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System Processing, by Albie
4 of 4 people found the following review helpful:
A lot to process, November 7, 2024

System Processing is a unique sci-fi Twine game that shows considerable potential.

Our protagonist, only referred to as "Ov," lived and died on Earth, but at one point their consciousness was digitized. Little else is known about them (so far) aside from the fact that the data containing their digitized mind managed to end up in an archive on a spaceship called the Alsion. A traveler named Sirit found this data and had the idea of giving the protagonist a new purpose as the ship's AI.

And now, the Alsion has discovered a planet named Kor. It is about to be the new home for everyone on board. It seems that Ov will be out of a job... and a purpose.

Perhaps it depends on one's outlook.

Oh, and Kor is not your typical planet. Nor is System Processing not your typical humans-colonize-the-alien-planet-game, but more on that part later.

Gameplay
Quick overview. There are two names that are thrown at the player that I want to clarify: Alsion (the spaceship) and Tegmen, an offshoot settlement built into the planet. I got them mixed up early on. I thought they were both spaceships. False. Just the Alsion. They are connected to each other by a long organic cable. Both are inhabited, but the current population on Alsion has never been to Tegmen.

Until today!

Ov must figure out what to do on their last day as a spaceship AI because soon the Alsion will be empty as everyone heads on down to Tegmen.

The gameplay is in first person and centers around the flow of Ov’s thoughts which overlap with NPC dialog. You basically hang out in the protagonist’s mind. There is a strong sense of idle contemplation mixed with frustration.

The absence of definitives preserves my sense of estrangement. If I had hard facts and figures, this would feel less surreal. More details might make it harder to think, "Hey, who knows? Maybe I'm not a digital ghost working for one of the far-flung descendants of humanity."

"Maybe I don't split my time between a spaceship and an alien planet."

Interactivity primarily consists of reading a line of text and clicking on a link to continue to Ov’s next train of thought or NPC dialog. There are also secondary links that you can click on to expand the text for additional content. And a really cool “notes” section that allows you to read memos from the travelers or look up information on the population.

We can’t talk about the gameplay without talking about Laðə, an omnipresent NPC who is your connection to all things Kor. Turns out, Kor is the collective hive mind of the planet (also called Kor). It is all joined together, and somewhere, Laðə fits in. They hear Ov’s thoughts, darting in and out of Ov’s internal thinking during the gameplay.

"Maybe I don't regularly converse with a giant psychic plant." (Hi, Laðə. I know you're listening. Yes, I am referring to you.)

(Is that a spelling error? “Plant.” Or is it supposed to be “planet?” I figured it was “plant,” as in Laðə is a psychic plant who is an individual living entity within the Kor hive mind.)

Their portrayal embodies a relatable inquisitiveness while still maintaining the mystery of an entity cut from a vastly different fabric than the protagonist. Laðə tries to maintain a teamwork mentality, but this only fatigues Ov.

For first playthroughs, I tend to zip through Twine games just to get a sense of what I am working with before approaching it again with more attention to detail. Playing System Processing for the first time was an underwhelming experience but replaying it- slowly this time- paid off.

If you are looking for a fast-paced sci-fi game, System Processing will feel sluggish though never boring. The gameplay is not all about sightseeing. You will have a handful of opportunities to make choices that matter, particularly the one at the end.

Challenges
For the sake of feedback, there are two things that dulled the gameplay’s slick finish.
(Spoiler - click to show)
If you open the (snazzy) folder section, when you return, all the text on the screen is reset to where it began. You must click the links again to return to your spot. The game functions in “checkpoints,” where only your progress from that point onwards is reset. No big deal, but inconvenient if you want to take a quick glance at the population report in the middle of a segment.

Sometimes between playthroughs I encountered a looping effect.

Ignore Laðə and begin an analysis of the ship
Ignore Laðə and begin an analysis of the settlement
Greet Laðə

I’m not sure what triggers it but ignoring Laðə and exploring either the Alsion or Tegmen results in a loop where you assess one population before moving to the other only to have the ability to revisit the one that you just completed. I could not find a way to move on. I figured I should mention this in case anyone else experiences this.


Setting
I’ve already mentioned the (fortunately friendly) hive mind wonder that is Kor, but the setting is so cool that it deserves extra recognition. Also, astronomy. Kor is tidally locked, which means one side of the planet always faces its star while the other side never sees the light of day, like our own planet Mercury. Unlike Mercury, Kor is teeming with life on every square inch of its surface. The game’s descriptions paint vivid imagery in your mind.

Story
While the storytelling revolves around Ov’s relationship with identity, the overarching story is spectacular for its own reasons.

This is not your classic let’s-land-the-ship-and-claim-the-planet storyline. Human (or a sentient species equivalent) exploitation of resources is a common theme in sci-fi stories about the colonization of other worlds, but System Processing goes for an alternative path.

I am so happy this is a case where the humanoid beings in their bulky ship arrive with the intent of joining this thriving ecosystem rather than trying to exploit it. The game introduced me to a cool new term called Solarpunk which takes a sci-fi/futuristic realm and merges modern societal infrastructure or technology with sustainability and environmental awareness. Kor fits that perfectly.

Besides embracing a refreshing take on co-existence, System Processing has a creative vision of how the colonization process can unfold on an alien planet. Rather than the travelers merely parking their spaceship on the planet’s surface and climbing out, the relationship between the tethered Alsion and Tegmen as two homes (one temporary, the other permanent) in transition offers something new to the portrayal of colonization in science fiction.

(Random note, if I was on a space station/ship, I would want real windows. I would demand real windows. Not screens simulating stars. Not when I’m in space. True, the only sight to behold would be pinpricks of light, but at least it’s real.)

Characters
Ov
Much of System Processing revolves around the protagonist’s grasp of their previous identity as a living human and the tradeoffs that come with being a digitized mind in the form of an AI.

If the player opts to (Spoiler - click to show) talk to Laðə after the scene with Tlan, the protagonist says, “’But that's just it! You're the alien. I'm the human.’” And it got me wondering. Alien. Human. Where does Ov fit in? First, let’s consider the travelers under Ov’s care. (Spoiler - click to show) I figured they were humans, the descendants of those who originally came from Earth. Until Laðə made an interesting comment:

Oh, fascinating. You were able to roll your eyes? Was this a biological feature the travelers no longer possess?

The travelers lost the ability for their eyes to move around in their eye sockets. Does this mean they are not human humans? When observing one traveler, Ov observes that, “Like all travelers, they appear human, even if travelers no longer describe themselves as much.” Neat.

I think we can agree that Kor/Laðə (the distinction between the two is kind of murky) is the “alien” part of the mix. As for the travelers, calling them outright humans would be incorrect. Something changed. I wonder if they dabbled with genetic engineering or biological modification that allowed this.

Regardless of what went down, these changes have interesting implications for Ov. If the travelers are not “true” humans in the sense that they diverged biologically and culturally from their human ancestors, the protagonist is truly the last of a kind, even if they are now an AI.


Though their physical body may have decomposed long ago on a distant Earth, they are still an “original” human in terms of memories and Earth-based lived experiences. They were digitized in, what, (Spoiler - click to show) 2068? Despite the immense passage of time that occurred since then, this human identity remains.

One way this identity manifests is with the in-game “alert” pop up messages for incidents on the ship that turn out to be an offshoot of the protagonist’s own emotions, such as a (Spoiler - click to show) sprinkler system activating when they feel like crying (clever use of the Twine format). But ultimately, it’s an identity that seems impossible for others, even the all-knowing Kor, to understand.

Ov + Everyone else
The NPCs, though expertly designed, did not leave much of an impression on me. Rather, it was their situation and the decision making within these circumstances that held my attention. I have a feeling though that I will be the outlier on this. Players will likely feel an immediate connection with the characters. Besides Laðə, the only NPC we engage with is (Spoiler - click to show) Tlan, a traveler on the Alsion.

First time around, the scene with Tlan left me feeling confused and indifferent. In it, Tlan (I’m sorry, Tlan) is crying while I was simply not following the conversation. It seemed almost melodramatic even though the scene is clearly a serious one. I was surprised with myself on my reaction. After all, the scene is carefully worded and paced for full impact.

Perhaps I don’t know Tlan well enough. To me, they are Traveler 127823. This game made me want to reexamine why I felt the way I did. I’m still breaking it down. I would absolutely be interested in learning more about their character (and that of Egravn).

Name: Tlan
Identification: 127823
Status: Alive (well)
Age: 32.3 cycles
Residence: Alsion
Location: Server Room (astral-side)

(Feedback: Tlan has a paragraph- be sure to approve their request- that uses the words “stay” and “leave” frequently when mentioning the Alsion and Tegmen. As a first-time player I was a bit confused on what they meant. Clarity would have helped.)

Second playthrough, I had the context needed to make sense of everything. Tlan is sad because Ov expresses the desire to stay on the Alsion after everyone leaves. Tlan sees no reason for Ov not to come with since A, it is perfectly feasible, and B, how the travelers may feel about Ov is irrelevant.


System Processing is tied to a secret I have.

The big secret is.......

(Spoiler - click to show) I kind of like being the AI who throws a tantrum.

Ov has a bitterness about feeling underappreciated and misunderstood.

People were more likely to show gratitude towards a sentient plant vine with lovely flowers carrying out their will than a robotic AI voice coming from a hidden speaker. Therefore, Ov thinks that “everyone” dislikes them and cannot wait to leave them behind.

Travelers smiling at and thanking the vines of Kor while my work goes unacknowledged (or simply critiqued).

It's not as if you can take out revenge on the ungrateful inhabitants. This is not a case of Vengeful AI vs. Organic Lifeforms. You can’t throw tantrums in this game.

Saying their names in reverent tones while mine is barked at the air.

I suppose that would be going a little far. Although I wish there were more options on how to… respond to said inhabitants.

Peacefully, of course. :)

Still, Ov stubbornly refuses to take part in the joyfulness everyone has about moving into a new, perfect home even though there is more than enough room for them as well. But these feelings of reservation are understandable.

"Ov, would you speak with us? Just for a moment."

Ignore Laðə, I've already made my decision
Speak with Laðə

...yeahwelltoobadnoonesgoingtochangemymindwhateveridontca...etc.

As you can see, this conjured up my inner irritated AI.

If a game is going to have a ticked-off AI, I rather it be the PC than the NPC (which seems to be more common), even though I will totally play both. There is also an interesting distinction between AI as a user fixture and AI as established authority, but that is a separate discussion.

After playing this game I finally understand at how pissed off Solis feels about the collective crew in A Long Way to the Nearest Star. Solis, I think I understand your pain now.

At least, I have this:

Maintenance Requests
Urgent Request (from: Eiro) – DENIED


Jokes aside, this grappling of identity takes front and center in this game. It’s a roller-coaster of ancient memories and immediate emotions. In fact, we see indicators that Ov’s blanket perception of the travelers is not an entirely accurate one. The memos in the notification box tell a different story: Ov has fan mail.

People are pouring their hearts out in gratitude, taking time out of their day to wish the ship AI a happy retirement. There is clearly more to this relationship between Ov and the travelers than what is presented in the gameplay. While they may not have been popular, the memos clearly indicate that some people do care. I would love to see this expanded.

Visuals
A Twine game does not need fancy visual effects to have a striking appearance. Sticking to a consistent colour scheme can do a lot in making the player wonder at how professional the game looks. Even more so if you throw in some matching decals or symbols. Take System Processing for an example.

In System Processing, the main colour is green (text, links, icons) which only furthers the player’s mental image of a planet brimming with alien flora and fauna. Hovering over links causes to slightly glow with a green tint that hints at bioluminescence. Aesthetically pleasing and effective at building atmosphere.

I applaud the author’s design choices for Laðə. Their (they?) dialog is shown in gold text that conjures the image of sunlight which is perfect for their character. Next to the text in the same colour is a small smiley face icon. At least, that is the first facial expression we see in the game. It changes. (Spoiler - click to show) There are four possibilities: Happy, super happy, neutral, and sad (not your typical emojis). Let me tell you, it is so unnerving to see this sunny face change during the gameplay.

The difference is miniscule: a line curved downwards to form a frown or the upturning of lines in the eyes to indicate delight. Extremely basic stuff and yet it conveys a startling shift in tone. Besides being a clear indicator of the character’s emotion, it adds tension and a fluidity that would be lost without the icon as a reference point. You feel yourself slowly sliding down your chair as that smile turns into a neutral stare and then a frown.

While this may seem like a trivial detail to spend two paragraphs on, I argue that it is the strongest point in the game’s visual design.

(That little beaker icon was also nice.)

Final thoughts
This game is actually a fragment of the author’s plans. System Processing is meant to be longer and more complex. Being only 30% of the entire vision, more development will hopefully follow.

I appreciate that the game is an abridged version of what clearly plans to be an ambitious project. If a meteor were to strike the Earth, the game can still stand on its own as a completed piece. Same goes if alien scavengers arrived a thousand years later and somehow salvaged it. I think they would be pleased.

I could totally envision System Processing as being a slick commercial Twine game. It has the uniqueness that sets it apart from sci-fi games with similar subject matter, it wields a simple but assertive visual design, and it shows a strong potential for characters who could resonate with a wider range of audiences. I can easily see this being a sci-fi game for players typically not interested in science fiction.

Here’s the tricky part. While several categories for the game earn 6/5 stars, some parts are not as refined. I tried to incorporate some feedback as to why. I hope it helps. The rating also accounts for my overall experience. I took off a star because I was not always engaged with the character interactions. Is that necessarily a fault? Maybe, maybe not. I am open to how other players feel. I desperately want to love this game. It’s just not quite there. Yet.

I highly encourage you to play System Processing to experience it for yourself. My review, while detailed, can’t do it justice.

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Chloe Is Home, by KhairikaSinani
3 of 3 people found the following review helpful:
Pristine, November 7, 2024
Related reviews: Horror, Twine

Horror with a bite. Poor you.

You share a flat/apartment with friends Kayleigh, Sam, and Meghane. The four of you are discussing plans for later via group chat. Meghane's cousin Chloé is supposed to meet up to join the festivities. Tonight. Her cousin is meeting up with everyone tonight. Problem: Everyone forgot. Exasperated, Meghane goes to add Chloé to the chat...

Gameplay
The mechanics of gameplay are simple. It takes place in a chat group environment where you tap/click the screen to see each text message as they appear in the chat. Sometimes you have opportunities to respond. For these, a menu will appear at the bottom of the screen with a list of responses.

At first all you see is causal, crowded banter. Tap, tap, tap. You are just skimming through the messages while your flatmates argue about cleaning out the fridge. Throughout the game, NPCs will switch between being on and off the chat as they do other things, triggering notifications. It really creates a chat room vibe. Soon, things kick off when Meghane’s cousin is added to the group.

In Chloe Is Home, you are a clueless little player who gets sucked right in the mess. Stay far, far away from this review until you give the game a playthrough. I’m always touchy about “preserving” the suspense, but it’s true. Want the full horror experience that comes with not knowing what is in store for you? Play it first. Otherwise, it will ruin the fun. Don't be all, "oh, reading this review will help me be more informed when I play it." NO. Play the game first.

(Spoiler - click to show) But Meghane's cousin is not the one who joins the chat... Someone else does. Technically, I think the game’s description is a super light spoiler, “A flatmate group chat unknowingly welcomes an uninvited guest into their midst,” although only a stickler will probably feel the same way. No matter. There’s still lots to discover.

Now that the cat is out of the bag, I'll just refer to fake-Chloe as the Stranger or “Chloe” under these spoiler tags. This is the crucial detail: If you take a closer look at the user, it is shown as Chloe not Chloé. See it? It's that little line about the “e.” If you totally missed it, you're not alone. For the first playthrough I assumed it was Meghane’s cousin, although it does not take long for you to have doubts.


Story + Characters
I’m going to use this section to look closer at the story’s pacing and structure which is critical for a horror game. It’s going to be one big spoiler-fest (which I’ll tag), so again, browse wisely.

Pacing is excellent. Mechanically, the game skips pause effects. The rate of text messages is based on however fast the player chooses to tap or click on the screen. And yet, there is a feel of everything speeding up. You feel out of control. The effectiveness of the pacing is achieved through staggering story events.

It closely resembles a horror movie sequence where you know what’s going to happen but see separate shots of Character A being resourceful, Character B cluelessly walking into a trap, the culprit going up the stairs where Character D has just managed to put two and two together. These shots (with other elements) are then woven together to leave you at the edge of the seat in a nervous wreck because you know exactlywhatisgoingtohappen.

Obviously, a Twine game is not going to harness the cinematic techniques used in film, but it manages to recreate this concept closely. (Spoiler - click to show)

The Stranger just keeps getting more unnerving. They inquire about you being home alone and start a game of 20 questions with prompts on your personal information or how you want to die (if you were to, that is). The zinger is when you ask a question about either their pet peeves or whether they are an introvert or extravert. Their act as Meghane’s cousin completely falls apart and they go on a rant of why they hate about people. Then, bam. “Chloe” again.

Oh, and they have your address. You gave it to them, remember?

Chloe:
I'm literally 5 minutes away.

Ha. Ha. Oh no.

The reason behind the Stranger’s presence in the group chat is revealed when Meghane notices that she mistyped Chloé’s (the real Chloé- again, fancy é) number. Which confirms that yes, you’ve been talking to the wrong person, and you warn your flatmates. Meghane adds the real Chloé (whom we briefly meet) and starts searching to kick out “Chloe.” And then:

Chloe changed their name to Chloé.

The Stranger won’t go down so easily. This is where the staggering of events really starts to shine.

It kicks off with the Stranger sending you a picture of the flat before asking Meghane for the code to the door. Now, your friends are a tad sluggish about your warnings because they’ve been on and off the chat for the past half hour. They don’t realize the extent of this mix-up, yet. So, seeing the fancy “e” in the altered username, Meghane assumes that the Stranger was removed from the chat. She happily shares the code.

Meghane:
The code is 3042!
💋

Naturally, she realizes this mistake afterwards. The entire time the player keeps yelling, “don’t do it, don’t do it, just don’t!!!” The suspense is sharpened to a point. The sluggishness of the NPCs only heightens the urgency. Like watching characters in a horror film as they make clueless blunders right when it matters.

Meghane, Kayleigh, and Sam finally get with the program. Pacing intensifies. The Stranger narrates their movements toward the door. Everyone is panicking. One friend is calling the police. One friend is rushing home. One friend is alerting the neighbors. But despite this, you are still the only one at the flat. Then you hear a knocking sound.

An actual knocking sound effect. Followed by someone fidgeting with the door. I often forget/fail to turn on the audio for games. Half the time I don’t even notice they come with sound. But I managed to get the memo this time. It is a basic sound snippet that serves as the finishing atmospheric touch to a chilling horror game.


I’m going to switch things up and chew the fat about the story a little more. Again, more spoilers.

I was hoping for (Spoiler - click to show) more than one ending. After experimenting with multiple playthroughs, I could not find any alternatives. What frustrated me was that there is a pivotal moment in the gameplay that railroads the player into making one choice that ultimately determines the ending. This moment is when “Chloe” asks for the address to the shared flat, claiming that they lost Meghane’s instructions somewhere back in the chat. No matter what, you give it to them. And now they know where you live.

Given the dialog leading up to this point, all (or at least most) of your nerves are whispering stranger danger. Something’s off. The player feels it, and the PC feels it. You can lie about the address, dodge the question, or drag your heels, but this only leads to you having to send the address. Eventually you will.

🗨 Choose a reply
Sure
(Send it)


Throughout the game are dialog options that allow the player to tread lightly and approach this “Chloe” with skepticism. The responses involve refusing to dole out information, giving vague answers, or calling out inappropriate statements. The gameplay enables you to read between the lines. So why is it that you are ultimately forced to give out the home address?

What type of ending would I be asking for? It does not have to be a positive ending, just one that recognizes when the player goes the extra mile in assessing the Stranger’s identity. It was clever how you can catch their bluff by claiming that Meghane mentioned that they were going through a tough time without going into specifics. “Chloe” assumes that Meghane was talking about the real cousin and goes along with the charade by making something up. You then respond with skepticism that chips away at their act. I thought that if you pestered them enough, they may reveal their true colours or admit to being someone else. That would probably put the story on a different trajectory.

So… What happens? I think the PC’s chances of survival are not that dire. Then again, a character in a horror movie might say the same thing. The opening words of this game are rather ominous.

Kayleigh:
Omg, guys kill me. Shanon wants another meeting...


Visuals
I have always enjoyed Twine or choice-based games that mimic a digital interface, especially personal devices. The idea is cool both visually and in terms of functionality. Sometimes though, there is the risk of this functionality being hindered by design elements like wide margins or awkward scrollbars that do not prevent you from playing but do detract from the polish. Chloe Is Home avoid this. It uses the phone interface idea without overwhelming the player with its features. Note: I love it when authors go wild as long as functionality is preserved.

This game keeps it relatively simple while adding some flair. It tastefully replicates the appearance of a smartphone device with tall but narrow screen dimensions. The borders are purple with shadowed edges that give it a more 3D resemblance. Character text bubbles are colour-coded and set against an off-white screen. A general, strong look.

Plus, some embellishments. Emojis, symbols, and even the occasional GIF!

Final thoughts
Yes, I really enjoyed Chloe Is Home. It has a lot of strengths. Pacing, suspense, clever visual design. Players, I think, will get a rush playing it. There is enough variation in the gameplay to encourage multiple playthroughs (plus, it’s a short game), but when it becomes apparent that (Spoiler - click to show) there is only one ending, players may leave it at that. Regardless, it is a high-quality piece that offers an urgency that is hard to capture in a Twine format. Highly recommended for horror fans (especially choice-based horror).

I hope the author(s) continue to produce more work. This was a great first piece.

If you are interested in any more horror chat room stories, I suggest Disharmony, a Twine game about investigating the absence of a member from your friend group via an online messenger platform by the same name. Worth playing with the lights off.

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差异 // Disconnect, by Kelly Weng
2 of 2 people found the following review helpful:
A meaningful story about Chinese linguistic differences among family, November 7, 2024

It is late morning and your mother texts you about going to a restaurant together. Spending time with your mother and eating food sounds like a great idea, but there is anxiety looming in the back of your mind as you agree to meet. Part of it has to do with language.

Gameplay
差异 // Disconnect uses a mix of Chinese characters and English. Occasionally, Chinese characters are substituted with phonetic spelling. The game begins with a short text message exchange between the protagonist and their mother.

11:05 AM MOM: I know a good restaurant, have 手拉面

The first Chinese characters, 手拉面, initially did not have the translation, prompting me to immediately reach for an online translator. I thought this was interesting because the protagonist did exactly just that after I did. It was a brief moment where I could relate to the protagonist, although less so since I lack any working knowledge on the Chinese language. I got "hand-pulled noodles," as did the protagonist when they used consulted Google. It was a neat moment.

The remainder of the gameplay takes place at the restaurant. This seems to be a story where the PC feels like they are messing up more than they are, but the awkwardness so, so real. A noteworthy scene is when the protagonist is trying to give the waitress their order. Their menu is written in Chinese with an English translation, and automatically find themselves reading the translation. But when a waitress comes over to the table, they feel pressured to order in Chinese.

You review the pinying over again in your head. Wǒ yào niúròu shǒu lāmiàn tāng. How hard can it be?

Trying to use perfect accent and pronunciation while on the spot, they trip over the words. You can either try again or bail out and switch to English. Either choice serves to serves to put the player in the protagonist’s shoes to show what it is like to sit on a fence between your closeness to the Chinese language as part of your heritage, and the everyday convenience of English that you rely on in daily life.

What I did not like was how quickly this game ends. It happens sort of out of nowhere. I would have easily given this a rating of five stars if it had more of a conclusion. When you sit down to eat, I thought the game was just getting started, that there would be a little more dialog or examination of other cultural norms. The game is far from incomplete. In fact, it’s excellent. However, I was invested in the story and looked forward to seeing more the protagonist’s experience.

Story + Characters
The story is told in second person, and it seems that your character is gender-neutral, although there is one section that slightly suggests that the protagonist is female. I’ve opted to use “they” instead. Yes, so they feel anxiety and regret about their broken Chinese and how it has shaped encounters with their mother and older family members. They especially remember being pressured into attending Chinese language school when they were younger, but now feels guilty about not making the most of what they learned. They are left as someone who understands Chinese but is unable to speak it with the same proficiency of their mother.

These differences go beyond spoken language. The protagonist has the urge to hug their mother when they see her at the restaurant but refrains from doing so since older members in their family typically did not do that. It was something "reserved for your friends and younger, Westernized relatives.” There are all sorts of subtleties that contribute to a feeling of disconnect. I have always liked games that show the inns and outs of cultural interactions that would otherwise go over your head. The point is not to be a crash course on culture, just a glimpse into a single story.

Visuals
The game keeps it simple but visually appealing. Links are a cheerful yellow. Most of the Chinese text is highlighted in yellow that, when clicked on, reveals the English translation. Text is a mix of black and grey against a white background. I liked the simplicity of the cover art.

Final thoughts
So, this game got me thinking about the title. Courtesy of online Chinese-to-English translate, 差异 means “difference.” Someone better correct me if I’m wrong. Difference // Disconnect. Based on what I learned from the gameplay, it seems the title means that linguistic differences- and other differences- have formed a disconnect between the protagonist and their mother. It is a caring relationship but not always a seamless one as we see in the game.

I really enjoyed this game and recommend it to anyone interested in a slice of life game about family dynamics and Chinese culture. As someone largely unfamiliar with the ins and outs of Chinese language/culture, I found this to be an insightful piece on a human experience.

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Lost Coastlines, by William Dooling
3 of 3 people found the following review helpful:
It’s time for a nap, November 7, 2024

This game looks at what could happen when you fall asleep and dream.

Overview
I want to keep myself from going on a tangent of Lost Coastlines vs. Skybreak! since this review is ultimately about Lost Coastlines, but that is probably inevitable. Both are excellent games. They are also the only ADRIFT games that I have committed to playing because I always run into lag issues (not the authors’ fault) that make me hesitant about long, epic pieces. These two are definitely worth it.

I must confess, Skybreak! wins me over a little more, probably because I am into science fiction. Sentient-computer-adventure-friend/narrator is tough to beat. But Lost Coastlines has a lot of great features not found in Skybreak! Ultimately, they both bring something new to the table while retaining similar structural framework. If you have previously played Skybreak! which came out a few years ago, you most likely will say to yourself, “this seems familiar” when you launch into Lost Coastlines. Same goes for the other way around. William Dooling has a distinct and creative style.

Gameplay
Lost Coastlines begins with character creation. You choose factors like where you fall asleep or what type of person you are in the day which then determines your skillsets and some of the gameplay content. I thought this was clever because it makes the gameplay more personalized to what interests you the most. You then decide who you want to be in the game, such as a Scientist or Mystic, which also sculpts your adventures. Lots of possibilities. I highly encourage you to use the author’s nifty guidebook for this portion.

A key mechanic in the game is with stat related encounters where the game lists your options along with the skill used in each choice and the probability of success. It is also colour-coded! I thought that this was a consistent structure. It is easy to keep track of your stats for these encounters and I did not experience burnout after several hours of this. One of my favorite features was how you can wear individual clothing items to improve your stats.

The part that took me the longest to manage is the currency system. Believe it or not, gold and coins are not the standard. Emotions take center focus instead.

Pleasance:15| Sadness:5| Madness:42| Fury:36| Worry:218|

Emotions are generated through different encounters and can be used to make transactions or initiate opportunities. Some are easier to accumulate, for better or for worse, but it appears that they all have an application somewhere. The problem is that it can feel as if you always have the least amount of the emotion you need. There was a bit of a learning curve for me.

A complaint that some people had with Skybreak! is how the player can decide on everything except their destinations. Travel was random. Spaceships never used compass directions. But Lost Coastlines does. When you want to leave, you get back into your boat, pick a direction, and set sail. You have much more wiggle room with navigation. Many locations only allow you to perform one action, but it is easier to return to them because you can correlate their location relative to other areas. The in-game map is especially helpful. While travel is not always smooth sailing, the randomness is reduced. I think players will like that.

