) £8. Only to learn that (Spoiler - click to show) some people cancelled their memberships, resulting in me failing to meet my target after all. An exercise in futility, and that is where the main idea comes in.
Story + Characters
The protagonist is coming to terms with the fact that their work is no longer as meaningful as they once thought it was. They joined to make a difference, and now they have a hard time envisioning people enthusiastically signing up for something pitched to them by a stranger on their doorstep. Early on in their job, the protagonist reached their targets with recruiting people but now not so much. They wonder if the time spent going from door to door to keep their numbers up could be better spent elsewhere. But the only thing they are told by their manager is to knock on more doors. The game ultimately shares some interesting perspectives.
There is a strong human element in this game. It captures the task of preparing to weather all sorts of people. When you first play the game there is a sense of anticipation of wondering who will open the door. Someone edgy? Someone friendly? No one at all? At the same time, you also see the other side of the story. There is a lockdown, everyone is cooped up inside, it is the dead of winter, and now here is someone knocking on your door asking you to sign up for something. Still, I wonder if the author has done community organization work themselves, and if so, whether the characters in the game are based on actual experiences.
Visuals
On a brief side note, I really like the game’s appearance which combines a purple background with white text and colourful links. It is organized and crisp looking.
Final thoughts
No One Else Is Doing This was one of the earlier games I played for the IFComp and it immediately pulled me into the story. It is not particularly long, but its gameplay structure encourages multiple playthroughs. While generally lighthearted it does touch on topics about daily concerns such as upkeep of parks or cost of public transportation. It gives you some interesting things to think about, and I appreciated its relevance to the COVID related lockdown without it dominating the gameplay. The game is ultimately a mix of humor, determination, and frustration that puts the player in the protagonist’s shoes.