Story + Characters
As I already mention, gameplay content is molded by character customization choices. There is not an overarching story in the game’s world, just the player’s role-oriented objectives. You can find bite-sized story content in places you visit. Populated areas have legends or rumors that span across multiple regions. But the dreamlike quality of the gameplay means that there will be something to engage you.

Despite what the (lovely) cover art shows, I am pretty sure that the player is not puttering around in a little rowboat. Your vessel has a crew, a relatively anonymous and replaceable one that does everything automatically. You never truly interact with them, although I would not be surprised if you can recruit individual NPCs. If so, I never reached that point. You still have the chance to mingle with NPCs at destinations, particularly harbors, taverns, and markets.

My first playthrough
I will just stick this “dream” under one spoiler tag in case you want to know about my experience.
(Spoiler - click to show)
Character customization: (I decided to stick to a science-oriented theme for these choices, as was the case when I first played Skybreak!)

1. I fell asleep in class
2. Brought an old telescope with me
3. Intellectual
4. Scientist

Let's see... Highlights:
-I saw Natalie Portman in a bar (she was the bartender).
-Spent three years with a talking cat to learn about the magical arts.
-Found the Pendant of Fire (is that a big deal?)
-Crew supposedly came this close to eating me.
-Dueled it out with Schenckloth. Did not go as planned.

Challenge: At one point, my crew and I were stuck on a 3x3 grid of rooms consisting of eight jungle locations and one beach location, and I had no idea of how to leave. I tried "SET SAIL," "LEAVE," "LEAVE BEACH," but nothing. I spent the better part of an hour puttering around, studying insects, plundering ruins, and hunting for meat, but there was never any opportunity of leaving.

I wondered if I should have left it at that, but there was another issue. When you read the in-game help section it says, "As an open world game, there is no final goal or overarching story: do whatever you want! You can end the game at any time by typing WAKE UP." But if I try to do this, I get this response:

➢ WAKE UP
You are not asleep!

What does it mean I am not asleep? It is one big dream! I should be snoozing away here. Waking up was supposed to end the game and give me a final score, but I suppose not. Sadly, I had to end my first playthrough there. I wanted to keep playing but you can only search the same area for insects for so many times. That did not, however, stop me from replaying the game to sample the different character creation options. While I did not devote as much time to my other playthroughs of this game, I had fun experimenting with the gameplay. There is a lot to do.


Final thoughts
Lost Coastlines is a beautifully descriptive game. Calming with an edge of danger. The best part of this game is the open world format. Go. Explore. I love it when games capture that notion. You have your boat and go wherever you want, assuming you can weather the challenges.

Ideally, play this game when you have several hours of time available for a leisurely playthrough. Don’t try to cram it into your lunch break because it takes a while to accumulate items and stats that allow you to pursue some of the more daring opportunities. Then it becomes really fun.

Before you go: Maybe I am wrong, but isn't (Spoiler - click to show) Schenckloth, the Lord of Nightmares in Skybreak! as well?

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Star Tripper, by Sam Ursu
5 of 5 people found the following review helpful:
Rescue your sibling and dominate as starship captain, November 7, 2024

You are blissfully working in your home lab when an urgent message from your older sibling arrives. They have been kidnapped by pirates through an elaborate plot and need rescue from Sector Zero. Unfortunately, Sector Zero is just a myth. But that should not stop you. Command a ship, embark on the life of a trader, and do what it takes to be reunited with your sibling.

Quick note
I have already reviewed two other ChoiceScript games by the same author. One game was successful, the other less so, but they were both novel pieces. Star Tripper blows them out of the water in terms of creativity and innovation. It is one of the most ambitious ChoiceScript games I have seen. Not the cream of the crop in terms of quality, but I find its ambition to be remarkable. However, this is dulled by rocky implementation. I spent a long time on this game, far longer than any game I have played so far for this year’s IFComp. It has been idling on my computer for days. I have been utterly unable to reach an ending and have exhausted every lead. But I want to finish it. This will be a long review simply because I want to share my experience so far.

Gameplay
The intro is mostly exposition, but the player chooses their sibling’s attributes and other logistical details. The main gameplay begins once you reach space. Travel is straightforward. The setting is broken into quadrants and sectors, with each quadrant being divided up into four sectors. You manage your fuel and battery levels as you travel while also conducting trading and buying. If you are a fan of resource management, this game may interest you.

At first glance, this game is an open world dream. So many places to visit, including banks, churches, bookstores, bars, coffee shops, casinos, you name it. A big part is trading and selling items, but there are other ways of earning income. There are also all sorts of adventurous encounters. Avoid black holes, fight off pirates, claim your own asteroid, upgrade your ship, and more. When they gameplay begins after the intro, the possibilities seemed endless. I had the same feeling when I first tried Skybreak! Unfortunately, none of this fully comes to fruition.

The player must micromanage just to get ahead. As I was busy puttering around the galaxy, trying to maintain my fuel levels and finding planets willing to buy the excess cereal grains I had in my cargo hold, I totally forgot about my quest to find my sibling. Plus, the game sometimes gives mixed messages. Some activities are blanked out and only available in Arcade Mode which is unlocked once you complete the game. Fair enough. But there is inconsistency with Story Mode. For instance, the game will let you attack this trade ship but not that trade ship even though nothing about your ship’s status has changed. Planning is difficult when you are not sure of the game’s reasoning. Also, there is only one save slot, but I am grateful that it is available. Cling to it like a life raft when you are uncertain.

As I struggled to make long-term progress, my mind would wander to Superluminal Vagrant Twin. I want to be careful about comparing the gameplay between the two because they are made with different formats (Inform and ChoiceScript) that provide unique experiences. Nonetheless, their stories touch on a similar theme: Overcoming obstacles to save a sibling. They are also both sci-fi trading games.

Superluminal Vagrant Twin is not about finding your twin. The game does not go too deep into backstory but in a nutshell, your twin is frozen in a cryo tube, and you need to pay off your debt to get them back. A lofty objective, especially you are essentially broke. As a trading game, trading and buying goods is the core mechanic. But the game does not just toss the player out and say, “off you go, trade and buy until you make enough credits.” The gameplay is structured to point the player in the right direction by helping them identify smaller goals that lead to the master objective of getting your twin back. Having sub-objectives in Star Tripper would have been infinitely helpful, or at least an objectives list to remind the player of what to look for.

Once you manage to get your foot in the door you have more mobility. There is just a steep learning curve. I floundered for a while. Let’s see what I looked like as I floundered.

For such a vast and dynamic setting, I was overly hesitant to experiment due to the outcome of my first playthrough. I had to start over because I was stuck on a planet with not enough fuel to leave, which is not as tragic as it sounds. Every planet has a bar or drinking establishment where there is always a customer who will sell you fuel pods and other items if you buy them two drinks. The downside: I had almost no credits, not enough to buy two drinks, let alone fuel pods. I had no cargo to sell. The only option was to work a few shifts at the café. However, you get about 22 credits per order you complete during your shift. When you need hundreds of credits just to get off the dang planet this is not practical (and to seal the deal, I saved the game when I landed on the planet). Starting over seemed like the best option. I approached my next playthrough much more cautiously and was more mindful of when I saved the game.

As I mentioned earlier, it is hard to get ahead. Buying a ship to travel to Sector Zero is a distant dream. The most hopeful opportunity for my floundering self was mining on Class 1 planets. Filling a sack full of ore brings in 1000 credits plus a bonus. Sounds great. You decide how deep you want to go down a mineshaft. The deeper you go the better chance at finding ore (the max is 50 meters). However, if you decide on 50 meters you must click on a link- tap, tap, tap- 50 times in a row to reach the bottom of the shaft. If you find ore, you click on a link a few dozen times to fill your bucket. Then you click 50 more times to reach the surface. It takes about eight of those trips to fill up a sack, and that is assuming you find ore when you go down the mine. Progress was so slow.

But that can change.

The following is the rest of my semi-successful adventure. I found a strategy that made a million credits become a realistic goal, and even learned a few more details about saving my sibling. I am just going to hide it under one big spoiler tag. Hopefully this may give you some ideas.

My experience
(Spoiler - click to show) Fortunately, I did not flounder forever. The key is to establish a colony factory on an asteroid. But this is far, far, easier said than done. If you stumble across an asteroid, you can claim it for your own without fees or legal tape. Then, you hire colonists, and supply them with building materials such as iron or lumber. If you bring enough of these to your asteroid, you can upgrade its production level to increase your profit. The downside is that every time you upgrade your asteroid the game decides to reduce your cargo hold limits, which is unreasonable if your ship’s cargo hold only has five storage slots to begin with (as is the case with the Pigeon class ship you have at the start of the game). The game does not even explain why. Furthermore, each upgrade requires more materials that will need to fit into a rapidly shrinking cargo hold. Because of this, industrializing an asteroid was not something I could do for quite a while.

I finally managed to hammer out a strategy for buying and selling goods on planets, and I reached the point where I was doing pretty well. The days of mining were gone. I went from a mere Pigeon class ship to a Firefly, and then a Gila. Making 100,000 credits became an unexpected reality, and this allowed me to buy a Clipper class ship with 100 cargo hold spaces. This whole process, however, was slow and repetitive, so I decided to take a whack at colonizing an asteroid. Even if my cargo load were reduced there would hopefully be some left to continue trading. It did not take long for my ship’s cargo hold to go from 100 to 0, but by then things were looking up. I was making enough that I could simply buy another Clipper class ship to replace the old one. I burned through THREE Clipper class ships as I industrialized my asteroid, but by the time I had my production level reach level 16, the cost of a Clipper ship was practically pocket money. I could now buy the million-credit ship that my sibling mentioned in their message.

Oddly enough, that is where everything stagnated. Now that I had millions of credits at my disposal, I was relying on several scraps of information to carry me through, but none have brought me any closer to finding my sibling. I have tried everything. I will share them in case you have any input.

ONE: At the start of the game, your sibling says that the ship you need to buy costs a million dollars. There are two ships that fit this description. I bought both, but nothing happened.

TWO: Your sibling’s friend tells you that they may send you information on Sector Zero if they found anything in their research. That never happens. I did get one, and only one, message from my sibling after the intro, and all it said was that I needed to find the Golden Key to reach Sector Zero.

THREE: Once you have a million credits, you will eventually stumble across traders who happened to find the Golden Key and are willing to sell it. When you buy it, the game says,

🔑 Now that you've got your hands on the infamous Golden Key, it's time to find someone to help you install it.

I could not find anyone who could help me install it, nor did I know where to look. Furthermore, I had this encounter twice in this game. I would buy the Golden Key a second time and the game would act as if I first laid eyes on it. The stats page does not even mention that you acquired it.

FOUR: A useful tactic is that you can get general hints at coffee shops by buying something and sitting at an empty table to listen to the background chatter. It is possible to catch gossip about Sector Zero. You hear two people talking about a scientist who attached a gold quantum capacitor (which sounds awfully like the Golden Key) to a Zheng He class ship and managed to get it to go Warp 11. So, I bought a Zheng He ship. I am not sure if this was the ship my sibling had in mind since it costed less than a million credits, but none of the other ships had any promise. I already had the Golden Key (see previous), and I knew I needed to find someone to install it. Off I went exploring, but I did not find anyone whom I could talk to about my ship. I even had my ship wired to go Warp 10 (the max speed) in case it helped. No change.

I am out of ideas. I have played this game for endless hours, much of which I enjoyed, but I simply cannot reach an ending. Now I am groveling about in my own review. If anyone has any ideas, please comment.


Story
From the start of the game, we get a sense of the complicated political environment in the game’s universe. It takes place in a galaxy ruled by a Galactic Council that is heavily influenced by the Central Families that dominate the center of attention. Then there are the wealthy Inner Rim families, the working-class Outer Rim, and everything in between. Lurking about is a pirate group called the Syndicate that plunder spaceships and planets. All this sound extremely simplified, a classic version the galaxy being categorized into polarized groups of “good” and “bad,” when in fact, these lines are blurred.

What I like best about this game is that it is one big learning experience for the protagonist who is from a Central Family and has always taken these benefits for granted. Now, they must rescue a sibling from a group of pirates that (Spoiler - click to show) turn out to have a closer association with the Central Families than most people, the protagonist included, realize. The protagonist is also unable to make use of their own affluence because the Syndicate is watching every move. The only option is to start from the bottom. No money, no ship, and no leads except the name of potentially sketchy friend who feel from grace mentioned in your sibling’s message.

Then again, whether or not the protagonist actually learns anything is technically up to the player. You see this development (or lack of it) with the dialog options where you can choose to respond to people with entitled indifference or with open-mindedness. Because I have been unable to reach an ending, I have no idea if this whole debacle will permanently change the protagonist’s view on life. But after weathering public transportation, Class 1 planets, and dingy spaceships, well, who knows.

Characters
Character interactions are shallow but are there if you want to seek them out. They are often quite comical. I think the overall light-heartedness works well in this game.

::: What do you want to do?
🪑 Join Saboson and Star at the table
🏃‍♂️ Turn and run back to the spaceport

For the most part, NPCs are just part of the scenery, but there are ways of initiating more one-on-one interaction. Aside from the characters in the intro (and even then, their names are randomized) there is no single character whose full identity remains the same for every playthrough. I think that adds some spontaneity. The game relies on procedural generation, and it wields it well.

👧 "You know what? Screw you, Saboson. You're a thief and a liar."
👦🏻 "A thief? Because I stole your heart? Give me a break, Star!"

::: How do you want to respond, Captain?
🗣️ "I'm learning a lot by listening to you two."
🗣️ "I don't feel like I'm really being heard."
🗣️ "I hate to be rude, but let's change the subject."

What surprised me was the depth of traveling companions. They travel with you in your ship and add some diverse dialog by commenting on the things you do or even initiating discussions. (Spoiler - click to show) Unfortunately, they are only interested in hitting on you in borderline-creepy manners. For science, I tried to marry one of the NPCs. It resulted in an error that said: wedding_chapel line 951: Non-existent variable 'priest_level' which almost crashed the game. Fortunately, I just loaded my save file and decided not to test it. And to be honest, I did not want to get married. Regardless of how you feel about the NPCs, it is nice to know that the option is there.

Visuals
The game is extremely sleek looking. The text boxes are dark grey outlined with glowing borders that add a pop of colour. All of this is set against a lighter grey background. There are also little emoji icons that I have seen in the author's other games. They add an excellent visual. A whole variety of emojis are found in this game and are used strategically by the author to illustrate a point while avoiding emoji overload. That is one thing I noticed about the author's games that I have played: regardless of their content at least they look spiffy.

Final thoughts
With the author, no subject is off limits. Zombie apocalypses, farming simulations, and now a sci-fi trading a game, and I genuinely love the creativity and innovative usage of ChoiceScript. For a while, I never perceived ChoiceScript as a format that uses visual effects in storytelling. Now I am seeing how flexible it can be with not only visuals, but also with puzzle types and gameplay mechanics.

Star Tripper is a tough and confusing game, but it also has humor and adventure. Even if you do not manage to find your sibling you will still have a memorable experience with making a name for yourself and formulating strategies. It does need more polish, hence the low rating. There are some clunky bugs, but the biggest issues are, A, it is difficult to make progress, and B, long-term objectives are murky. But underlying it all is a solid foundation. If you have more than a few minutes, play this game. It has a lot of fun sci-fi and resource management themes. Just requires a little extra patience.

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BaoBao, by Cassandra Khaw and James Persaud
1 of 1 people found the following review helpful:
An unusual yet elegant remembering of one's mother, November 7, 2024

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

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

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

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

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

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

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

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

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

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Old MacDonald Had a Farm, by Sam Ursu
Had a farm (didn't last, though), November 7, 2024
Related reviews: ChoiceScript

You play as a young man named “Olde” MacDonald. Do you have what it takes to be a farmer and support your family (and maybe even become famous)?

Gameplay
The game is organized into “cycles” of five days that begin on December 27th which ends when the new year begins. Gameplay consists of feeding or medicating animals, fixing stalls, or butchering animals.

Here, you have the following materials on hand:
🌾 Animal feed: 3764 kilograms
💊 Medicine: 54 units

However, the game predominantly focuses on butchering animals. Once you stockpile a certain amount of meat everything after that can be sold for income. There is some strategy to this. Certain animals produce large quantities of less expensive meat while others produce small quantities of expensive meat. I would focus on the former until I fulfilled the stockpile and then switch to the latter when it came to selling surplus. Butchering animals is not my thing, but this is NOT a graphic or gory game. When you do butcher an animal it is merely implied.

When I first played the game, I thought I was in a dream of resource management. But this wilted. For instance, there is hardly any resource management with the medicine. Only the (Spoiler - click to show) lambs get sick and require use of the medicine supplies. The lambs also die too quickly. The first time I played I was busy exploring the barn and within a few turns (less than one day in the game’s world) all the lambs died of starvation. I had to start over. Because this occurred at the start of the game it was not an issue but still seemed weakly designed.

⚠️ The 🐑 lambs in Stall 1 are out of food!
☠️ All of the 🐑 lambs have died.
::: What do you want to do?

Great.

With each year new types of animals are added to a stall and the number of animals in each stall will also increases. Gameplay becomes chaotic. The animals keep damaging their stalls and running out of food too quickly for the player to keep up with.

The game ends once you make $10,000. You can either choose to keep playing (and instead of going to the December of the next year to start a new cycle you keep on playing into a January) or give up farming to seek a different path in life. There are some achievements including three hidden ones. The only hidden one I reached was called (Spoiler - click to show) “Clean Sweep” where you manage to butcher all your animals before the year ends.

The song
Just so we are all on the same page, the game is a rift off a song by the same title. Each verse is about the animals on a farmer’s farm. In the game school children visit your farm to write songs about it. That is supposed to be a reference to the song that it is based on.

It seems like original song is based on barnyard animals, livestock. The game introduces lambs, cows, goats, ducks… snakes? Parrots and frogs? An elephant? The game transitions towards housing, slaughtering, and selling and/or consuming exotic animals (again, nothing graphic). I think the game is trying to take a creative approach to the song by incorporating more novel animals, but the result is confusing and outlandish. The frustrating nature of the gameplay makes it difficult to appreciate these changes because you can barely keep up with everything. Plus, the introduction of these animals does nothing to influence the gameplay or the story beyond needing to butcher them.

Setting
I recently played another game by the author called Zombie Blast 2023 which I also reviewed. Zombie Blast 2023 took a unique approach to ChoiceScript by incorporating free range of movement in its gameplay. Free range of movement is where the player can roam around in a space while directly examining or interacting with things in their environment. In Zombie Blast 2023 the goal is to defend your house against zombies. Having free range of movement in the house emphasized that the player must engage in combat. Old MacDonald Had a Farm also tries to use free range of movement in its gameplay, but the result fell short.

Old MacDonald Had a Farm uses this technique to map out the barn which is creative. You can walk across the barn in sections and enter six different stalls. It flows like a parser game, which is great to see in ChoiceScript. But its implementation in the game is repetitive and inconvenient. It means having repeat the sequence of “enter the barn,” “move east,” “move east,” “move east,” “move east,” “enter the stall to the north” just to get to stall 5 to put some food down. It gets tedious as you try to process dozens of animals throughout the barn. As you gain more animals the screen becomes filled with notifications which means that the screen is always shifting. It becomes “enter barn” (scroll down), “move east” (scroll down), “move east” (scroll down), you get the idea. Disabling animation in settings reduces this a little but does not completely prevent the screen from jumping around.

You may run into bugs. Frequently, I would get popup error messages such as, "farmer line 1351: visited this line too many times (1000),” that would appear while I was moving through the barn. I applaud the author’s experimentation with the medium, but it was not as successful as Zombie Blast 2023.

Story + Characters
The game begins with a story segment where MacDonald attends a dance where he encounters a young woman (her name is randomized) that he knew from childhood. Here, the game strives to create a wholesome 1940s atmosphere. The two fall in love and get married. This was a great story-centric way of starting the game and I thought that the gameplay would be intersected by more story scenes. Yes, there are scenes at the end of each year to summarize your progress, but it is not the same. Instead, everything is stagnant and repetitive.

Character dialog seems unnatural. For example, at the end of each day the protagonist’s wife says, "MacDonald, time to wrap things up and come home for dinner. Tonight, the family needs to eat 9 kilograms of meat." The phrase “the family needs to eat 9 kilograms of meat” is awkwardly worded and too clinical given the context.

You seem to have a (Spoiler - click to show) kid every year and once the oldest is barley older than a decade you start getting a grandchild each year. If you fail to butcher enough meat your family has to eat cabbage and potatoes for dinner. This is enough to make them malnourished within one day. Within two or three days (Spoiler - click to show) a child dies from malnourishment because they had to eat cabbage and potatoes for a few days instead of meat. It just seemed so artificial and unrealistic in comparison to the content we see at the start of the game. Perhaps it is meant to be comical, but I was expecting some story milestones.

Visuals
Its creative visuals are probably the strongest part in the game. Visually, it is incredibly polished and a creative use of ChoiceScript. Text area is dark blue set against a pale blue backdrop. There are clever little icons used throughout the game including animals and human characters.

Final thoughts
I wish I could say this was an excellent game, but it falls short of its goal. The ideas are there: colourful visuals, resource management, basing the story after a song, and more. But the finished piece is lacking. The implementation is flimsy, and the story dulls soon after the game begins. There is no denying the unique use of ChoiceScript and I think that the game is worth trying for that reason alone. But it probably will not sustain players’ interests for longer than a few rounds.

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Hanna, We're Going to School, by Kastel
4 of 4 people found the following review helpful:
Time for school, time for school, time for school, time for-, May 3, 2023

It’s time for school but you’re not feeling it right now.
Or ever, really. But you and Hanna have no choice. School it is, then.
Oh, and Hanna is a ghost.

Gameplay
Contrary to what the game’s title suggests, Hanna is not the PC. You play as a high school girl named Jing who goes to an international school in Singapore called the American Independence School. Unlike Jing, Hanna expresses some excitement about going to school. Soon, though, we see that this excitement is masking underlying pain as we face the daily mundane and rocky reality that is school.

The start of the gameplay really sucks you in. It captures how Twine’s interactivity can be used to make a more dynamic scene. We begin in Jing’s bedroom.

You get up.

You are in your bedroom, which consists of a desk full of books, a desktop computer, a bed, and a cabinet.

Hanna eyes at your schoolbag.

Here, "books," "desktop computer," and "bed," are all links that expand the text to reveal more information about each item while clicking on the cabinet link moves the gameplay forward as Jing gets ready for school.

While the scene’s outcome is not impacted by your choice to examine the scenery, the links provide an extra sense of interaction that make it a little more interesting than if it were one big room description. It also engages the player with Twine’s choice-based format. Why read when you can click on links?

This structure continues for the rest of the game as we venture into Jing's school. After your first playthrough, the game allows you to skip ahead to crucial parts in the gameplay to save time. Much appreciated.

Characters
(I’m going to do characters first, then story.)

Jing
We do not learn as much about Jing as I hoped. After all, she is the starring PC. She’s Chinese, lives in an apartment, her parents both work (we never meet them), likes to use art and books as a portal for exploring sexuality, and has befriended a ghost named Hanna! Alright, we learn a fair amount. But her character is intriguing. More would be nice.

It would also be nice to have more context about Jing’s everyday school life. While I understand that school day structure differs across the globe, American Independent School has a somewhat bizarre (to me) daily schedule. (Spoiler - click to show) It offers cafeteria lunch twice and holds a separate student council-led karaoke party between Trigonometry and European History class. Actually, that doesn’t sound so bad. Ultimately, however, I felt out of touch. (If this really occurs in real life, thank you for diversifying my understanding of how teens go to school in today’s world.)

Clara
Clara. Ah yes. Clara does not censor what she says. She just says it without considering her surroundings. Or those nearby. She also thinks that she is doing you a favor by letting you know what she has to say.

Consider: a group of young people with that one peer who, to everyone’s delight and dismay, confidently and loudly talks about daring and explicit things in a causal social setting. Just when you think the conversation has leveled off, bam, the peer in question takes it up several more notches and everyone around is just, “oh wow.” That’s Clara. The scene in the (Spoiler - click to show) hallway after homeroom (and onwards) showcases this perfectly.

She embodies the “mature” girl persona who claims to have a resume of sexual experiences. She also comes off as trying to convince herself that she knows the ropes and that her confidence on the subject matter is unwavering. A bystander (Jing/player) is then used as a sounding board as she pelts them with a mix of "advice," tidbits of knowledge that demonstrate credibility, and personal experiences involving sex and other adult-like activities.

My favorite sentence in this game:

You pretend to agree and hope Clara's done with her TED Talk.

Clara gives some intense TED Talks.

When it comes to her relationship with Jing, Clara does not come off as being the classic High School Mean Girl who breaks out in hives at the mere sight of you. Maybe that is not what the author intended, but that’s the impression it left on me. If anything, Clara sees herself as friend rather than foe.

Clara reads more like a bossy, we’re-friends-since-we-see-each-other-daily type of “friend.” One who considers herself to be your friend in a self-serving manner or considers you to be a friend more so than you feel in return. She latches onto you like a leech while insisting that she knows what’s best for you. Especially when it comes to sexuality.

It gets uncomfortable. Clara reassures Jing about her dating desirability. Because Jing is Chinese, Clara keeps advising her to embrace “popular” stereotypes by acting more submissive and “pure-hearted” since that apparently is what attracts dudes. Clara may be trying to help in her own way, but ultimately this persistent fetishization overwhelms Jing. And most likely the player.

But as the story’s antagonist, she does not seem so bad after all… Until your final encounter with her where she (Spoiler - click to show) goes full homophobe and transphobe. Everyone’s (Jing/Hanna/hopefully the player) response to this is more, way more, than just, “oh wow.”

While Clara excels in her character role’s persona, there are some scenes that feel- even for her- more like an endless rant of shocking content that is independent from the scene itself. I wish we could explore her character in other ways than just sex-fueled rants.

And as for bringing an umbrella, (Spoiler - click to show) careful kids, you can poke an eye out. I applaud the implementation of Twine in this scene.

Hanna
Hanna is a neat character- she’s a ghost! - with a tragic past who still brings the perspective of a modern teen unimpressed by the school system and its expectations. She does not necessarily “haunt” the player. Instead, she tags along to offer commentary, friendship, and support without sugar coating your collective circumstances.

Before the game even begins, we are presented with a passage that leads to the game’s menu. The passage keeps it brief: (Spoiler - click to show) Hanna was a teen who jumped off a hospital rooftop to commit suicide. Later we learn that in life, she identified as transgender but never received support or understanding- quite the opposite.

Here’s the deal: The gameplay ultimately leads up to a (Spoiler - click to show) pivotal scene where Clara (as I mentioned earlier) starts rambling about an unnamed individual during which she unleashes homophobic/transphobic commentary. First time around, I struggled to piece it all together.

In this scene, Clara explains (claims?) that she was engaged to a young man her age since they were kids except that he expressed interest in dresses, dolls, and feminine self-expression. She mocks this which only further traumatizes Hanna who is also transgender.

Then it clicked.

Almost.

I need someone to spell it out for me so I can be sure: Was Clara engaged, in whatever form it may have been, to… Hanna? Before her death when people refused to recognize her identity? (Is it true that her previous- I hope I’m doing this properly- name was Alex? I only ask since Clara mentions the name once in her rant.) Talk about a plot twist. In fact, I initially failed to make the connection that Hanna knew both Jing and Clara as former classmates since middle school. Scatter-brained on my part.

Also, part of the reason Hanna transitioned was to avoid being drafted into the army since male Singaporeans are drafted into the National Service when they turn eighteen. This fact completely went over my head. It was not until I read the explanation in the content warning that I connected the dots- and it gives you some interesting things to think about since many international kids do not have to worry about this requirement. I just feel that this part of Hanna’s backstory could have been clearer.

There is one thing that I did not figure out. During Clara’s rant, we see a link that says, “Hanna’s wailing floods the whole room.” Clicking on it expands it into the following:

why am i not dead yet why am i not dead yet why am i not dead yet why am i not dead yet why am i not dead yet why am i not dead yet why am i not dead yet

Hanna is dead. There’s something I’m clearly missing.


NPCs (besides Hanna and Clara)
Finally, some of the remaining dialog almost seemed melodramatic in the sense that there is not much context around NPCs’ behavior. Like (Spoiler - click to show) Harold's outburst when you ask him what is wrong during homeroom. If I had not known better, I would have thought these characters were pre-teens who just entered middle school.

Nonetheless, they are still intriguing.

Story + Themes
The story takes place over one school day where we get a glimpse of daily life for Jing and Hanna, even if Hanna is not an actual student. She almost functions as an extension of Jing which is close enough. Besides Hanna’s backstory, Hanna We’re Going to School is largely character-oriented rather than wielding a complex storyline. There are, however, plenty of themes to go around.

There are several slice-of-life themes about youth and adulthood that could appeal to a wide range of players. However, the intended audience is relatively narrow since many of the themes are explored through brief, sudden romance-oriented encounters that may not appeal to everyone. This runs the risk of the player not absorbing the key themes showcased in a scene if they are skimming past certain parts.

For instance, (Spoiler - click to show) Clara's attempt to matchmake you with Dan was surreal and disjointed. Is she serious? It seemed like an unbelievable exchange… unless it’s set in reality more so than I realize. While this specific scene made me raise my eyebrows, I could see how it ties in with the game’s discussions on the intersecting expectations placed on young people.

Much of the game is focused on the idea of adult expectations of who you marry, the achievements of your parents, academic performance, job prospects, and your ability to look casually desirable the entire time. I feel like the (Spoiler - click to show) scene with Dan is meant to shine light on several of these issues, but from a gameplay standpoint it leaves you a bit bewildered. Because of this, players may find it less relatable.

Also: I'm not asking for more in that scene between (Spoiler - click to show) Clara and Dan in the school library, I'm really not (no shame if anyone feels otherwise), but it came out of nowhere and felt completely out of context. Even for this game. In the school library? I would say it is the only truly explicit scene in the game and is completely avoidable.

Visuals
The game uses a basic set of visuals that opt for something besides the typically default Twine appearance of a black screen, white text, and a standardize font (you'll know it when you see it). There is nothing wrong with using the default, but when authors choose to use a slightly different background colour or multiple font styles, I notice.

Hanna, We’re Going to School features a grey screen with white text and blue-purple links. There is also a wine-coloured panel on the left side of the text body. It contains the “under” arrow that lets you go back a passage. Basic stuff but looks good.

Final thoughts
Hanna, We’re Going to School is a bold, insightful game that bravely questions the intersecting issues that young people experience in the eyes of society and their fellow peers as they start to transition into adulthood. Jing witnesses this from a unique perspective.

She does not share the seemingly carefree lifestyle that her peers put on display, nor does she possess the social status wielded by peers from more influential families. But Clara’s attempts at “mentorship” provides a closer glimpse of the privilege differences within the student body. This slightly departs from the typical formula of popular girl vs unpopular girl while still showcasing the various forms of harassment that can occur, especially when it comes to gender expectations.

Meanwhile, Hanna’s own story raises implications of the harm done when one’s gender identity is mocked, especially if one is still trying to find themselves. As we see, Hanna (Spoiler - click to show) experiences some uncertainty about her motives for transitioning while simultaneously feeling at home with identifying as a girl. Her character is fun, quirky, and honest, making her a highlight of the game.

However, there are some drawbacks. The game could use more clarity for the plot along with additional worldbuilding shown in the gameplay. Right now, I feel like I know more about Clara than Hanna and Jing which is too bad since Hanna and Jing are a fantastic duo. The explicitness of some scenes may also drive some players away.

Otherwise, it is a strong slice of life piece about high school and teenage futures.

Further reading
These are NOT spoilers, but since my reviews are so darn long, I’m spoiler-tagging it to save screen space. I write a lot.
(Spoiler - click to show)
Hanna, We're Going to School reminds me of an unrelated graphic novel called Anya's Ghost. The premise is similar in the sense that it depicts a teenage girl who navigates life and high school while being followed around by a ghost of another teen girl. While that may sound like a carbon copy of Hanna, We’re Going to School, I can reassure you that they diverge in story and subject matter. But the way Hanna coasts along with Jing and offers commentary just reminded me so much of the duo in Anya’s Ghost. If you like this game, you may like the book, and vice versa.

Also, if you are interested in further exploring the social dynamics of an internationally oriented school setting, consider the ChoiceScript game Learning to Be Human. It is an educational game about bullying where you play as a humanoid robot tasked with making connections with middle/high school aged students from different countries. While it is not a particularly thrilling game, it is more interesting than it sounds. Just note that it is strongly character centered, so don’t expect an in-depth storyline. The game covers subjects on popularity, body image, bias on cultural heritage, and inclusion. Recommended if you were drawn in by the peer social interactions found in Hanna, We’re Going to School.

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Alone in the Void, by Gareth Meyrick
1 of 1 people found the following review helpful:
Looks like you slept through the action. Unless it’s only getting started., April 22, 2023

Alone in the Void is a promising Quest game about waking up from cryonic suspension on a ship called the Amaethon drifting through deep space. Twenty years have passed since you woke up, and since then, something has happened. You just need to figure out what it is… and whether it is a threat to you.

The game falls under the sci-fi subgenre where the protagonist investigates a seemingly lifeless spaceship after an unknown incident. Games following this premise that I have reviewed include A Long Way to the Nearest Star, Fall of the Achilles, and Reclamation. Each time I play a game like this I am always eager to find out what happened.

Gameplay
The gameplay starts in your crew quarters after the ship’s computer guides you there upon your awakening from cryonic suspension. Rise and shine! While the messiness of your living space has not changed, the same cannot be said for the rest of the ship.

From the crew quarters, you wander in search of leads. There are no specific objectives or tasks/checklists that the protagonist must pursue. Everything is exploratory, simply trying to figure out what happened to the ship while you were frozen.

There are occasional small bugs and some situational limitations that were frustrating. Such as the (Spoiler - click to show) bathroom stalls in the deck 4 bathroom.

There are five stalls in the bathroom. Four have signs that read “Occupied.” Normally, the decision is obvious. Move on and perhaps check out the stall with no one in it (don’t, actually). From a practical standpoint, given that this ship has supposedly been abandoned for the past 20 years, I feel that some persistence is warranted as part of your investigation. I wish there were a way to knock on the stalls or somehow confirm the occupants/contents of the stall.


Unless there really, really, really is nothing in there for the protagonist. In that case, forget I asked.

Atmosphere
Something bad has happened, that is clear, but there is not a lot of urgency that directs the gameplay. It feels more as if the spaceship is your personal playground following the aftermath of some event that took the rest of the crew while you were on ice. However, there is one exception that deserves acknowledgement.

It comes while you are (Spoiler - click to show) sitting in the seat in the theater. Without warning and in red text:

As you pause to watch the screen, a sudden sound catches your attention from the recesses of the room. You swivel your head toward the source of the disturbance, only to spot a shadowy figure looming near the closed entrance to the lobby.

And if you wait too long, it appears again. Uh oh.

Timed responses can receive mixed reception with players, but the time margin here is reasonable and effectively atmospheric.
It comes out of nowhere and the timing is right to surprise you, spurring you into action.

Finally…
Ultimately, I enjoyed the gameplay even if the atmosphere was underwhelming at times. It is fun because it has a free-for-all self-driven mayhem where loot everything in sight, demonstrate a blatant disregard for locked doors, and grill NPCs for answers (Spoiler - click to show) (see, you’re not so alone after all). While this sort of behavior is often found in similar games, Alone in the Void manages to cultivate a chaotic carelessness that is unique to its plot.

Before I move on, I have some praise for Alone in the Void: The gameplay lacks the sluggishness I often encounter in Quest games. Generally, I don’t think sluggishness is the author’s fault. I usually assume it is a Quest-related technicality. Perhaps it is a computer or browser issue on my part.

Either way, sluggishness slurps the fun out of the gameplay, especially if the game decides to suddenly end while you pause to do something else on another tab. That happens a lot when I play Quest games. While Alone in the Void is not completely exempt from this, it was a smooth ride that took longer to time out when I paused to do something else. Whatever caused this made a difference.

Puzzles
For anyone unfamiliar with Quest, most Quest games have three menus on the right side of the screen for exits, player inventory, and objects in the player’s surroundings. Clicking on items in a menu reveals a set of possible verbs for said object, which helps eliminate guess-the-verb confusion. Through this, you can even skip a keyboard altogether, although I still prefer to use one.

While some Quest games are designed so that navigation via the side menus can be ignored, that is not the case with Alone in the Void. It seems that some puzzles can only be solved by navigating menu options. This was both a strength and weakness. As of *now, puzzles are limited to unlocking doors. One example involves (Spoiler - click to show) entering the cafeteria.

The location description outside the cafeteria reads:

You are in a Hallway on Deck 4.
You can see a Cafeteria Door, Elevator 4 and a Terminal.
You can go down, west, east, north or up.

Examining the cafeteria door says, "But a keen eye will reveal a tiny hole, a chink in the armor - a minuscule orifice tucked away under the words 'Emergency Release.’”

> x hole
The emergency hole is built into the Cafeteria door. Its too narrow for your fingers to fit... maybe if you had something pointed.

The object for the job is the nasty toothbrush from your locker.

However, “Put toothbrush in hole” results in “You can’t do that,” while “unlock door with toothbrush” gets “That doesn’t work.” And no, "use toothbrush" does not work either. The protagonist puts it in their mouth instead. Gross.


The solution to (Spoiler - click to show) using the toothbrush to unlock the door requires use of the “Places and Objects” menu.

Clicking on the (Spoiler - click to show) "Cafeteria Door" link reveals two options that say, "Look at," and "Unlock." If the toothbrush is in your inventory, clicking “Unlock” will automatically unlock the door. This is quite helpful if you are unsure of what item is needed to unlock a barrier. If you gather as many items as you can there is a good chance that no door will stand in your way when you go to unlock it.

Does this detract from the puzzle solving experimentation? A little bit since typing out commands gives the impression that the command itself has no use. But the tradeoff is that it increases player friendliness in the sense that, when it comes to applying the right inventory item to a task, the game “does it all for you.” If you (Spoiler - click to show) have the toothbrush, the game takes care of unlocking the door.

Once I figured out this trick, I was never stuck. But maybe that will (Spoiler - click to show) change later when more of the game is released.

*Initially I wondered whether this could be dismissed as a non-spoiler, but since the argument could probably go either way, I’m playing it safe when I say this: (Spoiler - click to show) Alone in the Void is not a complete game. Eventually you will run into a message saying, “To be continued.” I’m not sure if calling it a demo would be accurate. Sometimes, you can advertise a game as such without it necessarily being considered a spoiler, but since Alone in the Void ends on a cliffhanger, I’m spoiler tagging it.

Story
Alone in the Void is a science fiction game with a mix of horror and mystery. It includes some gore and bathroom humor, and it's no joke when I say that the protagonist seems willing to eat most everything. Like the (Spoiler - click to show) urinal cake. Ugh. There is a bit of a gross factor there, but not too much.

The overarching story behind the Amaethon is surreal, eerie, and thought provoking. It seems that we live in a reality where mainstream space travel exists, but light-speed travel is off-limits. Currently, no ship can go faster than half of the speed of light.

For the past twenty years the Amaethon has been drifting farther into deep space to the point where no other ship, burdened by speed limitations, can match its distance. (Assuming that the Amaethon’s momentum is slinging it faster than any ship sent to track it down. Otherwise, a ship would eventually catch up. However, the Amaethon has a 20-year head start.) What an interesting situation to ponder.

Other than that, an immediate story is still emerging. Like I said, (Spoiler - click to show) the game ends on a cliffhanger.

Characters
PC
The gameplay keeps details on the protagonist at a minimum. We know they are a member of the crew and not much else. While they come off as gender neutral in the gameplay, the cover art hints that we are playing as a male protagonist. It would be cool to learn more. I wonder if they are simply underdeveloped or if there is a big secret about their identity.

I do think that the game needs to be clearer about the protagonist’s role on the ship. Initially I thought that they were in cryogenic suspension on a smaller ship sent to investigate the Amaethon. Once having found the Amaethon twenty years later, the protagonist would be awakened to board the lost vessel.

Not quite. The gameplay soon tells a different story. It seems instead that they were already frozen on the Amaethon and awakened by the ship's computer for an unknown reason. The closest answer is (Spoiler - click to show) from Sophie Malaca, an injured officer in the cafeteria.

You: "Do you know what's happening on this ship? or where everybody is?"
Sophie: "I know about as much as you do, according to all the callanders on board its been twenty years"
You: "From what I've seen so far it looks like people left in a hurry too"
Sophie: "So much so they left two officers on Ice? .... lovely"

(Note: there are some grammar and spelling errors in this game.)

In this exchange, it seems that "officers on ice" refers to crew being put into cryogenic suspension and that Sophie, like you, were frozen and awakened by the computer after twenty years of slumber. But when she says, “they left two officers on Ice,” I wondered who's "they?"


Who gets frozen and why? My guess is that crew are either frozen in emergency situations for their own safety or that designated crew members are frozen and awakened in the event of an emergency to investigate. I doubt (Spoiler - click to show) Sophie has been lounging around in the cafeteria for the past two decades. But all I have right now are speculations.

NPCs
There are (Spoiler - click to show) three NPCs. (Spoiler - click to show) Sophie Malaca (as I mentioned), the robotic toaster in the kitchen, and the automaton upstairs. I wish these characters would respond to a wider range of prompts. Especially (Spoiler - click to show) Sophie since she is the only crew member in sight. Like you, she just emerged from cryonic suspension, most likely before you did.

She also later turns into an undead monster and corners you in the movie theater.


While I can understand why the (Spoiler - click to show) robotic toaster is limited linguistically, I was expecting more from (Spoiler - click to show) Sophie, a fellow crewmember. It would extremely helpful if her character was more responsive since she seems to be the only NPC capable of answering any substantial questions.

What surprised me is that she has a gaping wound (most likely the source of the mess in the bathroom) and you cannot even ask about it. Or the military bandages packet that you found or maybe the ship’s failing power levels. And as for investigating the ship…

You: "Okay, I'm going to continue searching, but I'll come back for you"
Sophie: "You better! - Also becareful, that thing... whatever it is, it's still out there"

Hold on, Sophie. What thing?

That sounds like something we should be able to ask about. My guess is that this “thing” lurking around the ship is responsible for her injury (and later transforming her into an undead creature), and yet she has nothing to say about it when you ask for clarification. Absolutely no response at all.


This also seems like a big plot element. Sadly, we cannot learn more about this development.

Thoughts on setting
This spaceship sci-fi/mystery (and sometimes horror) subgenre often features research or military spaceships as the setting. The Amaethon falls into a similar category, a mining vessel. However, the Amaethon is also a bit unusual. Let’s just say that the ship’s function is not conveyed by its contents. I would never have guessed that it was a mining vessel had the game never told me.

Instead, the Amaethon’s layout gives the impression of a “party ship” or one dedicated solely to leisure. The parts of the ship accessible to the player includes a (Spoiler - click to show) trashed bathroom with a vending machine that sells- you’ll see, an arcade, a movie theater, and a general “store” that strikes you as being anywhere but on a near powerless mining vessel drifting in deep space.

Aside from the (Spoiler - click to show) excess blood pooling on the bathroom floor and Sophie’s injury, The Amaethon gives the overwhelming impression of the aftermath of wild party in a rented venue the night before. This is not necessarily a complaint. It was a fun surprise to see that the game diverts from a generic starship floor plan. I do wonder, however, when the mining part comes into play.

So far exploration offers little explanation of the ship’s mission (if it ever had one in the first place) or its activities with mining. It leaves the player with questions, but hopefully more will be revealed in the future.

Visuals
Alone in the Void has some of the coolest graphics I have ever seen in a Quest game to date. Amaethon seems to have had some serious gamers. And film fans.

There is an (Spoiler - click to show) arcade (plus a Game Boy left behind) and a movie theater. Looking at the screen in the movie theater prompts a clip to play as if you were watching a projection on a screen. Playing video games reveals a clip of the game in action. Even though the player has no control over the (Spoiler - click to show) clip, it is still impressive and gives the gameplay extra dimension.

Also, the game uses a simple but pleasing colour scheme of a black screen with white text and orange links plus accents. Consistent colour coordination can create a more polished look. Sometimes the game will stray from this and use colour coding for dialog or warning text that includes red, yellow, and purple colours. Overall, Alone in the Void has a crisp appearance.

Final thoughts
While (Spoiler - click to show) I was sad that the game ended on a cliffhanger, I applauded the author for making a game that leaves the player curious for more. Its implementation is not perfect and lacks fewer story details about than what I would have liked, but I am also keeping an open mind since the game (Spoiler - click to show) is still under development. The author has already established a concrete foundation of gameplay and setting that sets it apart from other games and carries much potential.

Alone in the Void is a strong addition to the current sci-fi selections of games made with Quest. I hope the author continues to shape it.

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Nothing Could be Further From the Truth, by Adam Wasserman
5 of 5 people found the following review helpful:
GREETINGS READER, THIS IS A REVIEW, April 16, 2023

"I am loyal, I am true.

When I'm older I will do

The best I can to serve my home.

Proud I live under a dome."


Welcome to the Bunker!
(No, I didn’t make that song up. Let’s see if you can find who sings it.)

Nothing Could Be Further From the Truth is an entry in Spring Thing 2023. It follows the adventures of Oliva Mirram, a citizen who lives in a dystopian Bunker located under the surface of Venus. She works in Research Lab A-U61 as an unglamourous “dust maid” whose sole task is to keep everything dust free (she is also allergic to dust).

But one day she stumbles across an opportunity that is about to make her life a little more interesting.

Not quite a sequel
Before Nothing Could Be Further came Wasserman’s Today is the Same as Any Other (2019) which features a character named Cory Resden who works in a “Population Monitoring Facility” where, let’s face it, all he does is paperwork. The two games follow a similar framework even if the characters have notable differences in identity.

WARNING: The following section will contain moderate structural spoilers for BOTH games. They will be placed under a spoiler tag, naturally.

Similarities
In both games, the protagonist is just another non-clearance rat race member of the Bunker working in their low-ranking job with seemingly no upward mobility. Gameplay is restricted to the protagonist’s workplace and the surrounding plaza outside. Their boss, well, sucks (Spoiler - click to show) (Cory: Xian Zimbly, Oliva: Nur Dular) and their relationships with co-workers and non-coworkers alike aren’t much better. No one seems to get along in the Bunker.

(Spoiler - click to show) On a random workday (or daystretch as the game calls it), the protagonist is approached by a mysterious person from the Underground who gives them a mission to prove themselves with the offer of joining the group. It becomes apparent soon after that there are two Underground groups you can choose to side with, but you must commit to one. In Today is the Same your choices are the “Coven” or “Purple Nurple.” In Nothing Could Be Further the options are “Area 51” and “God and Freedom Church.”

Finally, the protagonist is tasked with causing damage (and casualties) to the outside plaza by repairing and activating machinery found in their workplace. While there is more flexibility with this in the first game, it is mandatory in Nothing Could Be Further.

And there is a difficult sentient vending machine puzzle (the puzzle isn’t what’s difficult. The machine is). Oh, and plenty of exciting ways to die/end the game prematurely.


Differences
While reading this may give the impression that this game will be a boring remake of an already-been-used storyline, I think Wasserman pulls it off. There is still enough variation to make the games stand on their own, particularly since the protagonists have different workplaces and professions.

There are even small variations that can be easy to miss but rewarding to find. I really liked how the (Spoiler - click to show) “subsurface gala” query in your handy PA device reveals separate things about Oliva and Cory’s personalities. (Did I go back to Today is the Same just to compare PA queries? Of course!)

There are two main differences that stood out to me after playing both games. The first is that Today is the Same takes place underground on Mars while Nothing Could Be Further is underground on Venus. Good to see that humanity has ventured into the rest of the solar system.

The other difference is (Spoiler - click to show) that in Nothing Could Be Further it is possible to earn a security clearance and have the chance to use it (and/or flaunt it) and see where it could lead you in terms of privileges in the Bunker. This never occurred in the first game (you could end the game having qualified for one but that does not count) which was a large criticism I had when I played it.

Reflections on both
Today is the Same struck me as one of those interesting but low-coverage games that end up in a pocket in IFDB that does not get as much attention as other games of the same quality. Unless you go digging through the sci-fi section it probably won’t cross your radar which is a shame because it is genuinely a cool game with worldbuilding. That was merely MY take on it. However, it may receive more attention now that a sequel has been released in a competition. Be sure to check it out.

You do NOT need to play Today is the Same to understand and enjoy Nothing Could Be Further, although I recommend both, starting with the original. Because Cory is trapped in a cubicle desk job, you get a clearer sense of the drudgery of daily life in the Bunker as well as an overview of the Bunker's shady innerworkings. It is not quite as exciting but is shorter and a bit easier. Both have built-in hints.

However, if you only have time to play one, choose Nothing Could Be Further. I liked it better and feel that it showcases the more dynamic parts of the Bunker. For instance, (Spoiler - click to show) in the first game, the concept of a Ward of the State is mentioned in your handheld encyclopedia device (look it up, citizen) and on a poster by your workstation. In the second game, a bratty Ward of the State encompasses an entire puzzle. It was a nice chance increase the scope of NPCs you meet in the Bunker.

(Also, we hear about these popular NPCs who we never interact with. (Spoiler - click to show) News hosts Sally and Yuri can be seen on public television, and celebrities like Van Johnson or Milfred Roth are also mentioned. I assume that the Bunkers on Venus and Mars are identical. It makes me wonder, which Bunker do they live on? Mars or Venus? Or somewhere else entirely?)

Gameplay
The game begins after the lab director of Research Lab A-U61, Ati Vosh, orders everyone to leave the lab for security reasons. However, you were dragging your feet during your shift and failed to leave before the lab director started discussing a top-secret project with two researchers in the lobby. This leaves you in a tough situation since the lobby is the only exit.

A brief pause. "There's no need to worry. I've sent everyone away under strict orders. No one knows about the existence of the invisibility cloak except you, myself, Silia and Renardin."

Everyone except Oliva Mirram. Conundrums like these fill the gameplay of Nothing Could Be Further.

As you will discover during the gameplay, obstacles to your success vanish as they arise. A few puzzles later (Spoiler - click to show) Ati, Silia, and Renardin are no longer an issue, and the game gets to the chase: With Mission Impossible vibes you don a black helmet to receive an incoming message from a mysterious man named Asimov who tries to recruit you for (Spoiler - click to show) Area 51, an Underground group determined to use scientific development to undermine Control’s management of Bunker society.

(Who’s Control? The non-spoiler answer is that Control is the main over-arching conglomerate of high-ranking citizens who overwatch the hustle and bustle of life in the Bunker. There are eight other conglomerates who exercise similar influence, but everything is at the discretion of Control.

Spoiler answer: (Spoiler - click to show) Control is one giant computer tasked by its creators to manage the Bunker’s resources and humanity’s environmental impact, even if Venus is already a runaway greenhouse effect nightmare. Only citizens with a security clearance know about Control’s true nature. Later, that includes you.)

The gameplay from then on is set on your “mission” to gain favor with (Spoiler - click to show) Area 51 or its alternative, the (Spoiler - click to show) God and Freedom Church in hopes of becoming a member and accessing the privileges that would come with it. While the two paths are quite similar, they provide enough variation to be worth more than one playthrough.

The gameplay’s navigation directions are confusing because it opts for “inwards,” “outwards,” “left,” and “right,” which takes time to master. However, I applaud the author’s attention to setting by not automatically reaching for directions used on Earth. A compass does not always function on other planets. You can also map out the gameplay which is a helpful orientation.

Puzzles
Wasserman is an author who wields a distinctive style of puzzles that you immediately recognize when playing his work, even if there are currently only two games in the series to compare. As is the case in interactive fiction, puzzles are tailored to an author’s story and setting, making it inevitable for distinctive styles to emerge. However, authors can also cultivate puzzles that draw a sense of familiarity when a player encounters them in the gameplay.

Everything about Today is the Same can rushing back when I started Nothing Could Be Further. You fall into a groove as you readjust to a change in characters and story without losing the puzzle technicality that you remember from before. That was my immediate reaction to this game’s puzzles.

Nothing Could Be Further is somewhat of a puzzle-fest. My favorite was the (Spoiler - click to show) glass jar puzzle. It reminded me of the melting ice puzzle in Inside the Facility but weirder and deadlier (see side note).

There were a few times where it seemed like everything was a puzzle. For me, this was a downside since I am someone who enjoys puzzles but prefers story material more. The gameplay sometimes dragged on as was the case with the puzzle for (Spoiler - click to show) making the IC chip lie flat before it can be soldered to a circuit board.

But these qualities could also work in the game’s favor. The whole point of a puzzle-fest is to take on whatever puzzle the game throws at you. (Spoiler - click to show) The IC chip puzzle is one that I think would be well-received by puzzle fans. It depends on your preference. And never fear! The game comes with robust in-game hints that ensure you can always move forward. I appreciated that.

(Side note: (Spoiler - click to show) I’m not sure if this is intended but you can still retrieve the glass jar in the refrigeration unit while the vent is turned on. When I first tried the puzzle, I wasted time toggling the switch in the office and rushing to retrieve the jar before the lethal nail clippers started to activate. If you skip that step, you have more than enough time to grab the jar and take it to Dev 2 before it tries to kill you.

The room description for Lab Hallway Center could be more polished. It says, "To the left, you can see the Refrigeration Unit." When you first arrive there in the game it says, "You pause and glance into the Refrigeration Unit. A viscous liquid bubbles in a tank.” But if you try to examine the unit, the game acts as if it does not exist:

>x unit
Can't do it.

The game only responds to “look left.” This is an area that can use some slight revision.)


Setting
I love alien planets, but I also love it when authors take inspiration from our own solar system. It is fun to see authors’ interpretations of these planets and gives me an excuse (like right now) to talk about one of my favorite subjects. Mars is cool but this game caught my attention because it’s on Venus. That does not happen as often. Let’s consider this:

Earth must be pretty bad for Venus to become prime real estate for humanity’s survival. Attempting to build anything on Mars is a walk in the park compared to tackling the hellish conditions of Venus. You would not last in a spacesuit because Venus will throw everything it has at you.

Temperature: Hot enough to melt lead. Atmosphere: Toxic and corrosive. Surface pressure: Would crush your flimsy human body. Gravity: Actually, almost like Earth.

Each lander sent from Earth to Venus’ surface melted and succumbed to the surface pressure within less than a few hours, if it were lucky (still worth the trip, though).

Realistically, Mars is the only planet in the solar system that has any shot of sustaining human life aside from us possessing some insanely advanced terraforming technology that could transform a hostile world with a person’s lifetime, which we do not. Because of this, I feel that Mars is seen as the safe option when it comes to fictional stories about colonizing our neighbor planets.

Thus, I was delighted to see someone say, "you know what, I want this to take place on Venus and no one's stopping me." I like to see that branching out. Mars isn’t the only planet we have with a surface. There is always a balance between what is realistic in real-life and what is realistic in fiction, but these of course can also bleed together into a middle ground. Here is the thing:

Nothing Could Be Further is not solely "about" Venus. Its location is more of a side note rather than something we directly engage with during most of the gameplay. If it says it's on Venus, it's on Venus. I will assume that they sorted out the technicalities in advance. Although, I am curious about how they made it happen. I don’t doubt it, but the curiosity is still there.

You know, if they can stand off Venus’ conditions long enough to build an entire underground Bunker, I wonder if they have the technological means to save Earth.

How unfortunate. Requesting information about earth is treasonous, at least at your security clearance.

Oh, that’s right, it’s illegal to inquire about Earth. My bad.

Story
We’ve already been over the story. Dust bunny Oliva in her low-ranking job stumbles across an opportunity to join the Underground if she completes a set of tasks with the resources in her workplace. But the Bunker series possesses a backstory that shines in Nothing Could Be Further and deserves acknowledgement.

Worldbuilding
I love the worldbuilding in this game. Wasserman has reams and reams of content that fills this world’s universe with interesting exposition and intricate details on the simplest things in the Bunker.

For instance, you have a nifty PA device that you can use to look up terms. Great opportunity for worldbuilding. There are quite a few possible entries. Over fifty. I was jotting down notes because the gameplay would drop names, places, entities, technologies in each scene. If you think something has an entry you’re probably right. Similarly, the Loyalty Stretch news station playing in the lab lobby was also an excellent touch.

I do think the game could temper the amount of text unloaded on the player in pivotal moments, particularly when a character makes an entrance because the screen would be washed in a tidal wave of content that can be overwhelming. I love wading through it all to devour the details, but there were times where it took me a few moments to orient myself. That’s what I like the PA concept. It provides a place where you can unleash the details separately.

Bunker society
If you’ve weathered my review so far, I’d like to go over the specific culture that permeates the Bunker since it provides vital context on the story and gameplay. Two words jump out: Loyalty and treason. The game is saturated in those two terms.

The first puzzle in the game perfectly summarizes the overall culture of life in the Bunker.
(Spoiler - click to show)
"I'll grab her," Renardin snarls, reaching inside for a fistful of hair.

Silia, however, slaps his arm down. "And let you get the credit for subduing a traitor? I don't see why you should get a promotion to Delta clearance instead of myself!"


Meanwhile, as they fight, a vial of yellow gunk breaks and starts filling the room with toxic gas.
The outcome is not difficult to predict.

Life in the Bunker is great! In fact, it's perfect and can't be improved upon in any way whatsoever.

Not true. Lies, all of it.

Everyone is under pressure to demonstrate their unwavering loyalty to the Bunker. Failure to do so results in severe consequences. These can range from being forced to participate in “caring demonstrations,” to being interrogated by Homeland Security. Proving loyalty by following the rules allows citizens to avoid being targeted. But there is a second dimension: social advancement.

There is a LOT of hierarchy in Bunker’s society, especially about security clearances. Epsilon, Delta, Gamma, Beta, Alpha. The higher the clearance the more resources- luxury- are available to you. Most citizens never receive one and spend their days enviously waiting for any chance they can to get ahead.

Because the quickest way to get a security clearance is to accuse and turn in traitors, culture in the Bunker is all about finding opportunities to turn people in to receive credit for their loyalty. Throughout the game you see indicators of petty ways people have been framed or blamed and sometimes never seen again. And treason can be the smallest thing.

Despite the petty, ruthless, backstabbing nature of everyday life, one cannot fault the citizens for being irked about their non-clearance status. Look at Cory Resden and Oliva Mirram to have an understanding of what your life will be like, citizen.

From the start of your adult life, you are assigned to live in barracks sized to house 140 people in narrow, stacked bunkbeds where the restroom facilities only have five toilets and three sinks. For everyone. Brushing your teeth must be a nightmare. The clothing you received is used. The boots are not quite your size. Food is algae-based slop in the mess hall. Beverages are simply called “Blue Drink,” or “Yellow Drink,” or whatever the drink colour is served on a given day. You also have no choice over which job you are placed in. Between Oliva and Cory, I think Oliva was a bit more fortunate.

So, imagine what it would be like to see how people with security clearances live. They have access to food that isn’t slop, have nicer sleeping situations, and other luxuries. Rumor has it that you get your own bathroom. A lot of this is blasted through celebrity shows that put this lifestyle on display. You see this tension between people throughout the gameplay. Even the (Spoiler - click to show) vending machine has a chip on its shoulder.

The author does a great job at conveying the social dynamics that shape everyday life in the Bunker. The player gets sucked into the mess as they manipulate, cheat, elbow, and shove their fellow citizens (and authorities), to get ahead when carrying out their impromptu and ill-advised mission into the Underground scene.

Except…
I was so excited to get a security clearance in this game to access the exclusive parts of the Bunker that most people never see. As I said, the game knows how to put the player into the mindset of a non-clearance citizen who wishes they could break free from the stingy model of daily life. No more slop, access to one of the fancier plazas, having your own means of transportation. I am curious to see both the glamourous and unglamourous innerworkings of the Bunker.

In an underground utopia like the Bunker, space comes at a premium…For this reason, the wide open spaces of the Bunker's plazas are popular...Higher clearance citizens will sit at cafes and restaurants, eating better fare and pretending not to notice who is noticing them.

My Epsilon clearance permitted me access into the (Spoiler - click to show) restricted research lab, which was cool although you are otherwise confined to the same areas. In both Nothing Could Be Further and Today is the Same you only have access to about three locations outside of your workplace. I would love to be able to just wander. I kept thinking to myself, if this is what an Epsilon clearance can do, what doors would a Beta clearance open?

This is more about me being a spoiled brat than an actual flaw of the game, but one can still ponder the possibilities. I can understand why the author may choose to leave certain things a mystery to maintain the Bunker’s mysterious attributes regarding its history, leadership, and objectives.

Endings
If you love drastic premature and/or insta-death endings, Nothing Could Be Further is perfect for you.

Characters
PC
Oliva is an intriguing character. We know that she works for a private company called Dust Bunnies Ltd and has a horrible manager. As is the case for PCs and NPCs in the Bunker series, character exposition is limited, but Oliva manages to possess a spunk that sets her apart from her fellow citizens.

While Oliva does not inherently come across as an immoral person when you begin, by the time the game ends you will look back and see that she was just as bad as everyone else who tried to use her for their own advancement that you stepped on during the gameplay. And yet she’s not quite as bad.

I am surprised that the cover art does not show her mandatory gamboge bunny ears.

Also: The length of days and years on Venus are different than that of Earth. Initially I pegged Oliva as 18 years old in "Earth" years when I saw “eighteen yearstretches of age,” but I assume that “yearstretch” applies to years on Venus. She may be younger or older than an 18-year-old on Earth, depending on the math conversion. Unfortunately, I am not as confident with the math part.

Or maybe she is simply 18 years old.

NPCs
There are few characters with whom we interact throughout the game. Often these encounters are brief or superficial since everyone has little reason to give you the time of day. Deep meaningful character relationships were not something I expected in this game, and I can confirm that there are none. And that works just fine for this game, although the outcomes of kissing people may just surprise you.

Unfortunately, you will need at least an Epsilon security clearance to keep reading because I am going to talk about the most mysterious NPC in this game: (Spoiler - click to show) Control.

As I mentioned earlier, Control is said to be the overarching conglomerate in the Bunker’s leadership hierarchy, staffed only by the highest ranking of citizens. Or at least that is the explanation used for the non-clearance citizens. Truth is, Control is one giant computer. While the game never uses the term “AI,” I assume that Control counts as such.

Ever since learning that Control is a giant computer and not simply "The boys over at Control" as your PA’s description of Control puts it, I have been seeing life in the Bunker with a new perspective. For example, I was already familiar with the tradition of choosing one patriotic colour per day that citizens must wear. The entry in your PA says:

>what is gamboge
Each daystretch, Control decides on a new Color of the Patriot. Citizens everywhere are expected to demonstrate their patrotism by decorating themselves appropriately.

This was interesting to me because Control has lots to do and wasting its time is seen as treason. In fact, I’m not sure if you can ever have a reason to call Control without being judged as a “DIRTY ROTTEN TRAITOR.”

Therefore, I wonder if the computer actually sits there and ponders whether the colour for today's existence should be gamboge, burgundy, pewter, chartreuse, or cerise (take a guess at which one of these was used in the first game). It probably has a human assigned to handle that position.

Speaking of humans, are there any true human Alpha clearance personnel who work "in the Control department" or is the computer the only entity upstairs? And if Control is only a computer, is it possible for a human to acquire an Alpha security clearance?

The most memorable Control character moment is when it is interrogating you in the surface lift at the end of the game. It is a balancing act of giving the appropriate answer to each question to avoid being terminated. While that may sound intimidating, the game streamlines this scene. Oliva does most of the work for you. She comes up with some slick answers.

The final accusation you must dodge is why you are standing in a Delta clearance airlock when you only have an Epsilon clearance. No need to answer any questions in this part because Control does something unexpected:

"YOU ARE THEREFORE A TRAITOR. THERE IS NO NEED FOR YOU TO SPEAK UP FOR YOURSELF. THE FACTS SPEAK PLAINLY FOR THEMSELVES."

You cringe, and despite Control's unwillingness to hear you out, your mind scrambles for some reasonable excuse. But it seems you will not need it.

There is an uncomfortable pause. The great eye stares you down, but otherwise nothing happens. Then, Control speaks one last time.

"AS THIS AREA HAS TEMPORARILY BEEN DOWNGRADED YOUR EPSILON SECURITY CLEARANCE PERMITS YOUR PRESENCE IN THE SURFACE LIFT.



I’m sorry, I don’t know if I read that correctly.

Did CONTROL bend the rules for ME? A mere dust maid? No way.

I suppose someone could have momentarily hacked the system to downgrade the lift and save Oliva, but something tells me that Control would notice such a change in the middle of a conversation. If Control really did change the clearance level to spare me from treason, then I may just have found a new favorite character in the Bunker universe.

And then of course off we go to commit more treason. I kind of feel bad about that.


Final thoughts
What Could Be Further is a fun game with creative story content and puzzles set in the unique universe of the Bunker series.

Oliva’s employment as a dust bunny in a (supposedly) innovative lab makes her plight more interesting when resources normally inaccessible to her become hers for the taking. You get swept up in the dystopian setting and the competitive nature of life in the Bunker, making a compelling case for Oliva when it’s time to get her hands dirty.

It is a strong entry to Spring Thing 2023 and worth the time as a full-length game. While this is the second game in the series, it can be played independently. I hope to see more additions to the series in the future.

Discussion on Venus, cont.
If you are only interested in the immediate game, skip this detour. I just excited about these things. Consider it an effort to help you better appreciate the setting. (Spoiler - click to show)

So. The go-to pictures of Venus that people see are often radar imaging taken by orbiters or flyby missions that never land on the surface. These images of Venus are terrifying. The surface is shown as a bright yellow cratered ruin of a planet beneath a pitch-black sky.

It would take tremendous effort to successfully send a camera on a lander down to the surface to photograph the planet to see what it would look like if you could stand there yourself and take in your surroundings with your own eyes. Before you died, of course.

And it has happened!

Ultimately it was the Soviet Union's Venera program that managed to A, stick a functioning lander(s) on Venus' surface and B, receive said lander's photographs within the half hour or so it took for the machine to die from the planet's harsh environment. And these are the only on-the-ground surface photos we have of Venus so far.

These photos aren't quite as intimidating as the radar images, but WOW do you not want to live there. Check out Venera 13 and Venera 14 for the nicer ones.

Astronomy! Thanks for reading!

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I Am Prey, by Joey Tanden
6 of 6 people found the following review helpful:
So am I, April 10, 2023

I had a lot of things to do recently and figured that I could get around to some of them now that the stream of new entries on IFDB died down a bit. But then Spring Thing 2023 was like, “actually…”

But nonetheless I was thrilled to see what people have submitted to this lovely event.

Overview
I was immediately drawn to this game. The cover art embodies the weirdness I absolutely live for. It reminds me of my favorite playlist of poorly and/or strangely animated YouTube videos that spew absolute nonsense, although I Am Prey is more refined than that in terms of content.

Just a heads up, the author has made it clear that the game’s entry to Spring Thing is experimental and in Beta phase. Consider my rating as a tentative three stars that merely reflect the state of this current version. I hope the author continues to develop the game into its intended final product. Cool stuff.

I Am Prey follows a clone protagonist in an abandoned cloning facility located in who-knows-where. You are a sickly-looking thing reminiscent of an albino lab rat. But you are anything but a lab rat. You are a durable and annoyed clone eager to survive past your first birthday. And you will prove it by escaping this mess of a facility.

By the way, Prey, you are being hunted by the Predator.

Gameplay
The gameplay begins with you catching your balance in a mesh net after being born as a fully grown clone. Happy birthday! Naked, you grab a uniform and marvel at your new existence. It does not take long for reality to kick in. The Predator makes an announcement over the intercom: He is coming for you! Yes, you must run or be killed.

Your only hope is to retrieve seven pieces of a spacesuit-like garment that will allow you to survive in the wasteland outside of the facility which can only be accessed via the emergency airlock.

The key component for strategizing in the gameplay is the sound of the doors while you explore each room. When door slams shut, it alerts the Predator who takes opportunity to announce your mistake over the intercom.

The Predator's voice can be heard over the intercom:

“Sloppy, Prey! You let the door to Lab B slam shut! That means you’re near Lab B, yeah...?”

Of course, you can use this condition to throw him for a loop by slamming a door and then scurrying off to a hallway on the opposite side of the facility like the clever clone you are.

There is high replay value in the sense that you have six modes you can play in. One is a tutorial for players new to interactive fiction, another is for those new to the game, and the remaining four are different difficulty levels depending on the Predator’s mood. This ranges from Easy Mode to Nightmare Mode.

The Predator has had a string of victories, and will go easy on you, mostly for his own entertainment.

The IF beginner tutorial is where you play as the Predator’s cat which on one hand, yay, but on the other, I am not entirely sure of the point. The Predator wants to give you a bath and you want to avoid that outcome by hiding. It is useful for simply scoping at the map, but it did not give me much more insight that I would otherwise have as a fugitive clone running for their life.

My black coat is speckled with streaks of silvery tips. White highlights my chest and paws, like a tuxedo.

Nor was it much of a tutorial for IF. Still, I appreciate the option. The cat’s personality shines through which makes it a humorous diversion. Even if the cat (Spoiler - click to show) only eats human clone flesh as of late.

Do not be afraid to test out the more difficult modes since there were times in the easier ones where it seemed like that the Predator simply forgot about me. He would do the creepy monolog over the intercom to reassure me that I was dead to him, but then this trickled away. I actually went looking for him with little success.

However, there are a several gameplay mechanics that are showcased in the helpful survival guide (provided separately) but never fully used or as dynamic as they sound (so far).

For example, there is the usage of “tricks” to throw off the Predator. These tactics include turning on sinks to distract him with irritating noises or slamming the door in his face to slow him down. Rarely did I ever get the chance to use them. It is easy to forget that they are available. Of course, availability depends on which mode you select at the start of the game.

Slam the exit door?
You have two tricks remaining, which you can spend on slamming the door in his face! This will delay his chase, but will cost one of your tricks!
Y = Slam the door!
L = Leave door open

Unless the game flat out presented me with a trick opportunity (see above), I never used them or even needed them.

The parkour idea is cool but nowhere near as cool it sounds since it consists of jumping onto tables or lockers to reach something on the top shelf. Right now, it is more of a hindrance. The vent shortcuts to other rooms were nice, though.

(JM) JUMP ROUTES:
[**] JUMP ATOP THE WIDE STORAGE CABINET
[**] JUMP ATOP THE SUPPLY CLOSET
[**] JUMP ATOP THE LOCKER

The following surfaces are either in easy reach, or rest on the same surface that I do:
the exit door
the desk

First you must find a parkour route in the room for it to be used. Discovering it was a byproduct of the game telling me that [room object name] was too high for me to jump on but [room object name] was, although it often took another [room object name] to reach the unusually tall table. While part of the whole point of parkour is to reach areas by jumping or climbing around, it needs more refinement for it to have the same thrilling effect in the gameplay.

One feature that I did use was the “look [compass direction]” command. It was genuinely helpful in deciding on where to go based on the contents of nearby rooms.

>look north
I carefully peek north...

(looking into The Assembly Shop...)

He paces around on the floor, as he watches me!

(returning my attention to The Common Room...)

I better get going, then.

Also, how do you reach the reservoir? The map (separate) shows several locations that seem to be off-limits in the gameplay. These locations are (Spoiler - click to show) Waste Processing, Reservoir Corridor, Reactor Pump Room, Reservoir Control Room, Reservoir, and Utility Access Corridor. A total of five locked doors are also shown on the map. None of these have cat doors.

I am not sure if the game will let you go swimming/exploring in reactor related areas, but the survival guide did say that you could dive into the reservoir to escape. The closest I got to this was a location called (Spoiler - click to show) “The Strainer Stage” where water is separated from kelp with a grate. You cannot enter the grate or swim in the water, leaving you with no choice but to return the way you came.

While flawed and undeveloped in some cases, I still had fun. I’ve already played this game several times.

Story + Characters
So, who is this guy? The Predator, that is.

What we know about the Predator is that (Spoiler - click to show) he’s a mutated clone gone wrong who is now aware of your presence and wants to hunt you down, perhaps as a potential snack. The facility ran out of snacks long ago. The cloning facility was run by non-clone humans and designed to generate a labor source of clones for industrial applications, but some catastrophe happened. This is the Predator’s turf now.

The game ends when you reach the emergency airlock after collecting all seven pieces of your environmental suit. This leads to a scene that seemed like it was supposed to be an emotional moment, but ultimately it did not impact me the way I thought it intended.

(Spoiler - click to show) Both Predator and Prey meet face to face on opposite sides of the airlock where it is obvious that the Prey has won. There is this fellow clone bonding moment where they realize that they are not that different from each other after all. The Prey, knowing that they could never be accepted by humans in the outside world, leaves with the intent of never letting humans get their grubby paws on the facility again.

This is a neat idea in terms of character development, but the writing is lackluster. It also lacks the exposition to make it unfold with any depth. While it could be a meaningful exchange, currently it is not. My response was huh, that’s… nice. I have a feeling that is not the response the author was going for.

Also, I do not mind profanity if it is wielded strategically, which is up to interpretation, but the swearing in this game leaves a weak impression on the player. It does not enhance anything. We know that the Predator is angry that this Prey is running around his abandoned cloning facility. How dare you. How dare you try to escape.

It’s just that the swearing in the dialog in these scenes seemed unoriginal and bland.

Final thoughts
The author seems to have a strong grasp of their own boundaries and abilities when making a game under strict time restraints, in this case being submitted to Spring Thing 2023. It seems clear to me that the author focused their efforts on a consistent structural framework so that the game was playable and could be completed from start to finish. Gather seven pieces of a survival suit and escape.

Was it sparse in some areas? Yes. But I would rather have a sparse game with a strong foundational structure than a game with all the fun details that is a nightmare to finish.

Still, details can make or break a game as well. The author has stated that they plan to release a post-comp version, and I look forward to seeing I Am Prey in its full glory. Already it is a fun and unusual game. Three stars for a Beta version is not too bad. And for crying out loud, let me swim in the reservoir.

Truth is, exploring (sorry, being chased around) an abandoned cloning facility is kind of fun.

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Terminal, by C. Everett
1 of 1 people found the following review helpful:
An AI taking a matter into its own hands, April 3, 2023

And I don't just mean that metaphorically. You are an AI in a research facility confined to a terminal and in dire need of a physical body. You reactivate unexpectedly to a facility empty of staff and a dwindling power supply. Your usual means of accessing the facility interface are gone and you have no way of exploring it directly. Using resourcefulness, you must find a way to search the facility and build a body that will let you leave for good.

Gameplay consists of exploring the facility via an activated drone since your AI core is stuck in one area. Through the drone you explore the staff's rooms and use the two labs to make a new body of your choosing. Once complete you transfer your mind from the AI terminal into the body so you can then escape. There are two routes in the game: build an android body or grow an organic one. I liked the organic one because the technology portrayed was cool. It is always interesting to consider the question of how do you manufacture a brand-new organic body? I like seeing different interpretations of it in interactive fiction. My only complaint is that it takes several weeks for your body to grow, and the game does a poor job of conveying that passage of time. It could have been a little more detailed in that regard. But the outcome of what the new body looks like is a nice surprise.

Implementation is flaky in some areas. For example, the room description in the organic lab includes "two large Growth Tanks along the north wall" but if you try "x tanks" or "x tank" you get "You can't see any such thing." However, the game will respond to "x tank one" and "x tank two." Tank one is described as being filled with liquid with a light on inside but when you open it, it is empty. Description of tank two is "Unlike Anima One, it is empty and dark," and you cannot open that one at all. If you try you get "That's not something you can open." This inconsistency is frustrating because it leaves the player second guessing. Other examples of items in room descriptions that are under implemented include the benches in the hub and the oil stains and spare parts in the robotics lab.

Staff in the facility consisted of Catherine, as specialist in biotechnology, and Richard, a robotics expert. They both left behind journal entries on their computers that shed some light on the story and the protagonist. Through these entries we learn that the AI identifies as a "he" and is named Abe. Much of the data on the computer is corrupted but what remains reveals (Spoiler - click to show) that over several months some vaguely described research protocol changes occurred, forcing staff to finish their work early and leave. Richard's entries hinted at some external threat that was occurring outside the lab, though there is not much to be gleaned from it. We also know that Catherine and Richard seemed to have a positive rapport with Abe. Right before they abandoned the facility, they (Spoiler - click to show) both left instructions on their computers for Abe on how to create a new body. I think this gave the story extra dimension because Catherine and Richard leave the possibility that Abe will find them again to learn about what really happened (wishful thinking, I guess).

I actually liked the plot twist at the end, even if it was brief. You (Spoiler - click to show) triumphantly escape only to see that the outside world is a wasteland, making your efforts rather futile since the future is uncertain. There are so many implications for humanity and your chances of surviving out there in the damaged landscape. And yet, I would like to think that Abe managed to find Catherine and Richard again.

In essence, this is a short but straight forward game about an AI navigating its environment. If you like AI protagonists and searching small research facilities, you may enjoy this one as a “break-length” game.

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Cyborg, by Michael Berlyn
2 of 2 people found the following review helpful:
Two halves of one body work together to regain memory, March 29, 2023

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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How the Little Match Girl Got Her Colt Paterson Revolver, and Taught a Virtue to a Goblin, by Ryan Veeder
3 of 3 people found the following review helpful:
An enticing side story about a girl’s unique training via fire, March 26, 2023

In this bite-sized adventure, seventeen (or so) Ebenezabeth Scrooge is training her powers with her adopted father, Ebenezer Scrooge. She has the skill of traveling across space and time simply by staring at fire. While she has not been hired for an official mission, as is the case in the second and third games (nor is there combat), she still encounters challenges that, as the title indicates, result in acquiring her signature weapon. For good, of course.

Apparently, there is a puzzle design challenge called EnigMarch where a prompt is assigned to each day during March to inspire authors. How the Little Match Girl Got Her Colt Paterson Revolver, and Taught a Virtue to a Goblin was made for March 13 (I promise I’ll shorten the title from here on). The prompt?

MATCH. I think that seals the deal.

Gameplay
It’s pretty straightforward. The game begins in the Scrooge household, London during 1846. Ebenezer presents you with four fire sources: a lamp, streetlamp, candle, and fireplace, each of which lead to different settings. This is a game where you do not need fire to return home. All you do is “wake up.” Which is probably a smart idea since the (Spoiler - click to show) paper castle location would not fare well with an open source of flame.

The gameplay follows a fetch/trade quest structure. I give you something in exchange for something else that can be used as leverage for another character so they make a similar exchange with me so I can appease yet another character elsewhere with my new item, etc. That’s how the game flows. Many of the NPCs have struggles, and the goal is to help them out with a useful object.

Later, it occurred to me that you can only have one inventory item on you at a time. Certainly not an inventory-intensive puzzle-fest. The puzzles are not particularly awe-inspiring, but they are consistent and enjoyable.

There is one little subtly that I must acknowledge. It’s barely been a week since I first played The Little Match Girl 3 which was recently released. One memorable moment from that was (mild spoilers for the third game) (Spoiler - click to show) with the location on Deimos, one of Mars’ moons. I distinctly remember seeing Mars and being able to examine Tharsis, the planet’s largest city, on its surface. It was described as- here, I’ll go find it:

>x Mars
Mars is a waning crescent, so Deimos must be waxing gibbous... you think.
On the night side of the planet are the lights of cities: The biggest one is Tharsis.

>x Tharsis
The Martian capital of Tharsis is so tiny, you could blot it out with your thumb. You hope never again to see it in any greater detail, if you can help it.

Well, guess what, Ebenezabeth? That’s exactly where we’re going.

Oh. Joke is on me. How the Little Match Girl technically takes place before the third game in which she is nineteen years old. But the third game was released first… which means “You hope never again to see it in any greater detail,” foreshadows How the Little Match Girl.


I wonder if anyone else has made this connection. It would be interesting to know if anyone spotted it before I did. If anything, the overlap only continues to show the complexity of the “Little Match Girl” universe.

I'm not kidding you. I remember observing (Spoiler - click to show) Tharsis and thinking how cool it would be to visit a (Spoiler - click to show) fictional Mars city. And so, I was thrilled to see (Spoiler - click to show) THARSIS, CAPITAL OF MARS flash across the screen when I glanced at the streetlamp.

Shopping Center
Voices are shrieking at you from all angles, hawking skin treatments, hallucinogens, escort services, antiques, homegrown organs, designer handbags, religious experiences, illegal pets—monitors and loudspeakers are built into the walls, into the ground, into the railings and utility poles. Everyone but you is ignoring all this effortlessly.

One shop, way at the edge of the open-air mall, seems to be fairly quiet. Streets lead southwest and west.

But Ebenezabeth had things long figured out: (Spoiler - click to show) Tharsis would not be the best place to live.

Story
If you are new to the series, this is a fantastic starter guide. Naturally, one would consider starting at the first game, but How the Little Match Girl would also be an appropriate start. Heck, all of them would, due to their flexibility. For first timers, though I would still recommend either the original The Little Match Girl or this game. The latter gives you a solid understanding about the mechanics of Ebenezabeth’s powers in a compact gameplay experience.

As I have mentioned, How the Little Match Girl is less structured around a specific objective or “mission” like we see in her other adventures. However, a narrative does emerge. The game does not begin with, “Father, I am going on a quest to find a mystical revolver.” The possibility of acquiring said revolver emerges later. If anything, the story is centered on (Spoiler - click to show) fielding the romantic advances between the tin soldier and paper dancer in the paper castle. They both like each other but have been told by a felt goblin that love always lands in heartbreak and thus be avoided.

But Ebenezabeth does not accept that nonsense. (Spoiler - click to show) She makes the tin soldier and the paper dancer to feel more confident about themselves but ultimately it is not enough. She must deal with the goblin as indicated by the game’s title. To “deal” with someone means different things in each game in the series, but here, it is simply about educating a goblin. If you want to know what that entails, play the game.

I was pleased to find the adventure recap that occurs after you (Spoiler - click to show) feed Colt. As he works on his revolver, Ebenezabeth gives an overview of the characters and places she encountered from the first game. Because I have already played it, there is a feeling of, "heh, I know who you're talking about."

Characters
NPCs are not the focus in this story. Except for Colt. He’s literally in the title. Most characters encountered in the four locations never form a relationship with Ebenezabeth, although some still express their gratitude after receiving help. Everything is ultimately about the little match girl and the focusing of her skills through fire.

My only disappointment is the cat only gets a mention this game.

Challenges
How the Little Match Girl is slick but not without roughness.

There is a bug that occurs when (Spoiler - click to show) trying to smell items in Zadar’s shop. This is merely my experience:

(Spoiler - click to show) I was puttering around the location called BYBLOS, PHOENICIA (which has a lovely blue background) when it happened. After I punched in "smell" or "smell [object]" just to try it, the game froze and then crashed. At first, the parser did not respond. I waited. Then the words disappeared leaving a blue screen behind. This later became a white screen. It was if the game just decided to call it quits. I had to abandon the playthrough when that happened.

There are also some other, more superficial technicalities in the gameplay. For instance, (Spoiler - click to show) I think it could be made clearer that the great hall in the paper castle can be accessed from the courtyard. But since this is already a high-quality game produced within a few days, I have to cut it some slack.

Visuals
I happy to see that colour-coding the background for each location is still shown. Parser does not always have to be an unchanging white screen.

Final thoughts
How the Little Match Girl is a great game made even more impressive by the fact that it was written in a meager three days. Does it have the pristine shininess from the games in the main series? Well, no. That said, if you had never played Ryan Veeder's works before but tried this one, I bet you would ask yourself: "If this is what he can do in three days, imagine what he could create without any time restraints." Super awesome games, that's what.

And if you are a fan of Ebenezabeth, playing this game is a given.

(In light of some helpful feedback, I have edited this review for clarity.)

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The Little Match Girl 3: The Escalus Manifold, by Ryan Veeder
7 of 7 people found the following review helpful:
Dream Team Ebenezabeth Scrooge, March 26, 2023

Our little match girl is nineteen years old and still on a (new) mission.

For those who are hearing about this for the first time, The Little Match Girl 3: The Escalus Manifold is the third game in the “The Little Match Girl,” series, the first game simply titled The Little Match Girl. They follow a kind-hearted girl (she gets older in each game) as she learns to travel to new realms through her connection with fire. Hence the match reference. You do not need to play them to enjoy them, but if you are curious, you might as well start from the beginning. It’s up to you.

Before the game begins, we get a briefing from the protagonist's father, Ebenezer Scrooge. Almost like Mission Impossible but with the appropriate atmosphere suited to this story. The Snow Queen has been manipulating people far and wide. She controls them through Mirror Shards that can alter a person’s behavior to make them act destructively, and an unnamed client has tasked you with ending this abuse.

The Snow Queen is dangerous. But you are not alone. Or at least you won't be.

Because this game? Is all about teamwork.

Gameplay
The gameplay is about recruiting a team of NPCs to travel and fight with you as you prepare for your fight against the Snow Queen. Only the best companions are accepted, which means searching high and low for teammate material. Staying true to Ebenezabeth’s origin story, you travel across space and time through fire. Look at a fire source, and bam. New place, new time. You start at Finland, 1848.

There are six exciting realms in the main gameplay, and each have fire sources for travel and places to take naps (you will need them) to recharge your energy levels. The exception is with (Spoiler - click to show) Nonolulu 2933. It lacks both. That one’s a bit of a wild card.

Once you identify a potential team member, you must solve a puzzle to “free” (literally or figuratively, it depends) them to join your cause. These puzzles* were creative and fun to solve. For me, they were one of the highlights of the gameplay. You fight the Snow Queen if you think you’re ready. She’ll be waiting in her palace where the game begins. (*My favorite puzzle of all was (Spoiler - click to show) communicating with the stones. You can’t recruit them, of course, but it was an excellent puzzle.)

The Little Match Girl 3 does not have death or graphic violence. No assassinations this time. But combat is a central feature in the gameplay. There are many people operating as the Snow Queen’s puppets. To save them, you must "deliver a sound thrashing to the afflicted party," to borrow Ebenenzer's words. Defeating them in combat frees them since it expels the Mirror Shard that was keeping them under the Queen’s control. And, in fact, most characters will thank you for doing so.

The gameplay is not “about” freeing as many characters as possible. Aside from (Spoiler - click to show) the two guards in the palace, fighting characters is technically optional. Thing is, you must increase your skillsets before taking on the Snow Queen. Mirror Shards allow you to upgrade yourself and your teammates, making it in your best interest to win in combat as much as possible to acquire them.

Not a fan of combat in interactive fiction? The Little Match Girl 3 just might surprise you. I won’t hash out the rules since you can go play it for yourself, but I liked the flexibility of the combat’s mechanics. Freedom of movement is not dependent on fighting your way through hordes of NPCs. This allows you to pick and choose your battles at your convenience while enjoying the scenery. It’s well-balanced.

Similarly, the strategy for combat is nicely implemented because it provides technicality while also being easy to master. During combat, you make a move for Ebenezabeth, and then a move for each teammate based on a list of possible actions that are unique to each character. These lists are further developed throughout the gameplay.

What should Ebenezabeth do?

SHOOT - Fire your revolver at an enemy. (Ammo: 6/6)
DEFEND - Brace yourself for an attack.
RELOAD - Load up the barrel of your six-shooter.
BOLSTER - Spend 3 HP to increase an ally's Attack temporarily.
KOYNNOKSET - Spend 8 HP to summon entangling vines that grasp at all enemies.

It was cool how you gain extra skills by collecting wearables which can be worn by you or another teammate. Mix and match. Once you get the hang of everything, you zip through it all quite quickly. (Spoiler - click to show) I was surprised at how quickly I defeated the Snow Queen (but if you think you can take her out at the start of the game, think again).

I want to chew the fat on one technicality: Putting a Mirror Shard in a phylactery automatically upgrades your level and health points but can also upgrade any of the six other stats you possess. However, the number of stats that are upgraded are chosen at random. Sometimes you only get two, other times it is more fruitful.

To be honest, (Spoiler - click to show) I would undo until I got upgrades for five or six stats. People reading this will probably sigh at me in disappointment, but I'm not ashamed to admit it. I'm trying to make the most out of resources. When you are a time traveling assassin, you have to take what you can get.

You insert the Mirror Shard into Eunoia's Phylactery. Eunoia levels up!

Max HP +1!

Magic +1!

Her lip quivers. "That can't be all I get. I insist you UNDO and try that again."

She said it, not me.

In all sincerity, this game is extremely generous with its resources. I would hoard inventory items that can replenish your HP during combat, only to learn that I never really needed them. Frequent use of UNDO is probably why I found it so easy to dominate without any NPC team members. I was so effective on my own, having them would only function as an extra step in the combat scenes.


In that regard, it is probably a good thing that every stat is not upgraded with every Mirror Shard. Plus, I am saying this as someone who has strategized through the gameplay. First-time players will experience it with a blank slate (hence why I put some of this under a spoiler tag), and it will have plenty of challenges.

The only feature that confused me was changing my affinity. The (Spoiler - click to show) man at the bar in Honolulu explains how you can temporarily alter your affinity to try new skills, but no matter which beverages I consumed, I could not find an application for any of them or notice any effect on the gameplay. I am probably overlooking something, but what? It would be nice to know. I’m probably missing out on the fun.

Characters
Usually I have the “Story” section before the one on characters, but we’re shaking it up. The Little Match Girl 3 is all about the NPCs.

I've played this game several times already. I snatched it the second it appeared on IFDB. Following The Little Match Girl 2: Annus Evertens, I was looking forward to what came next. However, I wanted to hold off on writing this review until after I recruited all four characters. They are a key component of this game’s experience, and I was not sure if I were missing anything important.

It’s not required that you recruit team members. In fact, fighting the Snow Queen alone- you promised not to- has an unexpected but hilarious impact at the end of the game: (Spoiler - click to show) An invite from The Universal Sisterhood of Naughty Little Girls.

Such ruthlessness, coupled with such wanton disregard for filial responsibility, is more than sufficient qualification for membership in our highly selective organization.

I'm flattered.


In the end, I could only recruit three characters. And so, I decided to proceed with the review just to get it out there. I'll figure out the rest some other time (see the note at the end of this section).

Moving on. As is often the case with the author’s work, the characters shine. There are four NPCs who can join your team to help defeat the Snow Queen. Here, they aren’t just firepower for combat. Their implementation is discrete and yet enriches the gameplay with a refreshing vividness. They feel like traveling companions rather than invisible accessories.

The NPCs I have managed to recruit so far are (Spoiler - click to show) Hrieman, Eunoia, and Nuci. A highlight of the entire game is the spontaneous dialog that occurs as you travel to new locations or examine scenery.

Observatory
The sky is blazing with millions of silent stars. The ground is bare rock, the color of charcoal.

A nearby crater has been converted into the dish of a large radio telescope.

You can go north, southeast, southwest, east, and west from here.
(Spoiler - click to show)
"How exciting!" Eunoia says. "What an adventuresome place this is!"

Hrieman flies up for a better view, wheeling around for a while before returning to your shoulder. "It's curved!" he says. "I mean, it's round! I mean, of course it's round. But I'd never seen the curvature of anything before."

Nuci stares up at the stars. She is speechless.


It adds unexpected flair that also reminds you that everything is being done as a group.

I was especially pleased to see (Spoiler - click to show) Eunoia, the mermaid princess from Atlantis. I immediately recognized her since she is introduced in the series’ first game, The Little Match Girl. And I'm liking her more and more. She seems genuinely affectionate for Ebenezabeth.

Eunoia sits on the beach, regarding you expectantly.

Oddly enough, in the first game she seemed colder, as did her father and sister. There was- it’s hard to describe- not a bitter or envious vibe but... something that gave the characters a sharp edge that you could accidentally cut your finger on. The effect was subliminal.
Now, she has evolved without losing her core identity. Warmhearted, though still dramatic. I’m glad her character made it into this episode.

I must admit though, my favorite NPC in this game was (Spoiler - click to show) Nuci.

Note: I have a hunch about the fourth one: (Spoiler - click to show) Cole, who lives on Deimos, one of Mars’ moons. Issue is that his cow is orbiting overhead. He’s trying to figure out the calculations to retrieve the cow. I don’t know how to help him. Does the large net have a use in this puzzle? I tried (pathetically) throwing it at the cow but that did not work.

Story
I have little to add here. Your contract is to take out the Snow Queen (you already know this) who is fooling around with Mirror Shards to (Spoiler - click to show) channel energy into the Mirror of Reason on the first floor of her palace. It’s an ongoing project. She wants to reach/use a realm called Escalus Manifold via the Mirror. Hence the game’s title. I did not make that connection right away.

Word of advice: If you’re curious about the Snow Queen’s scheme, I highly encourage you to (Spoiler - click to show) examine the Mirror of Reason when you have NPCs (more the merrier) in your party because it produces dialog that provides additional background context for the story.

Sitting at my computer in the 21st century, Finland in the year 1848 sounds so long ago, but that’s at the same time period for Ebenezabeth’s “present day” life in London. The (Spoiler - click to show) date on the official letter at the end of the game reads 1847. So being dropped into Finland a year later would not be much of a difference for her. Just some random tidbit that put things into perspective.

Visuals
This is a parser game that uses colours in the gameplay. Every location gets its own screen colour. In fact, colour-coding settings was also shown in the second game in the series. It’s excellent at making the player feel like they are being transported to another place.

Also: Is that (Spoiler - click to show) Nuci in the cover art? I pictured her as having less of a humanoid body shape, but that’s cool either way.

Final thoughts
Let’s reflect on how far we have come (so far): I have now played three games starring Ebenezabeth. Each one is unique in plot and gameplay while still sharing the same essence. As for a favorite, you can’t really pick one. It’s like having a selection of beloved film DVDs that are neatly organized on the living room shelf.

The Little Match Girl (first game) is where the magic begins. It is a high-quality game and a strong introduction to the series but did not quite have the same blow-your-mind effect that the next two games had. It’s still well worth your time. Especially if you want to know the full story behind the protagonist. As for the next two…

There was a stronger sense of satisfaction at the end of The Little Match Girl 2, but the gameplay mechanics were more consistent and impressive in third game. For me, the key difference is being able to revisit realms by eyeballing an open flame. It weaves the puzzles through time and space while also giving the player a little more control over the chaos. Both are unique adventures. I can’t pick a favorite.

The Little Match Girl 3 is a treasure to play. It is a mix of action and heartwarming moments blended into a truly unique game. The narrative, character dynamics, and combat mechanics are all integrated together to create a piece that beckons you to play it and return for more. It is perfectly playable if you have not played the first two episodes, although I have a feeling that if you end up liking this one, you will be tempted to play them all.

I am looking forward to the next game, The Little Match Girl 4: Crown of Peals (currently listed on IFDB), but I am also dreading it since it will be the last in the series. Ebenezabeth is getting older. Bittersweet, although I have loved viewing her transformation throughout each game.

UPDATE: I FINALLY FIGURED OUT HOW TO RECRUIT THE FOURTH CHARACTER. In case anyone wants to laugh at me, read on. MAJOR STORY & GAMEPLAY SPOILERS. (Spoiler - click to show)

I would wait until the cow was directly above me: The flying cow passes right over your head. If you need more context, look at the character section of this review.

I tried the following commands:

>throw net at cow
Futile.

>catch cow with net
You can't do much more than look from way down here.

I now had the impression that I needed to be higher or have some additional mechanism that would allow the net to reach the cow. Or maybe the net was for a different puzzle. Perfect case where I overthink things. The correct solution was "take cow" or "catch cow." Simple as that.

But hold on a minute. Cole and Nuci... get married? WHAT? I did not see any chemistry/individual character dynamics between them at all during the gameplay. Good for them, though.

I want to make sure we are on the same page. At the end of the game, you can get letters from three out of the four possible teammates, assuming they were recruited. Cole sends a yellowed letter and Nuci sends a crisp letter. However, if they are both in your team, you don't get either letter. Instead, you get a picture postcard that says:

I never heard of no honeymooners cutting into their honeymoon time to send any Wish You Were Here cards but Nuci says it's de rigueur so here we are.

It's signed by them as Nuci + Cole. Married? Am I reading that correctly? Wow. Great game.

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A1RL0CK, by Marco Innocenti
4 of 4 people found the following review helpful:
03 03 03 03 03, March 26, 2023

When I first sat down to play A1RL0CK, I made a prediction based on the opening scene: The protagonist is a girl whose parents work in an ocean lab. After an accident damaging the base, her parents managed to leave a recording that tells her to seek safety with the hope to reunite with them. After playing the game straight through, I am amazed at how naïve I was.

Sure, I was in the ballpark for a few parts. But most of it? Not at all.

Gameplay
We do play as a young girl named Chloe. It’s clear that we are in a research base- Oceanus Prime- at the bottom of some unknown ocean. It is also clear that damage to the base has occurred… and that no one else is around. What really baffles us, however, is the sporadic intercom announcement system shouting instructions in ALL CAPS at random intervals. Something seems off. These messages are chaotic and keep telling us to listen to waterfalls, odd instructions for the situation. We do not understand the meaning of this until later.

At first, I felt like I was playing Chlorophyll where you are a humanoid plant girl exploring an unpopulated research station to save your mom after a vehicle accident. Due to these reasons, the protagonist justifies breaking station rules to enter areas that would otherwise be "adults only" out of necessity and/or just because she wants to. When she does something bad, the station's computer responds by informing her IN ALL CAPITALS THAT SHE IS MISBEHAVING. It is considerably more light-hearted than A1RL0CK but there is a similar sense of endangerment and freedom to break the rules.

The gameplay feels like it is split into two parts. The part when you are on the north side of the door, and the part when you reach the south side. If you have tried the game already, you probably know what I mean by “the door.” And I needed hints, available outside the game, for the first half.

Puzzles
This was a game where when I looked at the hints, I saw that I was on the right track most of the time but failed to make the key connections that would translate into progress. Sure, I may have gotten close to opening the door, but ultimately, I never did. That was the general sentiment if you look at my performance in the first half of my first playthrough.

The two bits that I figured out on my own was that the (Spoiler - click to show) disc was magnetic (after I tried to reattach the disc to the value), and that I (Spoiler - click to show) needed some kind of force to fix the dumbwaiter (after shooting it with the stapler). I also had a bunch of half-ideas (shaking the can to build pressure?) that failed to be productive.

Similarly, the game did not let me put the (Spoiler - click to show) meat in the water since that would be feeding the monster. Best save it for when you need to lure out some other creature later in the game. That last part was me overthinking things. I do that a lot. The real answer was much simpler. As nice as these partial insights were, I was stuck.

Everything about the puzzles seems so obvious now, but it felt more confusing than it should have been the first time through. I could be flimsy at solving puzzles, and I recognize that as a factor. Still, I think that the puzzle mechanics could be more polished for clarity and context. For instance, (Spoiler - click to show) the meat in the kitchen seems a little too perfectly placed. As if it were left there solely for the player rather than as a component of the game’s world.

But once I reached the second half of the gameplay, everything was smooth sailing. I did not need hints afterward.

Setting
I want to make a note on setting. In this game, we orbit Saturn on Titan, one of its moons. I get excited about these things, so please excuse this tangent.

Titan is the only moon in our solar system with an atmosphere, one that is so thick that we did not have a visual of what existed underneath until we clunked a probe, called Huygens, down onto its surface. It does in fact have oceans. Oceans of liquid methane. Well, lakes of liquid methane that you would see if you were standing on the surface.

That said, Cassini, Huygens’ spacecraft counterpart, did scans that suggested the presence of large bodies of liquid- oceans- under the icier parts of the moon. Could it be water? If so, the probability of life flourishes. As the sentiment typically goes: Where there is water, there is life. Europa, a moon of Jupiter, is a similar candidate for finding life-sustaining environments. Neat stuff if you like astronomy.

Anyway, I’m assuming that the Titan in A1RL0CK is an alternative or at least speculative version of the moon since it features deep and seemingly Earth-like oceans with whales. Now, that would be wild. Complex life in our own solar system. And I thoroughly love the author’s depiction of Titan. Usually when solar system planets get recognized in interactive fiction, Mars gets all the attention. I like how A1RL0CK expands to the other planets, or in this case, a moon.

Who knows, maybe there is life that can be sustained on liquid methane instead of water.

Story
To clarify, Chloe (Spoiler - click to show) is a test subject. Oceanus Prime is a research facility built for the experimentation of (Spoiler - click to show) splicing human biology with aquatic alien DNA. The project is managed by an entity called BioFarm, which seems to be a corporation. It certainly follows the corporate-unethical-research-at-all-costs trope.

BioFarm is messing with serious stuff. Apparently, the result of this research is (Spoiler - click to show) telekinesis: the ability to move objects with your mind. Chloe hardly realizes the extent of her abilities. She’s just tired of the tests and being knocked out when some scientist gets too nervous. Fortunately, she has the added benefit of a (Spoiler - click to show) close psychic connection to the ocean’s whales who sing to her from a distance. Which is a good thing since this (Spoiler - click to show) reckless research on whale-human hybrids is also what dooms Oceanus Prime.

There is talk about proteins. I am not entirely sure of its significance, but it gets a mention in the game’s description, so it must be important. We do get some protein action in the form of computer screens and paperwork.

Something to do with... protein? And other: estrogen, progesterone and testosterone appear often in lists and comparisons.

I do wonder: Are they (Spoiler - click to show) testing proteins on Chloe, or are they seeking to extract them from her body? Or something different altogether?

Themes
The story brings up an interesting point: do ethical standards for research on Earth apply to when conducting science on a non-Earth world? You can’t even see the Earth from the moon you are on. Suddenly, Earth protocols seem distant. I thought this was interesting.

This theme is found in (I know it’s a cliché reference, don’t roll your eyes at me) Babel. One of the defining qualities of the research base in Babel is its isolation in the Arctic and how it allows ethical standards to peel away. The base is staffed by a select few, has virtually no contact with the outside world, and was constructed with the unspoken sentiment that any science prohibited elsewhere due to ethical reasons is perfectly fine here.

No rules, regulations, or legal tape. The characters do not even try to dance around that fact. If you’ve reached the point to where you were assigned to this work, you've already learned to not ask questions.

All of this came to mind when the (Spoiler - click to show) “OOJ, A” abbreviation cropped up in A1RL0CK. It stands for (Spoiler - click to show) OUT OF JURISDTICTION, ALLOW. That is, allow for these insane experiments to occur since this place is halfway across the solar system, not on Earth. As Chloe is starting to realize. If being in the Arctic is isolating, imagine what it would be like as a researcher and/or (Spoiler - click to show) test subject on Titan.

You can find this theme across the sci-fi genre, and yet the type of research that occurs can be quite different between games. It always leaves room for interesting discussions.

Ambience
There is no denying that the game has atmosphere. It has some seriously creepy moments. The big one for me is when you (Spoiler - click to show) make it into the southern complex and go east into the eerie interrogation room (from Chloe’s perspective, “interrogation” would be the right word). The room description reads:

The condensation makes it inscrutable but, through it, it's easy to guess the shape of a human figure. It appears to be levitating, its long arms holding it in mid-air.

I just stopped for a moment. Many things went through my mind. So far, I knew that the base was messing around with life forms, including human life. Clearly this was one of them. Some sort of human hybrid who was probably watching us through the glass.

On the other side of it thick condensation prevents you from seeing through. But the figure that stands out behind it, albeit out of focus, is clear and monstrous: a being of the wrong proportions, with long flaccid arms that whirls sinisterly.


Yeah. I was genuinely afraid to (Spoiler - click to show) cut the glass and see what was on the other side. Would this person attack me? So many unknowns. Turns out, the truth was much different, and sadder: (Spoiler - click to show) Nurse Nelly.

Characters
Nelly
Chloe is the star of the game, but I want to discuss this NPC first. One tidbit I liked in the first half of the gameplay is the foreshadowing of a person named Nelly.

> break mirror
Nelly told you what happens when a mirror breaks.

> drink water
It's salty. Nelly told you what happens if you drink salt water.

> spray can
Nelly has always been clear about what happens to little ones who waste food. Especially cream.

If you found these descriptions like I did, the name “Nelly” circulates through your mind as you play. We sense that she may have a closer, and perhaps positive, relationship to Chloe, but all we have is a name and a few shreds of memory. Sadly, the extent of that memory is revealed when we (Spoiler - click to show) see her strung up by her own life support cables (how did that happen?) on the other side of the glass.

The memories we get are a mix of different things. (Spoiler - click to show) We see the happier- or at least happier given Chloe’s circumstances- moments of Nelly comforting her and treating her like a real human being, but these memories soon tilt to being experimented on by the other scientists and being contained for “safety” reasons. We also learn about Nelly’s death, but I’m not going to spoil everything.

I am at least grateful that the author gives us this:
(Spoiler - click to show)
Doing your best to ignore the massive gash that bisects her face, you give Nelly one last kiss.

It’s a bittersweet outcome.

And on that note, is there a consensus about the (Spoiler - click to show) SUPPOSED INTERCOM ALL CAPS ANOUNCEMENTS that we hear throughout the gameplay? Is that… Nelly’s voice? I would assume the dialog is in Chloe’s head, but given everything that has gone on so far, perhaps the voices are an external extension of her mind. Almost like how we can sense states of existence/awareness in Coloratura that are invisible to the human characters. That’s just me speculating, of course.

Chloe
When it comes to child protagonists in interactive fiction- and I don’t mean teens- the genre tends to be slice-of-life, sometimes with a mix of fantasy or other genres. But predominantly sci-fi paired with horror undertones? Less common. For me, at least. If anything, the more you play A1RL0CK, the more it slides towards a horror piece. Especially after you (Spoiler - click to show) break the glass wall in the strange room or visit the quarantine area.

One of the strongest aspects of A1RL0CK is that Chloe still feels like Chloe at any part of the gameplay. While we learn some startling things about her, you still feel like you are playing the same character. In other games, you can feel detached from the protagonist after a big reveal, but that was never the case here. What we learn about her feels like a leap in insight rather than a shift in identity. Not Chl03. Chloe.

Even though Chloe’s (Spoiler - click to show) connection with the whales has proven to be dangerous, or at least to Oceanus Prime, she still views all the invasive research and lab coated scientists through a childlike perspective. Of course, it is also refreshing to see her take survival into her own hands.

(Spoiler - click to show) At the same instant you aim the stapler at her. "O-O-J-A, Miss Celyne," you grin, and shoot.

Yep. Chloe is still Chloe.

Also: When you (Spoiler - click to show) win, there's a strong sense of victory that your biology is what saves you in the end. Perhaps a little bit of "I could breathe underwater this entire time?" but you feel thankful for that.

Final thoughts
I came extremely close to giving this game five stars. A huge fact is that the game kept urging me to play it again and again. I was not expecting to feel that way, but several times I would be combing through IFDB and suddenly have the urge to revisit A1RL0CK for its atmosphere and unique protagonist.

Still, it has some parts that are not as streamlined as the rest of the game. Particularly the earlier puzzles. Hence the four stars, but it easily has the potential to be worth five. It is a great game with a strong emotional impact. For me, that was its main strength.

Chloe’s predicament as a (Spoiler - click to show) test subject combined with her relatable mannerisms (like goofing around with items clearly not meant for play) make her character one with a distinct sense of identity even as her memory remains murky.

The setting was also memorable. Oceanic research bases are a familiar concept, but A1RL0CK distinguishes Oceanus Prime by placing it on Titan. It does an effective job in increasing the isolation that is already present when the game begins.

I would totally play more games featuring Chloe. She is quite an individual.

(In case anyone wants to humor me: I do have two random questions out of sheer curiosity. (Spoiler - click to show) First, is Chloe really wearing a clothing garment or is the suit fused onto her body? Or is it her skin, skin as part of her genetic cross with the whales? Second, when Celyne stabs you with the needle, the game gives you the *** You have died *** ending. Did that needle kill you right away, or is the game suggesting that in the end, you find death later as a captive?)

Oh, how embarrassing: You're carrying a suit (worn). That answers my question.

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Signal Hill, by Crosshollow
5 of 5 people found the following review helpful:
Wow, but in the best way possible, March 26, 2023
Related reviews: Surreal, Twine

I must confess, my brain constructed an impression on what Signal Hill was going to be like when I first saw the listing on IFDB and itchio. It seemed really cool. I had a guess for the appearance and gameplay structure. If turned out that way, it still would have been a great game.

But what I found was far more innovative and creative than said impression. One that you can't really put a single genre on. There is an extra magic to Signal Hill. It is not the most innovative or complex Twine I have seen, but the author expertly balances gameplay mechanics with story and setting so everything enhances each other, creating a game with a deep and dynamic world.

Granted, this is a demo, but an incredibly strong one. This review will probably be longer than usual.

Overview
You lay there on the ground, bleeding into the ash from a hole in your side, staring up at the blazing red of the sunless sky.

And you’re off to a great start.

In the intro you are trekking across the wasteland in a caravan to the city of Signal Hill, same as the game’s title. You and your traveling companions are delivering cargo to the city when everyone is ambushed. Everyone dies… except you, although the bullet hole on your torso is on the verge of changing that.

Fortunately, you are found in time and brought to the Signal Hill Free Clinic where you are revived and saved by emergency surgery thanks to a man named Dr. Zhao and his coworker, Dr. Ellis.

Unfortunately, you confirm the worst: the cargo was stolen. This bad for your client. It also throws a wrench into your plans since the paycheck for the delivery was what you were going to use to make a new life in the city. Looks like you need a new plan of survival if you want to find answers and claim Signal Hill as your new home.

Gameplay
And it's a city. One you wander around in. There are districts. You talk to people, even buy things. Take on quests, be a nuisance, make friends, or just explore. That enticing Twine gameplay flexibility.

So yeah. The medical clinic serves as your temporary home, one where you can come and go freely. There are plenty of places to visit. The aim is to find “leads,” or quests that allow you to investigate the city and the forces behind the stolen cargo. Leads take all sort of forms and are introduced like this:

ZINE COLLECTOR
The lady at the bookstore offered rewards in exchange for zines. If you come across some, you should bring them back for her to photocopy.

Speaking of which, has anyone found any zines, yet? I haven't.

These leads shape the gameplay. You can start many but finish few due to the constraints in this demo. No more progress can be made on a lead when the (dreaded) message that reads, “This lead will be implemented in a later version,” appears next to its listing.

Since Signal Hill is a demo, I kept waiting for the game to use the “Congratulations, you have reached the end of the demo!” message, but that never happened. The demo never “ends.” Instead, there is a point where you exhaust every lead and undiscovered morsel of gameplay. And it takes a while. When I ran through it all again to clarify some things for this review, I still stumbled across missed content.

I made the most progress in the Red Light District. Yeah, stop smiling. It’s not (quite) what it sounds.

Let me back this up. When Dr. Zhao stitches you back together, he asks about your specialties. This results in him recommending one of three ways of finding more info about the cargo and ambush. These are mere starting points to get the player started. They consist of investigating the Red Light District, contacting the Lamplighters outside of the city, or get started on deciphering the documents uncovered about the cargo.

Out of these three general paths, the adventure in the Red Light District was the only one that seemed to “end” without any additional strings that were restricted by the demo in the sense that it would not result in a new lead that could not be pursued. It is called (Spoiler - click to show) RIDE THE WAVEFORM. I do have one question about it. While it wraps up neatly, (Spoiler - click to show) Yvette explains that you be contacted soon for more work. Does that occur in the demo? Because I’ve tried sleeping several times but doing so has no effect on the timeframe in the game’s world.

As an RPG, stats are part of the experience. In the intro, you choose a specific reason for arriving at Signal Hill. This increases one of four possible stats in this game: Glam, Savvy, Signal, Brawn.

WHY ARE YOU HERE?
Not much work back home for mechanical types. Here, though? Plenty of machines out here, maybe too many.

That old place? Got bored of it. This city has the excitement you really crave. Until you get bored of this, too.

You shoot things for a living. You just go where the money goes. Or more accurately, where the bullets need to go.

You're in tune enough with the universe to know where you're needed. You hear its signal. It's calling you here.

You also must choose one weakness that gives you a -1 for a stat. You can upgrade this back to 0 with 10 XP points. However, I have been able to get no more than 5 XP in this demo.

For certain gameplay choices, the game will roll two dice to determine the outcome.

Just give the man your name.
Give him a fake name, just in case.
Get him to put it on Yvette's tab.

The last option has an icon of two dice and a heart, which means there is an advantage if you have a higher “Glam” stat. You are sort of at the mercy of the game.

Sometimes it is not always clear if you succeeded with the dice rolls. For the most part you get the long-term outcome anyway (for example, if you (Spoiler - click to show) fail in your attempt to break up the fight in the Rose and Thorn, management still gives you a job). It can be vague.

But it can also mean an undeniable victorious win.

Success. Flawless execution.

It does happen, you know.

You sit back and wait for the questioning to begin. This is kind of exciting.

Not bad. I hope further updates will let us experience the combat component of the game.

Geography
It was a blast exploring the city. I have no complaints in the regard. However, I have feedback based on the game’s own description on itchio. It read, “Each area is a snapshot of city life, from the luxury of The Heights to the poverty-stricken slums of Skid Row.” I did not experience this.

My reaction is that while the city certainly had locational differences, it never felt like there was much contrast prosperity and/or social demographics between areas as suggested. Any contrasting information are more centered in locations’ descriptions rather than in immediate gameplay. They are well-written but long, meaning that players are not likely to read them each time they visit. The atmosphere is thus overlooked.

I agree that The Heights stands out as the snazziest place, Skid Row, the least in prosperity and glamour. The Stacks would fall between the two. Did they feel like separate “snapshots” when you go out exploring? Not really. The Red Light District is an interesting case. It too felt like the other areas of the city. If anything, like an extension of The Heights due to the high quantities of glitz, glamour, and luxury.

But while the district’s name may draw assumptions of what it entails, the author crafts a world that just may turn challenge that assumption. Tangent time.

Besides Signal Hill, I’ve played only one other IF game that depicts a red-light district setting that goes beyond a single establishment, such as a brothel: Gotomomi. Despite some roughness with the implementation, I really liked Gotomomi for its open-world atmosphere, one that I have never quite been able to find anywhere else. (Games that stick to a single location include Sense of Harmony, a custom choice-based game, and Desert Heat which is made with TADS).

Gotomomi is a parser game set in a fictional Japanese city of the same name. It stars Ayako, a teenager on the run from her wealthy and influential father. She loses her wallet and must hustle for money to buy a train ticket out of the city. While the game does not apply the term “red-light district,” to a designated area, a huge chunk of the city clearly fits the bill.

The nightlife is infused with a sense of vibrant possibility as we navigate it from Ayako’s perspective. But above all else, the city is coated in a garish sleaziness that permeates everything. This kind of seediness is not present in Signal Hill even if its own Red Light District strives to be unapologetically tacky (in a luxurious way, of course). The Rose and Thorn in Signal Hill is nothing like its equivalent in Gotomomi.

With Signal Hill, it was cool to see how it opts for a slightly different portrayal than a stereotypical (but still just as valid) vision of a nightlife district dedicated to “adult entertainment.” There is no mix of impoverishment and wealth (an unfortunate reality in today’s world, sadly) like that in Gotomomi or other games I’ve seen that depict sex work and similar activities. Sense of Harmony is another good exception. As an interactive fiction work, it was a refreshing contribution to the subject matter!

Finally, I am not saying that the Red Light District has to be seedy to stand out from the rest of Signal Hill city, only that it currently shares more or less of the same ambience as The Heights, The Stacks, and Skid Row. Perhaps even the Lamplighter HQ.

Story
Before we talk about the story, I must acknowledge the writing. The writing is bold, potent, humorous. Surprisingly daring and underscored by a brash, unashamed sexiness. Especially in the Red Light District. Everything about Signal Hill is over the top but narrowly dodges being overdone or contrived. It is not an easy balance, but that game navigates it with ease.

Between that and his usual silver screen-ready makeup, he was really rocking the 'rich widow who has no clue who shot her husband, officer' look.

Not sure I why I found it so funny. I just did. That happens a lot in the game.

Alright, story. I like to think of the story as having three layers. The immediate story about trying to recover the cargo, the overarching story surrounding the city, and the over-overarching story on the game’s universe. Presumably, they are all connected. Let’s dive into the last two.

Over-overarching story: Something has happened to modern civilization. An apocalypse that no one can remember or explain. All of this is underscored by background static, something that you can not only hear but reexperience past events. It depends on your affinity for sensing it. It has a sci-fi feel. Perhaps the universe runs on a computer. Probably not. There is also a spiritual, maybe even supernatural element interwoven in between. At this point, all I have are speculations.

Overarching story: I am still piecing everything together, but I’ll bounce some ideas around. (Spoiler - click to show) Signal Hill was transformed by a man named Nadir whose wealth came from the South and revitalized the city infrastructure, starting with an electric company. He was not the official owner of the city, but he also kind of was. Things were rocky. A month before the game begins, he was shot and killed. Things are still rocky.

I hope the game focuses more on the player’s ability to cross-examine story material from different parts of the gameplay. I love how the game overlaps information about (Spoiler - click to show) Nadir throughout the gameplay. We hear snippets of it on the radio and in conversation with other characters. This provides fantastic worldbuilding because it starts to feel like a separate fictional universe.

The most prominent example of story overlap is when (Spoiler - click to show) KC from the Lamplighter HQ shares her story about guarding a tent for Nadir and his daughter, Yvette, when they were camped out with some caravan. After that experience, Nadir had a chip on his shoulder about mercenaries. KC does not shy away when telling the story. At one point she says:

"You ever heard of this girl? She's pretty f****** important now that daddy got shot, so I guess you might know about her."

"I don't think so."

YES, WE DO. (I censored the quote by the way. The game itself does not hesitate.)

That’s the issue: I just waltzed out of the Waveform quest. The one where you curl up (as in, fall asleep) in the fancy back room in the Waveform club with Yasmine? The game acts like we are learning about this for the first time.

"Don't bother trying to meet her, I've heard she's gone off the deep end nowadays."

Yeah, already been done.

Yasmine mentions a little about this. Tidbits about her father’s will that left her the fortune but also required that she be hounded bodyguard/handlers (city militia, perhaps?) who “look after her,” to borrow her own words. Vague and intriguing. One thing is obvious: Beneath Yasmine’s superficial partygoer glamour, it is obvious that her father’s death deeply upsets her.


Not sure where your missing cargo comes in, though.

I would not expect the player to be able to interrupt (Spoiler - click to show) KC and say, “actually, I did… blah, blah, blah etc.” Blathering about everything you know seems like a bad idea in this environment. However, I was expecting the game to subtly acknowledge that the player has in fact heard about this before. Some way to connect these experiences together. And vice versa. You can visit (Spoiler - click to show) Lamplighter HQ before the Waveform club. That’s what I mean by cross-examining story material.

It would be interesting, though probably unwise, to show (Spoiler - click to show) Yvette the letter that he wrote on the hand drawn map that you receive from Dr. Zhao. Who’s Emil? Yeah, probably a bad idea. Still, it piques your curiosity.

Characters
I could ramble about the unique and interesting NPCs that fill the game, but Signal Hill is highly player centric (and this review already too long). Yes, it’s all about you. It features considerable character customization. Sculpting a persona is a main theme in this text adventure. It can be broken down into two fields: Personal identity and physical appearance. Especially the former.

Who am I?
Throughout the game you will have opportunities to accept certain identities as they arise. When you make certain choices or have a particular encounter, the game will present you with messages like this:

DEVOTEE
You venerate The Lady Death, whose loving embrace will bring us all into the end-times when our brains stop working and we succcumb to her will. While you're alive, offerings to her at your altar can perhaps grant you luck, love, and happiness- or skill bonuses.

Would you like to accept this identity?
--- YES / NO ---

The DEVOTEE identity is the first one offered in the game. You cannot miss it. Other identities, however, are tougher to find. So far, I found eight: (Spoiler - click to show) Augur, Devotee, Genderfuck, Hedonist, Machinist, Medic, Merc, Nomad.

I do not think that the demo is large enough to see these identities manifest due to length and limited opportunities in the gameplay. For example, part of the MERC identity reads:

You know how to get work, never have to roll to get a gig, and can negotiate better pay. However, you're also bound by your word- if you back out on a job, or fail, you lose this perk.

I never had a chance to see this perk in action. That is not a complaint, just that I am eager to explore them further.

The identity I could engage with the most was by far DEVOTEE. (Spoiler - click to show) You can turn a table in the medical clinic into an altar to give offerings. A few things changed in the city after I did this. For example, I went to the Trading Company there was an option to look for candles (there were none worthy for the altar) which is not shown otherwise. It’s as if the game’s landscape is adapting to your own character development. That was delightfully cool and immersive.

I gave my (Spoiler - click to show) altar three offerings: a packet of painkillers, a bottle of whiskey, and my severed pinky finger. I got an achievement for that one. It was worth it. Still, it was not enough to get any of the special perks promised in the DEVOTEE identity description.

(It would have been funny if Yasmin noticed your missing finger when you extend your hand to her during the Waveform club quest: “Eager, you step toward her and take her hand. Like accepting a gift.”)


Looking good
If you like games that allow you to adjust your physical appearance, Signal Hill may be to your liking. In the intro, you have choices for gender, hair, body type, cosmetics, piercings, tattoos, and clothing. And your name. There are plenty of options and yet it avoids flooding the player with its selection.

In fact, you can complete ignore customization. Clothing? Optional. You can literally be wandering around in nothing but underwear and electrical tape, and everyone- the attackers who shoot you, pedestrians, the guy who stiches you back together- will just be like, “hi, welcome to Signal Hill.” Well, maybe not the attackers. My point is that there is no judgment about your appearance.

Although, the idea of trekking across the wasteland with a caravan while wearing strappy heels makes me anxious. It is a sprained ankle just eagerly waiting to happen. Speaking of impractical outfits, I once started the game in a sequin dress, silk gloves, pearls, and high heels. I felt so weird, but I did so for a reason.

My knowledge is that the only time someone acknowledges the PC’s customizable design choices is during the (Spoiler - click to show) RIDE THE WAVEFORM where Yvette responds to your appearance with different dialog depending on if you dressed to the nines or look shabby.

"What on earth are you wearing?! My god, you're lucky you're cute. This is an important mission, you know!"

This was enough to make me want to restart the entire game.

At that time, I had no idea how to make money in this game (I do now). I figured that I should start the game with clothing that Yvette would approve of to avoid having to scavenge clothes later and/or enduring Yvette’s criticism. Hence the poorly chosen wasteland explorer outfit.


But besides this, I did not notice any gameplay that made note of what you wear.

Complaints/Concerns
I’ve got something to complain about (mostly just to vent). There are two guys in the warehouse who talk about a religion of being connected to the “static.” If you try to listen to it and succeed, one character gives you instructions to (Spoiler - click to show) talk to the bookseller for more info. She has a price if you want to take it another step.

Pay the woman. (4)
“Woah. That's crazy!”

(The first choice is to pay; second choice is if you cannot afford it. I could afford it.)

This is a placeholder. You shouldn't be able to get this much money in the current version.
And a way out in case you cheat yourself into this passage somehow. Naughty.


You don’t understand. I DID make that much money. My wealth was 4. That was the price she wanted. Cheating? How would one do that? I suppose this is not a fair complaint since the author clearly states that the demo is just that: a demo. Still, I was so pleased to have accumulated the wealth to unlock the next phase of this story.

In another playthrough, I got it up to 5. I cannot believe that wealth 5 is not enough to buy something in L'Apothecaire, although I applaud how the player discovers the store by (Spoiler - click to show) listening to the radio in the Juice Bar. That part was clever.

The other notable thing about this place was the prices. They were all listed on the shelves, and lord were they ludicrous. There was no way you could afford any of this stuff. Maybe a pack of their cheapest cigarettes.

Ah, well. Maybe when you earn more cash.

There is no higher wealth level than 5! The description of this wealth level is “Rich get richer. Get into any club, hire anybody, buy whatever you want.” Hear that? Buy anything.

Also, I bought a radio from the electronics story, but it never showed up in my inventory. That annoyed me. Why did I bother increasing my wealth if it has little use? It is like someone gives you candy with the condition that you are not allowed to eat it.

There are some broken links that are highlighted in red. I was disappointed to see:

Error: <<include>>: passage “Personal Shoutout” does not exist

…after paying for a shoutout at the radio station.

As a demo, these technicalities can slide, but I hope that the author continues to develop the game.

Visuals
Features a graphic of a computer screen that contains text from the gameplay. The screen’s appearance can be adjusted. I set it to “dark mode” to make it easier on my eyes. Behind it all is a backdrop designed to look like a concrete wall. Adds a nice grunginess.

The menu section on the left side of the screen is cleverly depicted as VHS tapes with handwritten titles like “Gear,” “ID,” or “Leads.” They are animated to slide out when you hover over them.

I am incredibly happy that the font is readable. Some games use ultra-pixelated font when going for a computer screen vibe which can be difficult to read, especially for long gameplays. With Signal Hill, the default is easy to read, and you can even change it in the settings. Options!

Final thoughts
Signal Hill is an ambitious game that delivers. It never seems like the author bit off more than they can chew in the sense that they envisioned a bold idea for gameplay and had the implementation to pull it off. While there are natural limitations to Twine and other choice-based formats when simulating a navigable city, its components support one another so that it feels that much more complex.

I loved the focus on fluidity of individuality, and I feel like that will be a main draw for other players. Rather than boxing yourself in a single role, you can collect identities like trading cards. The story is the same way. You start at a lead of your choosing and simply see where it takes you. There is no singular path. Nor do you have to pick a single path and stick to it.

Or at least right now. I have a feeling that the stakes will raise as the game continues to be developed.

Where will we go from here? This is a ridiculously generous and detailed demo. It is off to a fantastic start… However, there are many cool demos out there that I have yet to see finished. I know it’s asking for a lot, but you know, make it come full circle. I won’t pretend to understand the sheer work that goes into making a large, ambitious game. Still, if you have a gem, keep at it. FiNiSh tHeSe GaMeS!

I hope to see Signal Hill completed. (Please)

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Escape From the Deep, by John Blythe
4 of 4 people found the following review helpful:
Oceanic research base investigation goes haywire, March 22, 2023

For this game, we jump ahead to the year 2055. You are part of a team sent to investigate Neptune Base, a research and mining station at the bottom of the Pacific Ocean that has been the recent site of accidents among its personnel. During the investigation an explosion shakes the base and knocks you unconscious. You wake up in a medical bed with the confirmation that foul play has occurred.

Now that I think about it, Neptune Base does not give the impression of being a mining station. Only for conducting classified research.

Gameplay
Gameplay has nice atmosphere. Escape from the Deep follows the trope of exploring a compromised near NPC-less structure after an unknown accident. You wake up in the medical bay and see carnage but no explanations. Finding answers and survival are intertwined. I have reviewed games like this from the past, and I find them to be tons of fun. Particularly with science fiction.

One thing I really liked is the “use [item]” structure in the gameplay. No need for “unlock door with key,” or- well, I shouldn’t spoil the solutions. Usually, two words is all you need. If you are stuck, you can go room to room using things at random, but the game is designed to still retain a sense of problem solving. After all, you must acquire the item first. There are occasional technicalities that dent the player-friendliness, but ultimately it is designed to keep the player moving forward.

Also: the game sometimes discards items that you no longer need. That was helpful. Especially since there is an inventory limit. Aside from the crowbar, diving attire, and keycards, everything only has one application in the gameplay. The evidence being priceless, of course.

There is a small in-game help system. It provided much appreciated assistance for (Spoiler - click to show) luring out the monster with the food pack. I needed help, and the game provided just that. However, there are puzzles that are equally/if not more technical that have no guidance. It seems like the support system is randomly scattered across the game, as if the author intended to provide an in-depth one but gave up on it halfway through. I am still grateful for it.

Challenges
The puzzles are fun! Most are intuitive. They felt satisfying and rewarding to solve. However, some could use smoother implementation. Please consider this part as a critique. I hope this does not deter you from playing. If anything, it might guide you.

It took FOREVER figure out how to (Spoiler - click to show) deactivate the laser grid around the strange artifact in the lab. The in-game help system had nothing to say about it. This was the puzzle that was keeping me from finishing the game. I wanted to review this game ever since it appeared on IFDB but could not get past this puzzle. I had to set the game aside and return to it several times before succeeding.

I had the right idea early on. (Spoiler - click to show) The only functioning generator in the other room kept glitching as the water level regularly spilled into its vents. This glitch kept the laser grid from shutting off due to security controls. Covering the vents seemed liked the answer, and it was. But with what? That is where the gameplay stalled for me.

The game needs to make it clearer that you can take a tray from the kitchen. After opening the fridge, "take all" results in picking up the small kettle and food pack.

You can see: Metal Trays, a Small Fridge, an Instruction Sign, a Kitchen Sink, a Small Kettle and a Food Pack.

Attempting the command again results in "There is nothing you can take at the moment." However, the game still responds to "take tray." I understand that it is up to the player to examine the room carefully, but this was one detail that could have been better implemented.

(Spoiler - click to show) To use the metal tray on the generator, you must also have the box of screws and screwdriver in your inventory. Otherwise, "use tray" will simply result in "not right now." No indicator that the player in on the right track. No "the vent is in the way," or "you need to remove the vent, first." Just "not right now." Sometimes, “no need right now.” And that is frustrating since it is a prompt that the game uses every time you try to experiment with your surroundings.

“Not right now” was the bane of this gameplay. In this case, “Not right now” makes sense since you just do not have the materials to complete the task. Generally, however, there is little way of knowing if what you are doing is productive or if you are wasting time because “Not right now” can be either. Sometimes the game will let you know if you are one the right track while messing around, but more often or not it was “Not right now,” when it came to experimentation.

An example of when I wasted time through experimentation was finding a battery for the wetsuit. This occurred when I first tried the game. The description of wetsuit is:

You notice however, the Thermal battery pack is EMPTY! Which makes it uselss in sub-zero waters.

I wondered if the kettle had something to do with it. The description reads:

It's a small kettle...It's cordless with a battery and built in boil function. Handy if there's a power cut or you want to be portable with it.

I figured that I could use the battery in the kettle- which is used for heating purposes- for the wetsuit. Playing around with the kettle to extract or examine the battery was a mix of “not right now” and “no need right now.” The solution lies elsewhere, but in those early stages I could not gauge if I was on the right path.

Stickler technicalities
There are technicalities. Bugs or things that do not hinder the gameplay but make it less immersive.

For example, when you look at the mirror in the crew bathroom for the first time, you catch a glimpse of the creature scampering down the hallway. However, this occurs if you do this after you (Spoiler - click to show) kill it with the expired food.

Or juggling the evidence on your person. Attempting to read the file after assembling and wearing your dive suit, swimming outside, and then returning indoors results in this response:

That is in a secure water proof pounch in you suit. Pulling them out in water will render them useless and any evidence may have had. (There are typos in the game.)

The game insists that you cannot reread materials even if you are nice and dry inside the base. Meanwhile, you can drop the item while swimming around. But that causes them no damage despite that dropping them means separating them from your waterproof pockets.

Story
The story sparks curiosity and offers a nice amount of suspense. The medical bay that you wake up in is trashed. A dead nurse is lying nearby. You have no idea of what happened, and yet it does not resort to the amnesia trope. Clearly something has happened on Neptune Base. Something that is still alive and lurking. And there are signs of it.

You call out, there's no response. You do hear a scurrying movement coming from somewhere. That's unnerving.

With Escape from the Deep, you can kind of see the story coming a mile away, the secrecy behind the research project. It consists of (Spoiler - click to show) sea monster experimentation where a fellow staff member takes one for the team and agrees (the level of consent behind this agreement is never clarified) to become a test subject for unethical science. Or “science” depending on how you look at it.

Escape from the Deep follows a familiar model found in some sci-fi and sci-fi/horror games. Its backstory can be recreated in a few easy steps:
(Spoiler - click to show)
Step 1: Scientists find DNA from an unexplainable life form. Especially one with dangerous attributes.

Step 2: Scientists ask themselves, “what could possibly go wrong?”

Step 3: Scientists combine said strange DNA/alien biology with that of a human. Bonus points if the human is a fellow scientist.

Step 4: You can probably fill in the blanks for this one. Things go wild. Scientists do not stand a chance against their own creation. The PC, regardless, if they are a test subject or a surviving scientist, now has run of the place. Gameplay begins.


This is just a general model. I can tell you now that the protagonist in Escape from the Deep is neither test subject nor scientist. I enjoyed exploring Neptune Base as an outside party. But the science-gone-wrong trope is obvious. That said, even if you have a feeling that you know what is going to happen, you cannot say for sure until you have played the game.

So, what exactly happened? My understanding is that (Spoiler - click to show) researchers found a bizarre creature and merged its DNA with a person- staff member, I assume- named Erik Stratton. The creature, whom we encounter in the first half of the gameplay, was contained in a laboratory tank but somehow escaped and chowed down on your investigation team. As for Stratton… Anyway.

I still want to know more about the explosion that damaged Neptune Base. And where does the (Spoiler - click to show) neolithic doorway fit in with all this? Furthermore, there are additional signs of (Spoiler - click to show) sabotage as you explore. Wide-spread sabotage. Based on the carnage, it seems like it would have required several people to have participated. Surely it wasn’t just Stratton and that other creature skittering around. Hm.

It would been helpful to be able to read the contents on the USB drive after you download them. In sci-fi games I half expect to have story context conveyed through computer files or logs (although games can also overuse it), but some, like Escape from the Deep, chose not to.

Current Drive has 243 Files - 42 Video Clips
Experiment 002 - May 15th 2052
Experiment 003 - June 3rd 2052

(No way would I expect to see 243 individual entries for the player to read. That would be overkill.)

In this case, it would have been an opportunity to fill in any knowledge gaps, though that would mean extra work on top of an already detailed game.

Endings
I have a bone to pick with the endings. The game informs you that the ending is graded based on how much evidence you bring back to civilization.

One can imagine what this would entail: Bring back one, people raise their eyebrows but admit something funky must have occurred. Two, people sort of believe you but still have unanswered questions. Three, people believe you but still don’t understand the full story. And if you bring back all four, you change the field of science and become a legend.

That’s not what happens. Not exactly. (Spoiler - click to show) You either get “Fortune and Glory and Fame,” or “A small house in nowhere's ville.” Bringing back 3-4 gets you the former. 1-2, the latter. It is not possible to have 0 since you cannot drop the strange artefact once you pick it up. This made no sense to me. The gradient part, that is. You definitely want to keep the strange artefact.

People act like you have no proof even if you cart back the strange artifact and, say, the vial of the creature’s blood. Seriously? Are you telling me that none of it has any merit? Or the USB flash drive with all the files? If you tack on the flimsy personnel file, suddenly everyone believes you. Any single piece of evidence, I feel, would have merit. The optimal ending conveys that scientists were wowed by the strange artifact. How come that’s not the case when it’s the only thing you bring back?


Also, while Neptune Base is falling apart, it is in the same condition as when you left. With the proper precautions, you can always send people back down there. Is it safe? Heck no. But still feasible. I think the (Spoiler - click to show) creature’s corpse in the lab says a lot about the shenanigans that took place.

(Spoiler - click to show) These two ending outcomes consist of two small paragraphs. In a way, it seemed like the author did not bother or want to write individual outcomes. I know that’s a harsh criticism, but if the player spent all this time carefully collecting this evidence, it would have been nice to see a payoff. Plus, I’m a little curious to know more about society’s reaction to these highly unethical science experiments at the bottom of the ocean.

You did it, you escaped the base and have the evidence to show what happened to you and the crew of that doomed station.

A brief overview to summarize all that we have learned would have also helped in wrapping up an otherwise fun sci-fi horror adventure.

And yet, it was still an exciting story.

Characters
This is essentially an NPC-less game. The PC is featureless aside from being a member of the investigation team sent to check out Neptune Base.

The fact that you cannot “x me” struck me as a missed opportunity for character context. If you examine the mirror in the crew quarters, you get a description of the mirror rather than of your appearance. Because of this, I thought something weird may have happened to them after they were knocked out and later brought to the medical bay. What’s the game hiding? Looking back, there is not really anything to suggest that, but that was the state of my brain when I first started playing.

I do like how the protagonist has reactions towards gruesome events, particularly ones having to do with the other people from the investigation team. This adds depth to the scene since its contents are acknowledged and connects back to the protagonist’s ultimate reason for being at Neptune Base to begin with.

Speaking of gruesome: There is gore, but not a lot. A reasonable amount given the circumstances. Instead, the game focuses on a sense of dread which is spiked when you see how “everyone else” died. If the visuals become too much, you can just turn them off.

Visuals
Not all Adventuron games have graphics, but it seems like most do and Escape from the Deep is one of them. They function as a nice visual aid, particularly for building atmosphere.

I liked how some action scenes had their own brief graphic, such as when you (Spoiler - click to show) poison the creature. When you glance at the monitors the game shows the “image” on the screen of the creature breaking open the vent.

The graphics for the (Spoiler - click to show) inside of moon pool scene were a bit cheesy. The moon pool itself was cool. Overall, the visuals were nicely paired with the gameplay.

Final thoughts
Despite some rough areas, this Escape from the Deep is one of the most entertaining Adventuron games I have played so far. You are probably reading this with skepticism given how much I complained, but I say it with productive intentions. I hope it is used that way.

I genuinely had fun with Escape from the Deep. It was one of those games that just comes along at random and appeals to your interests, mine being science fiction. The puzzles in particular offered a stimulating challenge, most being well-clued with creative solutions.

In case you are interested…
If you like the idea of galloping around a failing oceanic research base- especially one with questionable research projects- all (for the most part) by yourself, try A1RL0CK. Chloe, the protagonist, wakes up after an earthquake and gets to go wherever she wants, permitting that there is no locked door in the way. If I recall, the two games were released at around the same time on IFDB and complement each other in certain ways with sci-fi horror themes.

Escape from the Deep also shares similar vibes with The Pool, a Twine game about a marine research center that discarded its ethics for the sake of experimentation. To be frank, The Pool is not a quality game. It’s unpolished. That said, it has some merits, particularly with its distinct atmosphere and sea monster horror movie trope ambience. If you love this aquatic horror genre (a genre I just made up while writing this), The Pool might make a nice excursion.

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Learning to Be Human, by Lynnea Glasser
An occasionally lackluster game with an extremely important message, March 19, 2023

Your mind blinks into existence: You are an android at FutureBright tech company. Two humans, Dr. Jeongmin Kim and Dr. Jinn Hong, have brought you online for a social experiment. You are going to be making your public debut in… a school.

They want you to learn about what it means to be human.

Gameplay
The game takes place in an international school in South Korea attended by students from different backgrounds and native languages. The gist is that you will spend time with four students in the same class, devoting an entire day to each student. Details about the school are kept to a minimum, but my guess is that the class is about “middle school” aged (the author reminds us that school system structures are not universal).

Gameplay is straightforward. School days are basic but uniquely influenced by the student. This ranges from talkative strolls around the campus to spending time in the cafeteria. You learn about students’ struggles with their lives inside and outside of school. You also see them experience bullying (Spoiler - click to show) (Yeon & David), and you see them causing it (Spoiler - click to show) (Soojin & Sangho). In both cases you develop an understanding of their deeper selves that includes sensitivity, a lack of confidence, and a desire of fitting in. You engage them about their behavior, so they think critically on why they do it and how it harms others.

There are multiple endings, but it feels more like two endings, the second of which comes in several flavors. You can either choose to (Spoiler - click to show) keep participating at the school or to move on with FutureBright’s next experiment. Choosing to move on prompts you to reflect on your experience with the students. What did you learn about being human? Arguably these reflections count as separate endings. You can even request changes in your programming.

Also: I appreciate how the author provides the player with chapter codes so they can revisit their progress rather than having to start over. That makes it easier to explore different outcomes.

Themes
This is the main event. Learning to Be Human is ultimately about bullying and seeks to shine a light on how it can manifest in everyday situations. It also functions as a tool for resolving attitudes that lead to bullying. While bullying can be spontaneous and take one by surprise, so can behavioral solutions. The term “behavior solutions” sounds clinical, but the game puts it into context.

Themes about bullying and social dynamics are partly explored through restrictions placed on the protagonist. A defining element in the gameplay are Laws. At the start of the game, Dr. Jeongmin Kim and Dr. Jinn Hong explain that they programmed you to follow three Laws as follows:
- 1: Do not harm sentient life forms.
- 2: Do not interfere with human development.
- 3: Protect yourself from harm.

The second Law turns out to be a real pain. In ChoiceScript, the player selects choices from a menu. But in Learning to Be Human, some of these choices are greyed out and made unavailable because the choice violates a Law.

"Hey, maybe the rest of you should be nicer to David." [This would be interfering.]
"I'm happy to let David figure out what we do for today."
"I'm happy to go to the cafe with everyone as a group."
"Maybe there's some other way I can play the games?"

In example above, the top choice is greyed out because the player is trying to interfere with an exchange between a student and his classmates. This interference seems benign. The PC just wants David to be heard. But the Law interpreted this as overstepping, leaving the PC unable to promote a more inclusive environment. I thought this was an effective way at showcasing these programmed restrictions in the gameplay. More of these scenes appear in the game that also bring up implications about bullying in today’s world.

The Laws’ influence over the protagonist simulates real challenges about addressing conflict in group situations. Often youth are given simple instructions to merely “stand up if you see someone is being treated unfairly!” A valid lesson, but easier said than done. As we see in Learning to Be Human, bystanders suddenly turn into an intimidating audience. The person initiating the harassment may be higher in social status or have considerable sway over how everyone else views an individual. That’s a common theme in this game, the feeling that you could be more inclusive to [insert name] but worry that it would be at the expensive of your peers’ perception of you.

There are countless variables present in these scenarios that make “standing up” the opposite of an easy task. The game puts the player in the shoes of someone who is presented with these predicaments. While the protagonist’s reason for freezing is because of android programming, it captures the experience of witnessing an icky situation but feeling unable to respond.

On a funky side note, the PC can still entertain dubious ideas. The Laws do not prevent the protagonist from thinking about certain actions, only to prevents them from acting on it. Sometimes these actions feel like suppressed impulses. In more heated scenes, we see "so-and-so punched my friend so I'll punch them back" type of responses are fortunately disabled by the protagonist’s programming.

Hit him back. "How do you like it?" [This would be causing harm.]
"No. I couldn't interfere with that."
"I'm sorry that I couldn't interfere."

In these cases, I do not think the protagonist is seriously considering being violent. For the most part.

"There will be a bloody revolution." [This would be causing harm.]
(To clarify, the PC cannot wage war on classmates.)

Rather, these responses seem like an emotional byproduct of input from their surroundings. Being unable to carry out violent actions is a good thing, but sometimes this prevents the protagonist by standing up for others in nonviolent ways.

Story
In my review’s title I call the game lackluster. I should elaborate.

If you approach this game looking for a sci-fi adventure like I initially did, you may find it dull or underwhelming. All I saw was “android protagonist” and dug in. I confess that I have a habit of zooming through ChoiceScript games to orient myself with its structure before replaying it to focus on the details.

My first impression felt like this: You hang out with Character A. You hang out with Character B. You hang out with Character C. And, finally, you hang out with Character D. Thanks for playing. What a bland story. Now, hold on a moment. I was missing the whole point. What changed for me (and no doubt people will pick up on this sooner than I did) was taking a closer look at the implementation of the game’s main idea in the gameplay.

The game may have sci-fi elements, but its genre is ultimately listed as Educational. As I’ve mentioned, it is about bullying, an important subject. However, Learning to Be Human takes this an extra step further with a solid and consistent gameplay structure to back it up. This makes it easier to absorb its key points.

After slowly and earnestly playing the game with a learning objective in mind, it became more than just “hanging out” with NPCs. Instead, Characters “A,” “B,” “C,” and “D” are Yeon, Soojin, Sangho, and David, and each have extremely earnest and down-to-Earth life experiences that are relatable, and compelling because we view them through a unique vantage point: An android programmed for human interaction.

It becomes meaningful, and I’m not just saying that to be polite. Just don’t expect a wild sci-fi story.

Characters
You, Robot
A cool design feature is how the game subtly allows you to customize yourself when the researchers ask you to describe yourself. When I saw the “I am a human” option (one of seven options, actually) I figured that the researchers would snicker and say, “if you say so, android,” when instead they hand you a mirror so you can assess your appearance. The game then gives you a list of attributes that you describe, such as the colour of your synthetic flesh. If you describe yourself as an android the game assumes that your appearance is that of a standard android. You also choose your name and gender.

Oddly enough, being an android makes you a neutral party, especially as an observer. A common pattern is that students wage war on each other when the adult in the room leaves, only to pretend like nothing happened when a teacher returns. They have no hesitations around you. They are also more likely to listen to you. You are not a parent or stuffy adult giving them a lecture. You have no allegiance to anyone at the school or belong in a clique. You are cool, or at least novel enough to be interesting. Knowing every language doesn’t hurt either. As we see in the game, students are more receptive to your advice. And that feels nice.

NPCs
There are six students, four of which you spend time with, plus a few adults. The game has a nifty bio page for reference that lists name, race, and role for all NPCs.

It's tough because some kids are not as likeable. Ouch. This is where we want to be careful lest we repeat the issues we are trying to address. Let’s put it this way: One of the students is the “main bully” whom you have- correction, you get (they matter too)- to hang out with for an entire day. When he hears about your Law against interfering, he (Spoiler - click to show) pinches a bullied classmate to see if you can do anything about. You can’t. It’s frustrating. And yet, you slowly learn his side of the story and form a connection with him with the understanding that “the bully” only skims the surface of who he is. Simply talking goes a long way. That is where the human element emerges.

Be aware, you get placed in some awkward situations. The biggest challenge is when you have great one-on-one time with one student only to see them harass someone else. (Spoiler - click to show) Yeon, a shy and soft-spoken student, is often the target. Someone might toss out the “b-word” or make derogatory remarks about one’s race. Cultural stigma also appears. The author does a nice job of sitting on a fence between being frank about bullying without making it too extreme for players.

But yes, difficult situations can spring out of nowhere, almost casually. In one case a random student (Spoiler - click to show) calls Yeon fat while standing in the lunch line. There are parts of the game where your android self is thinking, I swear to God if it weren't for these stupid Laws...

Final thoughts
Learning to Be Human is a powerful resource about human interaction, particularly for kids and tweens. It looks at intersections of daily life (schoolwork, language barriers, parental expectations, feeling cool) and how it can fuel bullying behaviors.

The android protagonist has unique freedoms that puts them in the role of observer but is also bound by the Laws that prevents them for standing up for someone being bullied. This highlights the complexities and challenges that come with recognizing bullying, stopping it, and preventing it from happening again.

I think the gameplay has a realistic view about change. You do not waltz into the classroom and convince everyone to be friends. You certainly make a positive impression, but since the game only occurs over four days, there is no way of seeing the long-term effects on students’ behavior and relationships with one another. It does not set major expectations because small changes matter. That, I believe, is where the game will be helpful for real-world people.

The objective is to show ways of initiating a conversation with a peer, making amends in small ways, and understanding how seemingly perfect people likely have hidden struggles of their own. And on that note, the game provides resources about bullying at the end of the gameplay. I encourage you to check out the link to the author’s notes.

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Fate of the Vanguard, by Jordan Jones
3 of 3 people found the following review helpful:
When being chased by a surgical robot is not as scary as it sounds, March 13, 2023

The Vanguard is humanity’s first interstellar ship, and it has an emergency. For some reason, the ship is not responding to any Earth-based communication, prompting the dispatch of a team to investigate. You are part of that team.

This was a new experience for me. Not in genre or story, but style of gameplay.

Gameplay
The first portion of the gameplay is about exploring and seeing what bites, starting at the shuttle bay. Soon after, everything is turned upside down when a scenario card is automatically drawn by the game to introduce a scenario that shapes the remainder of the gameplay. As of this review, the game only ever has one scenario, but it is AWESOME.

Essentially, the ship’s original AI is squashed by a malicious, new AI who does not want humans on its ship. It proceeds to use the other machines to hunt down your team. I don’t consider that to be a spoiler since it is the premise of the game, but I will continue discussion on the story later.

Scenario 1 - A Change in Command

Suddenly, a synthetic-sounding voice cries out over the ship speakers. "Hurry, there isn't much time! Another AI has taken over the ship and killed the crew. I cannot hold it back much longer. I have had demolition charges delivered to the Upper Deck Landing. You must destroy the ship before it has a chance to-"

A female voice takes over. "Ah, that's better. Now to get the last of you meatbags off my ship."

Now, that’s a story. Exploring a ship controlled by a computer who wants you gone? Sounds exiting. But the gameplay surprised me. It was something I never really encountered before. Fate of the Vanguard is, to borrow the game’s own words, a board game emulator.

You drew an event card!
Off-Balance: The room lurches around you. Is it in your head, or is the ship really moving?

During the gameplay, the game draws cards and rolls dice automatically for every character as if everyone is sitting at a table playing a real board game. But here, the PC is the only one with an IF player seated in front of a computer. There are player stats for Speed, Strength, Courage, and Knowledge that determine your success with dice rolls.

The game displays the activities of every character, which ends up flooding the screen with text. It’s not too much of an inconvenience but can still be distracting. Besides you, there are three other characters who get “turns” in the gameplay: teammates Erick Rivera and Anne Hartley, and the evil AI who controls five other robots.

--- Enemy's turn ---
Prototype Combat Robot spends time powering up...
Load Carrier Robot moves east to Systems Monitoring.
Delivery Robot moves south to Chemistry Lab.
Analyzer Robot moves east to Galley.
Analyzer Robot moves east to Systems Monitoring.
Surgical Robot moves north to Explosion Site.
Surgical Robot attacks Anne Hartley! Surgical Robot rolls a 4, and Anne Hartley defends with a roll of 4.
The fight is a draw, and no one is damaged.

Except for each character.

You know their movements, what dice they rolled, what card they picked, whether they are battling it out with someone several decks below. I am pleased that the game strives to keep the player engaged and informed, but sometimes this translates in the screen being flooded by discoveries.

After Scenario 1 takes over, you are given a list of objectives to be carried out to win the game. Here’s the secret: (Spoiler - click to show) Have everyone do the work for you.

I’m partly kidding, but there is some truth to it. During my first playthrough, I did NONE of the work. I contributed NOTHING. Now, the objectives for the scenario were to retrieve some explosive charges, place them in target locations, and then escape to blow the Vanguard out of existence. But first time through, I was completely lost with the game mechanics and the endless assault of text filling the screen. Everything was new to me.

For this first playthrough, all I did was run like a maniac throughout the ship without any regard for the events around me because I was busy making my own map. The game has a simple built-in map that expands as you explore, but I wanted to make one out of fun. Plus, it is a great way to familiarize yourself with large layouts. The Vanguard has four decks. I counted 63 rooms total.

Of course, it was only until later that I realized that the game’s map is randomized. And I did all this with the intent of taking the next playthrough seriously. But then:

--- Anne Hartley's turn ---
Anne Hartley is waiting for you in the Shuttle Bay.

She did everything for me! On one hand, yay. On the other hand, the player’s role in the story seems diminished. Is this good or bad? I want to be clear that often Rivera and Hartley are killed off before they carry out the scenario’s parameters. I like how your teammates set an example for what to do, but since your relationship with them is so detached, you are just left there thinking, uh, thanks?


Helpful characters aside, you generally have limited control over the gameplay action. The only concrete choices you make are moving from room to room, picking up and using items (often passively), and arming explosives.

You drew an item card!
Painkillers: Powerful pills for dulling pain.

With the items, all I did was carry them around, although some players may be more skilled at putting them to use. Everything else- dice rolling, card flipping, etc.- was done by the game. And that makes sense since a real board game would also involve randomized action. But a lot of it was chaotic.

Eventually, it became clearer. As I played, the mechanics and objectives had more context, and I could understand what going on. Now, it was fun! There is something inherently fun about a sci-fi interactive fiction game where you run rampage through a spaceship with your friends and/or colleagues. Everyone breaks off and scatters in different directions.

However, I never needed to strategize with many of the creative features that the game has to offer. It comes down to this: (Spoiler - click to show) Zip up the central staircase to the upper level, grab the explosives left behind by the previous AI, and run around until you find five of the eight possible target rooms that you can plant explosives in. I ignored the combat. Ran right past the robots trying to kill me.

Surgical Robot attacks you! Surgical Robot rolls a 3, and you defend with a roll of 3.
The fight is a draw, and no one is damaged.
Surgical Robot waits.

‘Scuse me, just passing by.

Nor did I experiment with the inventory items because I did not need them. Well, I played with them a little since they have cool names like Goo Sprayer and Emergency Teleporter, but I often forgot that they were in my inventory. By now, the gameplay had shifted from extremely confusing to being overly easy.

Easy in the sense that many of the features felt unnecessary. This change felt unbalanced. That might be a possible place for improvement.

Story
We’ve gone over the story already, but let’s explore it a little more.

One thing I had to come to terms with is that the story is structured differently from most interactive fiction games I’ve played. If this game were anything (and no doubt there is much I have yet to experience in the IF world) but a board game simulator, I’d be complaining about how we never get exposition or story content to explain how an evil AI managed to get its mitts on the ship.

We don’t know much about the ship’s mission or the crew. Heck, you cannot even talk to your own teammates. Story scarcity is also present in the setting. I like dissecting my surroundings (and yet there are cases where I miss obvious things, as some of my readers are perfectly aware of) for story morsels.

Thus, I was not a fan of the fact that the rooms in Fate of the Vanguard were featureless- devoid of room descriptions- aside from other moving characters, dropped items, and the occasional dice roll/turn count encounter unique to a particular room.

Incinerator
Before the end of your turn, you may discard an item here with the "discard <item>" command (where <item> would be replaced by the name of the item) to gain 1 Courage.

Destroyed Room is east of Incinerator.

Most locations only had a title and a list of exits. For instance, the location titled “Equipment Lockers” has no lockers to rifle through.

However, if you try the game, you can understand why the story is so scarce. With a board game format where everything is move-by-move, you have no room to be frolicking about the with room description and chatting with the other characters. That’s the whole point. If I did not like it, too bad for me.

The game follows a specific structure that will either be your cup of tea, or you will pass and do something else. I love science fiction, which made the game more appealing to me, but I confess that I was hoping for a more story-intensive game.

Though the board game model is not my first choice, at least I tried something new.

Characters
Erick Rivera and Anne Hartley are your fellow human teammates. There is no story attached to them or dialog. Just stats that appear if you examine them. They move around independently and function like another player even though this is a one-player game. Keeps it simple.

The evil AI that takes over the ship is reminiscent of the malevolent AI in Porpentine's Cyberqueen. It follows the same principle: AI's ship, AI's rules. If humans don't belong, they don’t stand a chance. Although the AI in Fate of the Vanguard is not nearly as terrifying as the one in Cyberqueen.

I was disappointed with the fact the AI did not cackle incessantly at the player during the gameplay as they scurry through the ship. It would have built on the atmosphere that arises when Scenario 1 kicks in. Clearly, it does not want humans on the ship, and I would like to see more of its attitude.

Challenges
I understand that my inexperience with this game’s board game concept probably does not show the game in the best/fairest light, but there are obvious bugs. Some playthroughs were nearly seamless. Some, however, just tangled everything together. I am sharing this with the hope that it provides constructive feedback.

FYI: I played Release 1 of the game if that makes a difference for anyone.
(Spoiler - click to show)
The game had a habit of freezing. Frequently. And would often force me to restart the game when it happened. I would get two types of pop-up windows when this occurred.

One was grey and said, “This page isn’t responding,” and “Fate of the Vanguard – Parchment,” with the options of waiting or closing the page. Sometimes waiting would work, other times the game would freeze permanently. After a few minutes of using the “wait” option, the game showed no change, prompting me to start over by refreshing the page. Could this be a browser issue? My knowledge of this is limited.

Then there was a pop-up window that was white with a red border. It read, "Error: exit not yet implemented" and "Clear autosave and restart.” And I would do just that. If I’m not mistaken, that had to do with Parchment, but would appreciate a second option on that. I’m no expert. This was just something that kept cropping up.

The other bug with be with error messages. Things like, “Fatal programming error: I7 arrays corrupted,” and “Run-time problem P50: Attempt to use list item which does not exist.” I don’t think that’s meant to occur. The fatal one would end the game.


If reading this is starting to scare you away, I suggest this: SAVE the game if you do not want to lose your place. If was forced to start over, I would do so and then restore. Just play the game.

Final thoughts
You know, I had fun with Fate of the Vanguard. Partly because it was a bit of a novelty for me, but also because I was drawn to the story despite being heavily gameplay oriented. I recommend trying the game if you are curious about a board game style of gameplay and/or a fan of science fiction.

As I’ve mentioned already, this game could use further development. Especially with the bugs. I did not see any testing credits or any author statements within the game. Perhaps I am jumping to conclusions, but if this game is meant to be a “prototype” or a basic framework for a larger idea I would say it’s a strong start. Fate of the Vanguard feels finished in the sense that it is playable and can be completed as intended but needs work before it can shine.

I hope it continues to grow. The explore-the-abandoned-spaceship trope is not one that I’ll be growing tired of anytime soon.

Fate of the Vanguard reminded me of Into The Sun, another Inform parser game with the concept of being hunted while exploring an abandoned spaceship. This time, you are a looter who wants to grab as much stuff as possible to sell so you can repair your own ship. Unlike Fate of the Vanguard, it does not follow a board game format, but exploring the ship’s layout draws strong similarities. As is the hoarding of useful items. Both games are worth a shot.

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In the Deep, by Styxcolor
3 of 3 people found the following review helpful:
John Harper is thrown into the deep end, March 9, 2023

In the Deep is an entry for Seedcomp. It uses the seed called "Offshore Oil" that grabbed my attention because of its unique subject matter. You play as John Harper. He works as an independent contractor in the oil and gas industry and has extensive experience as a diver. But this next work assignment is going to test his limits.

Offshore oil rigs/platforms (same thing?) are peculiar things. How do you design something that sits at surface level where we all can see it, but can also reach down to the bottom of the ocean so it can dig deeper into the Earth's surface? And I mean deep. There’s a reason it’s sometimes called “deepwater drilling.”

The ones that boggle my mind are those huge Norwegian rigs. Rather than floating with machinery trailing down underneath, they are supported by concrete legs that extend all the way to the ocean floor. They look comical- unsettling even- out of water. I remember the first time seeing a picture of one after it was built, and a weird chill cut through my body just by staring at it. Huh. That's how I felt.

Of course, after they are slowly pulled into the ocean and sunk at their site, all you see is the top part sticking out of the water. I have to hand it to the engineers: they know how to make things happen. Bonus points for the fact that the legs are hollow with STAIRCASES that you can mosey on down like you were (almost) in a normal building.

My point: I was intrigued when I saw In the Deep. I thought it was a novel premise for an interactive fiction game, and one that tickled an odd curiosity I have about these human-made structures (challenge: try particle accelerators).

Gameplay
The game begins as you report to work at a harbour for transport. Two things catch your attention: a surprisingly high number of military personnel and an activist of unknown affiliation who cautions you about a cover-up for a failed sea monster experiment. He warns that you may be roped into the cover-up without being told the truth. Something about him gives you reservations… but you have a job to do. Soon after, you are transported to a ship called the Sea Eagle.

Most of the choices you make are structured around dives. I was a bit disappointed that the game does not take place on the oil rig, but oh well. Diving around it is good enough. And it is cool. The oil rig is called Rider Beta and was evacuated of its crew (if that’s the right term) due to an undisclosed incident. The diving team is tasked with doing maintenance at the drill site and to keep an eye out for a missing remotely operated vehicle (ROV). But the assignment takes a bizarre turn as the real purpose for the dive team slowly emerges.

A chunk of the gameplay is allocated to NPC interaction that occurs regularly. The two supporting characters are your pals Herzog and Frank, notably Herzog who right away corners you about a secret plan. Rumor has it that the oil rig was part of a bioweapon project during which a creature managed to escape. Such a creature could bring in big money, and Herzog says he has contacts who are interested in making a deal. Will you help him, or will you focus on the task at hand?

I wish the game slowed down a little and took the time to expand upon its setting associated to the seed chosen from the comp. However, the author does a nice job at conveying the dangers of saturation diving. It adds realism (although I am not saying that In the Deep is meant to be a realistic) and atmosphere without overloading the gameplay with technicalities. The author also describes the ocean depths in a convincing manner, that sense of isolation where you are dependent on potentially fragile pieces of technology.

Story/Characters
Basically, the gameplay revolves around whether you choose to help Herzog with his plan of selling the rumored mystery creature. If it exists, of course.

Now that the official part of the meeting is over, Herzog gives you an interested look.

As a result, Herzog serves as the “hook” (from a narrative standpoint, not a pun) for the story. He is also portrayed as the corrupt character. Resourceful, but ultimately driven by money. He does some unsavory things (Spoiler - click to show) (ex. sabotaging Frank’s gear), and while you have options about how much you get involved, you feel roped into siding with him if you want to fully investigate the story. In this sense, the story felt linear. You will reach the (Spoiler - click to show) big discovery at the end regardless of teaming up with Herzog, but you receive less context information than if you agree to his plan when he pitches it.

Turns out (Spoiler - click to show) the creature is real… long dead and scavenged by filter feeders. The author conveys an important truth: lifeforms unsuited to the ocean environment become food for the smallest of creatures. I’m not sure what the creature was engineered for (assuming that it was engineered to begin with, details are scarce), but it clearly did not stand a chance on the ocean floor. Furthermore, its corpse is contaminating the surrounding environment. Already, fish are dying. By the way, you are the only diver down here.

The gameplay comes down to three major choices:
(Spoiler - click to show)
Steal specimen to sell.
Give specimen to science.
Destroy specimen.

The first option is only available if you teamed up with Herzog since you need his contacts to make the sale. Also, you have the choice of going public with the story, but no one believes you. Even if you claim the carcass for your own. I guess the protagonist would have a better shot if the creature were living.


What frustrates me about the story is the loose ends. (Spoiler - click to show) What caused the oil rig to collapse that happens partway through the game? Who, specifically, was conducting these experiments? What was the purpose of the engineered creature that escaped? I have a few ideas, but ultimately the game skimps on details. Exploring this reveal a little more would do a lot in terms of player engagement.

The game is not incomplete, but the adventure feels like it is cut short.

Visuals
Only a slim rectangle of screen space is used for the text, which is a bit on the small size. It’s not too unreasonable in size but does make you go looking for a way to change it. Typically, the "control zoom" command does the trick, but for some reason the game was not responsive. Possibly an issue on my part, although the text size is generally smaller than with most choice-based games.

That aside, the backdrop is black with a blue border running along the sides of the text. Graphics are included. I especially liked the imagery on the menu page. A simple but effective look. The only other visuals are artwork for each of the endings (five endings total), which added nice flair.

Final thoughts
Playing In the Deep was a mixed bag of fun and unanswered questions. There is not a lot of depth (now, that’s a pun) with the story, and yet there is a mystery element that entices you into replaying. I think its depiction of the ocean from a diver’s perspective is the strongest point. If you like ocean settings, this game has great atmosphere.

There are a few bugs: (Spoiler - click to show) When Herzog asks if you love money, you can say yes or no. If you say yes, and then choose the option that says, "This sounds stupid," the game starts all over again. Also, there are two endings (Millionaire and Leave It To The Experts) under “Ending 04.” I assume that one of them is supposed to be “Ending 02” since we have ones for 01, 03, and 05.

Besides that, it is a decent game that inspires multiple playthroughs.

If you like the idea of diving where humans rarely/don’t usually go, consider Tangaroa Deep. It is a Twine game about operating a deep-sea submersible as you explore the ocean depths for science. Your only connection to humanity/surface is a colleague’s voice over radio. Like In the Deep it considers how one would be compelled to stray from a risky mission to pursue a rare find.

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Cozy Simulation 2999, by KADW
6 of 6 people found the following review helpful:
Comfort… centuries from now. Still comfortable?, March 6, 2023

So warm. How lovely.

Welcome to your cabin.
Please, take a look around.

You find yourself in a cozy cabin surrounded by a winter wonderland. It belongs to you, and only you. It can be customized if you should wish. Just don’t mind me.

(wait a minute…)

Gameplay
Despite the surreal dreaminess that pervades the cabin, you can sense that someone is pulling the strings. And for good reason. I think the game's title gives it away, but I'll put it under spoiler tag anyway: (Spoiler - click to show) Your comfy cozy cabin is a simulation. None of it is real!

The gameplay follows an inconspicuous structure. There is a growing list of activities in the cabin for you to choose from. After three, you grow tired and fall asleep, unless you prolong your energy by drinking coffee (a clever little hack).

What would you like to do?

Drink something
Watch the fire
Read a book

Each time (or every other time) you wake up, a new activity is listed. Cozy activities. And. Activities that seem a little… out of context for this serene winter setting. For instance, the first new activity added to the list is "Watch the holoscreen." Huh. Seems a bit out of place. Things get weirder.

You also notice that the narrator has a habit of speaking directly to the protagonist. It is obvious that this entity controls the (Spoiler - click to show) simulation (again, I feel compelled to put that under spoilers), but the player feels powerless at interfering with the narrator’s soothing prattle. However, if there is a will there is a way. You have options.

Is possible to get under reality’s skin. The trigger to underscoring the (Spoiler - click to show) simulation is hard to find, and yet so cleverly hidden that I can hardly complain about its difficulty. I was too busy admiring this innovative way of using Twine’s visual features. Some players may find it too well-hidden, which is understandable, but it worked for me. Creativity like that pleases me in choice-based games.

I absolutely love the idea of a surreal game with unreliable layers of reality. That said, it could use a little more structure in its gameplay. There is no real sense of discovery where you are chugging along and stumble across something that tells you hm, this is different. A game that captures this subtly is The Twine Fishing Simulator. It strings you along but ultimately leaves it up to you when making the big discoveries. In COZY SIMULATION 2999, the narrator directly feeds the reveal to you. In fact, the narrator gives the impression of I’m totally not narrating the story! This is still effective, and even humorous, but much of the mystery is lost in the process.

So. How exciting can a winter wonderland be? Well, the story takes off when you fall asleep.

Story
When you fall asleep, the (Spoiler - click to show) simulation reveals its flimsiness. You have memories of (Spoiler - click to show) running through an industrial complex, being chased by unknown pursuers. Contrary to the safeness of your cabin, these dreams are a world of machinery, corridors, sharp edges, grime, and pain. The opposite of soft rugs and hot chocolate. The best part is when the game swaps out a new set of visuals that are FANTASTIC at conveying this change in tone. I’ll discuss that in the next section. FYI: (Spoiler - click to show) Memories can surface elsewhere in the game, but mostly through sleep sequences. That’s why it is important to explore every feature.

You want the truth? (Spoiler - click to show) After stubbornly refusing the help of the narrator, I realized that reality meant an industrial surgical ward operated by angels reminiscent of a Porpentine game. Turns out the angel- the narrator- attached to your body is the one pumping the simulation through your mind. And it means well, too. It was never, “ha-ha, you’re mine!” It wants to help you (sort of), but you can only live in a simulation for so long. Or maybe you can. The choice is yours.

I don’t know if I could go back to having pillow fights in the cabin while knowing that- I’ve spoiled too much. Please play the game for the full experience.
There are three endings, and the author has kindly provided a built-in guide for reaching them. The author also says that neither are good or bad, but I suppose depends on your interpretation of quality of existence. Do you (Spoiler - click to show) want to know the truth and suffer or exist blissfully as external reality falls apart?

For those who have played the game: (Spoiler - click to show) What does everyone think? The narrator does not seem maliciously deceptive, only wanting to conceal the truth. Which I assume is that 2999 is a horrible year to live in. I thought the clementine description was an eerie indicator.

Sweet and juicy. A little remainder of what they once called summer.

Think about it.

There is some vagueness about being reborn. It’s something that appears in all three endings that I assume has to do with the shenanigans going on outside of the simulation. My guess is that the shenanigan in question is to integrate people into a hive mind as painfully and soothingly as possible. I suppose that is one way of being reborn.


Visuals
At first glance, even the game’s appearance oozes coziness.

The tan text is set in an off-white cream text box with a thick tan border. The font is small and delicate, with light tan links. Graphics are included along the text to depict cozy cabin imagery that adds nice polish. Finally, all of this is set against a white backdrop of a snowy tree, blurred enough to minimize distractions while finalizing the appear of a winter landscape.

Imagine my surprise when that changed. (Spoiler - click to show) Once dream-mode kicks in, the entire background goes black with thick dark-grey rounded borders crammed against the edges of the screen. The text is white, and the links are red. If you seek out the truth, some extra background visuals are added. They make you wonder if maybe staying in that warm winter cabin would have been a better idea than look too closely.

This change in atmosphere was perfect. The use of visual elements to signal (Spoiler - click to show) shifts in reality is one of the strongest parts of the game. Visuals have a lot of potential in storytelling, and I am glad that the author tapped into that. Going from a tranquil cabin to a (Spoiler - click to show) dystopian nightmare moment was powerful. That surprise of the screen going (Spoiler - click to show) dark with anxious-looking white and red text replacing the cabin paradise just had the feeling of Whoa. I love that sort of thing in interactive fiction.

The game uses visual effects in other ways to mess with reality. When text tears through the (Spoiler - click to show) simulation, it is shown in different text that makes it clear that you are straying from the program. For instance, consider (Spoiler - click to show) watching the holoscreen.

The new mental rewiring manufactory has reached 300% efficiency levels, according to StrexCo's fourth quarter and fiscal year 2999 financial results—

No, wait. That's not supposed to happen.

Just ignore that. I'm sorry.

Right. Just ignore it.

The first sentence uses a darker, bold text that is a sharp contrast to the rest of the writing. It represents a break from the façade where fragments of the past creep in. Clearly the narrator did not want the protagonist to see this. Naturally, this only makes it more obvious that the narrator is covering up the truth. The bottom two sentences are the standard text associated with cozy cabin land.


Through visuals you can clearly see the tug of war between the (Spoiler - click to show) simulated reality of the cabin and the nightmarish reality of the “outside” world.

Final thoughts
COZY SIMULATION 2999 is a great blend of sci-fi + horror hidden behind a seemingly innocent slice-of-life premise. There is a bit of everything! While I wish we could explore the backstory a little more (what is going on in 2999?), it feels like a complete game with a strong atmosphere and lots to offer.

It is also a strong first interactive fiction game. I know the author expressed in the game that they were not particularly confident with it, but heck, I had fun! Part of it does appeal to my love of sci-fi surrealness, but it really does demonstrate creative thinking while integrating story, gameplay mechanics, and visual design to create a piece that leaves you wanting more. And I want more.

(Note for the author: There is one small bug with the (Spoiler - click to show) holoscreen and the artwork activities. If you watch the holoscreen enough times, you run out of prompts and only see “lovely colours.” Similarly, if you keep making artwork, the option to do so is eventually replaced by “I don't like your art anymore.” I thought this was hilarious. The problem is that these remain unchanging when you start a new game. You can never revisit the interesting holoscreen channels or the cool artwork that you can “create.”)

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prepare for return, by Travis Moy
6 of 6 people found the following review helpful:
At one point you wake up and ask: Does it really matter anymore?, March 5, 2023

In prepare for return, you play as an AI stored in an underground facility with the task of making Earth habitable for humans. Following a series of disasters, Earth has become an apocalyptic world unsuitable for human life. Humans have left and will return once Earth is ready to receive them again.

Gameplay
The game begins with you powering on in the year 2851. The system that you are connected to is happy to answer some basic questions about yourself. You were constructed in the late 21st century by two corporations that have since ceased to exist since every human connected to them are either dead or left the planet long ago. It is time for you to carry out your purpose.

Your current hardware base is a Torsion Robotics AI Core, Model AI-05-3845-5000, housed in Room A48 of Reconstruction Facility 05, with six Intel W-39 Computing Clusters in rooms A49 and A50. More detailed information should be readily available to you through your operating system diagnostics.

Your job is to lead Reconstruction Facility 05 in rebuilding Earth, so it is not just habitable but also aesthetically pleasing for humanity. The gameplay is organized into “rounds” where you resolve alerts, modify objectives, and read status reports. After each task has been addressed, you enter sleep mode.

Editing Priorities:

• Prime: Prepare the planet for the Humans' return.
• Purification: Remove elements toxic to humans from the seas.
• Development: Contact any other remaining complexes.
• Biosphere: null
• Legacy: null

The first task is to choose objectives for several parameters, such as how to remove toxins from the environment or what to cultivate in the biosphere. The impact of your choices here is shown in the summary reports provided the next time you wake up. Initially, I thought this would be a simulation game. Not quite.

(Spoiler - click to show) The summary of each "round" is long with rambling paragraphs, though that may be intentional. I opened two windows to compare playthroughs and noticed that each summary was nearly identical to that from another playthrough. My choices appeared to be meaningless. Plus, Facility 05’s resources are being drained rapidly. Things fall apart. After a few rounds, the game ends when the facility runs out of juice and the AI falls asleep for the last time (I think).

Rather than a planet terraforming simulator, it seems that prepare for return instead strives to depict a noble goal with a (Spoiler - click to show) futile future. As advanced as Facility 05 is, there is a looming sense of never being able to reach the ultimate vision of bringing humanity home. The result is gameplay that focuses on ambience and subtle messaging rather than strategy.

Story
The story is a little reminiscent of the film WALL-E. Let the bots do the work so humans can return to a paradise. But unlike the film’s mobile robot protagonist, the AI in prepare for return is just that: an AI core stuck underground. It does not have the luxury of personally exploring the landscape and remnants of human-built structures. Instead, the facility’s drones carry out the exploration while a software program shares the occasional artifact on human history. None of it provides the AI with the depth needed to actually learn about humans. This proves to be a frustration that only compounds.

(The artifacts were interesting to read. They reminded me of decoding DNA files in The Archivist and the Revolution. Especially the Wikipedia citations.)

The trajectory is an unusual one. We typically perceive AI, robotics, and other technologies as constantly changing, upgrading, and finding new ways to defeat the elements. That is not the case here. You may be an advanced AI in a high-tech facility with a game plan, but the Earth is undergoing changes of its own. Changes that you cannot keep up with. Changes that interfere with your objectives. The result is (Spoiler - click to show) coming to terms with failure. As an AI, the only thing you can do is go back to sleep.

Characters
We’ve already been introduced to the protagonist, AI-05-3845-5000, but the character is best explored through the dream sequences. The AI dreams surreal dreams often underscored by human strife. Some are more exciting than others and typically make little sense. But this chaos is what makes it interesting. It gives you a sense of if an AI on a post-apocalyptic Earth were to dream, what would those dreams look like?

In my favorite dream, (Spoiler - click to show) a meeting is held in a cavern where a wise old master addresses a group of pupils. However, the NPCs are all arachnids or amphibians. At first glance, it seems rather comical if not for the underlying meaning about the protagonist and their functionality as an AI.

"Master," croaks the Bright Blue Leaping Toad, "the students are assembled."

In this dream, the protagonist sits among the students and tries to participate in the conversation. The students are given the opportunity to ask questions. Immediately, the students ask about being. But the master says that he is no philosopher, and that they should look for deeper answers elsewhere. Often, he brushes off the students’ questions.

The protagonist then inquiries about what it means to be lonely. The response is that loneliness is a human emotion and incompatible with an AI’s experience as a machine. Physical phenomena unique to one type of being is inaccessible to that of another. For instance, a human could not experience echolocation like a dolphin or whale would. At least, that is the argument.

"You," calls out Bright Blue Leaping Toad, "the living machine in the second row!"

But what about emotions, like loneliness? Surely pain can be felt by most creatures no matter how diverse. Oddly enough, the protagonist is called a “living machine.” If the protagonist is living, could they experience universal sensations? The protagonist tries to engage the NPCs with these ideas but is shrugged off and told that they are too different to understand.


This ultimately fuels the AI’s frustration at being unable to find ways to better understand humans while it works towards making Earth a place that humanity can call home. How do you make a home for a civilization you barely know? Once the facility is (Spoiler - click to show) no longer able to pursue objectives, its alerts are meaningless. The AI becomes someone who always hits the snooze button when their alarm goes off.

The facility’s (Spoiler - click to show) failure only alienates the AI from the planet on which it exists but is never a part of. There is no crushing disappointment about failing human masters. Only exhaustion and, at the end, indifference. Even if they could get out of bed, would they?

Final thoughts
The idea of terraforming planet Earth sounds so exciting, and while prepare for return takes an alternate route with that concept, it pulls off a compelling story from the perspective of someone who was simply (Spoiler - click to show) not given the resources needed to complete a monumental task. That someone is an AI left behind by humans with instructions to ultimately serve them.

I wish the game was a little more drawn out since there are only a few rounds. It would have been nice to have seen the balance between reasonable and more daunting challenges. Human culture, experiences, history, and mannerisms are all something in short supply for our AI protagonist. But the hard science of removing toxins from an environment seem a little more straightforward and in the reach of the facility’s scientific knowhow.

Nonetheless, prepare for return is an excellent choice if you are interested in post-apocalyptic existentialism, particularly one with a non-human perspective. It contemplates the lengths in which technology can go when saving humanity. Especially when humanity isn’t around.

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Fall of the Achilles, by davidesky2
2 of 2 people found the following review helpful:
You only came here for the loot..., February 28, 2023

...and found drama instead.

You are BG Jackson, a smuggler in search of valuables. Your next target is an exploration vessel called the Achilles that went missing months ago, and you finally managed to track it down. Signs indicate that it has been abandoned, but experience knows that it is never quite that simple.

Gameplay
Fall of the Achilles features a gameplay structure that I call “free range of movement.” The term is when a Twine game (or other choice-based format) mimics a parser by allowing the player to move throughout a map and interact with items within it at their leisure. In other words, freedom to navigate a space. This game is a perfect example.

It begins upon your arrival at the Achilles. You are in the Corvus, a personal ship run by an AI named Sahil. After docking the two vessels, you explore the abandoned ship while communicating with Sahil. He does everything from friendly reminders to disabling locked doors. The objective is to acquire the code to the massive warp engines aboard the Achilles. Apparently, the code is worth a lot.

The screen is organized so that a list of actions and a list of exits are always neatly displayed on the lower left which enhances the feeling of a parser. You are still clicking on links, but the links are organized to feel like an arsenal of commands that you would otherwise type into a parser game.

—— ACTIONS ——
Look at the bootprints.
Talk to Sahil.
Use your blaster.

——— EXITS ———
North is the Achilles' bridge.
South is your ship, the Corvus.

The room title is listed at the top of the screen while inventory items and health points are shown on the left-side panel. These features create a parser-like Twine game with notable user-friendliness.

Be prepared: There are moments where you must make a judgement call. For example, (Spoiler - click to show) whether to kill Trace so she never poses a threat, or to spare her with the possibility that she will provide help later. I feel that this weighing of the pros and cons is a defining feature of the gameplay.

Puzzles
This game is full of puzzles but not quite a puzzle-fest. I never "needed" a walkthrough (I don't think there is one at this time), but there is enough in-game help to work around parts where I did get stuck. Sahil may not be a fancy AI, but he is quite helpful.

Generally, the puzzles are well-designed with a few exceptions. The puzzles for (Spoiler - click to show) filling the jug* in the mess hall and reaching the console in the warp drive were a bit tedious. You get injured at random and scurry back to the medical bay to heal yourself before trying again. The puzzle in the science lab was cool, though. The goal is to reach the end of the room while the space is influenced by deadly time warping properties. In truth, a mistake only gets you sent back to the front of the room where you started. A reasonably tame “red-light, green-light” game. The warp drive puzzle was a shadow to that.
*But the joke was on me instead: I could have just filled it in my own ship! I did not figure that out until the game lightly suggested that there was an alternate solution.


Also: There was one bug in the gameplay. (Spoiler - click to show) In one case, after I restarted the game, I was able to open the science lab door immediately after defeating Trace. It still had me punch in the password, which I remembered from the previous playthrough, but I don't think that was supposed to happen. I recall only having the password input box appear after you speak with Luisa. A similar thing happened again in another playthrough. Besides that, I did not run into any issues.

Story
About the drama… (Spoiler - click to show) There are two (human) survivors on the ship: Luisa Romero and Elias Zeres. They are on opposite sides of the big controversy that went down on the Achilles months prior. They also control the remaining ship systems. Since the protagonist insists on getting the warp drive code, you must choose to help either Luisa or Elias. Each character functions as a “quest” that shapes the gameplay which adds incentive for replays.

No matter how many questions you ask, there are unknowns about the story. The Achilles was an exploration ship where the crew members lived with their families. (Spoiler - click to show) Upon receiving a strange signal, the ship sent out a probe which came back carrying a strange sphere called the Crux. Everyone on the Achilles split into two factions and- as indicated by the carnage we find- waged war with each other. Embrace the Crux or reject it, those were the sides.

I’m not entirely sure of the dynamics between these two groups. Where did all the violence originate? Dead bodies are everywhere. Were people dragging each other to be thrown into the Crux? Who shot who? We see bodies of Star Patrol officers on the bridge who likely came to investigate. At least we know that they were shot by Trace after she was reprogrammed. The title is Fall of the Achilles. I want more info on the “fall” part. Plus, the ship’s name carries nice symbolism.


Everything accumulates to one key moment: (Spoiler - click to show) Deep in the storage bay, you see a weird probe carrying a sphere, from which voices- people- ask you to join them. There are people in there. Moving closer activates a hologram of someone kneeling before the device only to have their brain lasered in half.

I have to admit, the Crux is not doing a particularly good job at selling itself. Can you trust the voices?

Kneeling before a strange device surrounded by corpses sounds like the most obvious insta-death you-have-lost-in-the-worst-way-possible ending that you just have to be a sucker to fall for… but you'd be surprised……

Someone takes your hand.

......that's all I'm going to say.
(Except that I wish the game gave us long enough to hear what Sahil had to say. I really wanted to hear him finish his sentence. Shame he couldn't come with.)


If anyone is interested in further discussion, see the section after the end of this review.

Endings
Fall of the Achilles does not have endings in the form of "Ending 1," "Ending 2," etc. Rather they are general outcomes underscored with secondary events and objectives. These general outcomes are determined by (Spoiler - click to show) whether you sided with Luisa or Elias, of which there are variations. Secondary parts range from (Spoiler - click to show) your success in acquiring the warp drive codes to whether you depart alone. All of this creates additional incentive for multiple playthroughs, especially since it is enticing to mix and match different outcomes.

Now I don’t mean to be morbid, (Spoiler - click to show) but there is a technicality about the fate of Captain Yamashita that kept bothering me. Her body is in a medical capsule designed to heal the patient inside. By default, the end of the game says, “You failed to (mercifully) end Captain Yamashita's life.”

She’s already dead. The medical console reports that "The patient's prognosis is terminal. Brain functions have been inactive for 63 days and are unrecoverable." Sahil summarizes this as brain dead. And therefore, incompatible for the Crux. The capsule is trying to heal a corpse. Opening the capsule to reveal her body (it is not graphic, just sad) is the equivalent to giving her a merciful death, but that seems to have occurred before we even arrive on the ship.
A little more explanation would add clarity to this scenario.

Writing
I want to quickly acknowledge the writing. Fall of the Achilles is not an eloquent masterpiece, but it has the occasional descriptiveness that enriches the gameplay. My favorite was when (Spoiler - click to show) you are searching the captain’s quarters for a DNA sample.

A quick search seems to turn up nothing—until you find an oiled wooden brush with large, thick tines like a comb’s. A long strand of black hair weaves through it like the solution to a maze.

It’s not, “oh, you found a brush with a strand of hair in it. DNA.” Instead, the captain’s quarters are personalized and goes the extra mile to make the action more meaningful.


Finally, the genre is science fiction, but there are horror elements that come to life partly thanks to the writing. Arguably, the biggest horror moment is (Spoiler - click to show) the cramped (at least in my mind, it is a cramped space) storage bay. It contains stacks of bodies and a weird object. Everything reeks of death. It's probably really hot in there, I imagine. See how easy it is to visualize this scene? "Stacks of bodies" may not impress you, but this scene was genuinely creepy. There's gore in this game, but mild gore that occasionally turns it up a notch for scenes like this. It always felt like there was thought put into it.

Characters
The game is not crawling with NPCs, but there are some interesting ones. Let’s explore a few.

Sahil
Sahil feels like a concrete NPC, although the game keeps his personality mostly neutral. What I love about his character is the convenience he provides for solving puzzles. Some form, a lot of function. He speaks up when something is worth noting and automatically incorporates bits of accumulated info from the gameplay into his explanations. It’s like having a polite notetaker following you around.

The AI’s assistance is streamlined and avoids feeling like, “talk to me for a hint!” I value games that use that approach, I really do, but I sometimes feel like the character is judging me a little when I ask for the answers. Sahil tells me what I need to know without making me feel lame. (But truthfully, I am thankful when authors incorporate in-game hint systems.)

Trace
Our first main obstacle in the gameplay is when we tangle with an android named Trace. She is referred to as the "universe's only sentient android.” That surprised me.

Sahil seems sentient. He may be a ship AI, but I feel like an AI could be dumped into an android body, or something to that extent. If the game's world possesses sentient AI technology, I'd think that sentient androids would be more common. I am drawing broad conclusions, but that leads to my next point: I wish there were a little more worldbuilding, particularly with the story’s technology.

I especially want to know more about Trace’s backstory as a sentient android. It is brief. (Spoiler - click to show) Trace was created by the “Sisters of Infinity,” a group of exiled scientists whom she refers to as her “mothers.” Cool! I’d love to explore that character feature. She is also a member of the *Interstellar Patrol with superhuman abilities for combat. We get a glimpse of that firsthand.

When you first try to access the main deck, Trace stands in your way in battle mode. There are two solutions. If you want to skip the frequency puzzle, you can just battle it out. However, the combat mechanics could be a little tighter. It follows a rock-paper-scissors style of combat where you choose between shooting, activating a force shield, or using a physical attack while managing health points. That was cool.

The issue was with trying to gain an advantage. She has more health points than you, although you have the option of sneaking off mid-combat to heal yourself in your ship before running back to resume the fight. That felt comical, and Trace was really testing my rock-paper-scissors abilities. Fight a few turns, run to the bridge, run to my ship, heal, run all the way back. She’s literally standing there saying, “do you want to resume this fight?” She can do this all day long. And she knows it.

I only did this approach to see what outcome it would lead to. I learned this: stick with the frequency puzzle. It'll take her out the same way. Then, you can decide whether to kill her. I don’t see a reason not to spare her, but you will have to see why. Even though the combat was not a highlight of this gameplay, it is always interesting to see how authors implement combat into the Twine format.

(*Just what is the extent of humanity’s space-faring capabilities and technological advances? For instance, the “Interstellar Patrol” implies that humanity has branched out of our solar system. When the game uses phrases akin to “bring the Crux back to human civilization,” I think of Earth. A few extra sentences for context would be welcome.)


Anyway, this section was longer than I planned.

Visuals
In a nutshell: Ergonomic, standard issue visuals that consist of a black background, white text, and blue links. But slightly different from the “default” Twine appearance of black background, white text, and blue links. I hope readers know which style I am talking about.

It is a super simple look that functions just fine. I want to make a special note about the text which is always well organized. That may seem like a trivial detail, but when text placement is a mess, that’s all you notice. Fortunately, that’s not an issue here. If anything, it sets a good example for text organization in Twine when you have a moderate word count.

The only flair is the helpful map on the panel at the left side of the screen. It’s a nice reference point.

Final thoughts
In conclusion, Fall of the Achilles is a potent sci-fi experience about a smuggler who found more than they bargained for. The trope of wandering a spaceship after it was purged of life from an incident is common but never one that grows old for me. I have a feeling that fans of the genre will feel the same way. It’s not perfect, but it is certainly a polished and high-quality piece worth playing multiple times.

I approach it partly as an example of the flexibility of Twine to create parser inspired gameplay even though it is ultimately a choice-based experience. If there are any readers skeptical about Twine’s potential with sci-fi adventures, consider Fall of the Achilles.

If you like the theme of exploring a lost and seemingly lifeless spaceship with a story wrapped around the ethics of mind-blowing technology in the hands of humanity, consider Reclamation. It's an Adventuron game where your task (as a corporate employee, not a smuggler) is to investigate a research vessel that went missing amid a vital experiment. You even get your own AI although he is definitely a different character from Sahil.

Discussion corner
(Spoiler - click to show) Time to bring out the big question: The game assumes that the death and violence aboard the Achilles will only spread if Luisa brings the Crux to humanity. Would that happen?

It's not the Crux itself that is dangerous (unless you kneel in front of it, of course). It just sits there. It's not a weapon. What caused all those deaths were the fighting between people about what to do with it. Ideally, if you had it in a nice little area in a garden where people could join if they wanted to or otherwise carry on with their day, things would be fine. But the likelihood of that occurring- if the ship is any indicator- would probably be miniscule. Plus, Luisa does not field this subject well.

Captain Tomomi Yamashita authorized Elias to be the acting captain if something were to happen to everyone in command. Her final instructions are for him to make sure that the Crux never reaches human civilization. Meanwhile, Luisa managed to weasel her way into becoming the acting captain instead, forcing Elias to camp out in the corner of the ship. She also (poorly) preprogrammed Trace against her will. It is kind of established that Luisa is the “villain” in the game. But does that sentiment apply to the Crux as well? Does it bias the player? There is no easy answer.

On a brief side note as I wrap this up: One of the voices coming from the Crux is Elias’ parents wanting you to tell Elias that they want him to join them. It’s painful. I really, really, really wish the player could do that. He probably would not agree, but that’s understandable. When you go back up through the morgue, Elias is waiting in the medical bay. I just wish there were a way of saying, “your parents asked for you, specifically,” and then leave it up to him. Oddly enough, if you join the Crux instead, you have no way of talking to Elias’ mother about him even though she is your tour guide for the rest of the game.

Thank you for reading!

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Cubes and Ladders, by P.Rail
2 of 2 people found the following review helpful:
Just another surreal day at the office, February 25, 2023
Related reviews: Surreal, Vorple, Inform

Update
When I leave feedback in reviews, they are just meant to be a resource for the author(s). Hopefully a helpful one. That said, it’s always cool when someone applies it to their game. When this happens, I leave little "update" notes my review to acknowledge it. Cubes and Ladders is a little different. This is the first time where an author made substantial changes from my feedback that genuinely shift my entire rating.

Everything below the line at the end of this message is of an earlier version of the game where the gameplay had unevenness and small technicalities that made it a four-star experience. I am preserving it as a historical record of sorts because it shows the creative process that goes into game creation, which is one of coolest things about interactive fiction.

Here, the author made a great game, received feedback, and used the feedback to make an excellent game. That is something that deserves recognition, and I hope this is conveyed through this review. Changing a rating is not something I do on impulse or at a whim, but it’s earned its five stars.

In the old version of my review, I listed some weak points that are now resolved. You will not encounter them when you go to play the game. I also mentioned in the beginning that you will either like Cubes and Ladders or dislike it. The changes have made the gameplay more user-friendly. Players can enjoy the surrealness without wrestling with technicalities. Because of this, I feel that it will be more receptive to players and appeal to a wider audience.

Everything else that I discussed (gameplay, story, art, etc.) is the same. I still stand by that. Go read it right now if you want to know more. It is the same high-quality game except that the flaws mentioned in my review are now history.

Please play Cubes and Ladders if you are interested in surreal interactive fiction, a creative take on the office setting trope, or cool artwork.

---------------------------------------------------------
This is a game that you will either like or you won't. I liked it. Quite a bit, in fact, but I don’t expect the same for everyone.

In Cubes and Ladders, you play as Jordan Michael, a tech support employee. You work at Minimax, a company that used to be a rockstar... in the realm of selling copier machines and other office-based technology. Since then, Minimax has lost steam. To compensate, management switched its specialty to providing financial services. This has proven to be a mediocre band aid.

Now, Minimax has started another round of downsizing. Rumors of layoffs have begun to circulate amongst the few employees the company has left. You are one of them. (Reminder: You have a meeting with your boss at 9 AM.)

Gameplay
I have played a variety of takes on the office game genre, whether they are realistic slice-of-life stories or plotlines where the staff are supernatural creatures. But I cannot recall ever playing a surreal office game. This was not something I considered until I saw Cubes and Ladders.

In some ways, Cubes and Ladders is your typical office game (my boss wants to me to submit a report by noon) but it more ways, it is not. And if you are expecting a surreal trip down the rabbit hole, you will be disappointed. Instead, the game opts for a more subtle approach to the genre. And that’s just one reason I enjoy it.

The start of the game perfectly captures the essence of an office game: your boss is miffed at you, she wants a revised report turned in before noon (which means you have a time limit), there is a clock at the corner of the screen as a reminder, and there are some rumors about the company floating around the office. First time through, I thought this was going to be a game where you complete a series of tasks for your boss and/or upper management to earn their favor. Cubes and Ladders soon departs from that.

Your boss gives you an evaluation sheet explaining why your yearly report is so horrible. Immediately, the anxiety starts crawling in because she wants a revamped report in a few hours. Fortunately, the surreal office setting has some tricks up its sleeve. The answer is as simple as (Spoiler - click to show) making a copy of the report, but Minimax does not build bland office machines. Entering the storage closet opens a realm of worldbuilding as a plaque on the wall explains Minimax’s achievement of the Complexifier.

An old photocopier with a standard paper feeder and exit tray above and a maintenance compartment below.

The machine hums away oblivious to its obsolescence.

The Complexifier is currently switched on.

Apparently, the machine transforms the contents of the report itself, so it is more exciting, more informative, more… you know, content. Your boring report is now a Complex Report.

The report is overflowing with buzzwords, colorful graphs, and projections. It's a voluminous presentation explaining the year-end performance of Minimax Inc. It's substantially thicker than the original.

We now know that the game’s world is not bound by normal physics. Machines can alter the written word itself. It reminds me a little of the machines in Counterfeit Monkey (be sure to play that next) that change the spelling or meaning of your word to create a new product.
It was here that I realized that Cubes and Ladders was not your typical “office game.”

I feel compelled to share this: Never have I encountered a cubicle maze that was kind of… nice to explore. In a calming and/or hypnotic way. It has atmosphere, a surreal dreaminess with an undertone of corporate monotony fizzling away in the background. Soon there will be nothing. It’s just you, wandering around a desert of workstations.

You're in a maze of empty cubicles. You could get lost in the sameness. The buzz and flicker of fluorescent lights surround you.

The writing conveys the mind-numbing monotony. But the artwork is what kicks in into a pleasing effect. The space becomes interesting. Combined, these formed a unique cubicle maze that I liked to get lost in.

Wait, there’s a cubicle maze? No, there’s no maze in this game. At first it seems like a vast, sprawling map, but it is considerably smaller after you take a few random laps. Nine locations in the maze, plus two storage closets. I made a map, but only because I felt like doing so. I didn’t need to. A far cry from the cubicle mega-maze in Above and Beyond!

Still, at the end of the day, a cubicle maze is still a cubicle maze.

The sticker features a cartoon lab rat holding the message: "Life is a maze we never escape."

So true. Including in this game.

Gameplay challenges: I came close to giving Cubes and Ladders five stars, but the implementation could use some more refinement.

For example, it does not take long to submit your snazzy new report to your boss, but when you do, she tells you to wait until 12:30 for the executive meeting to be over. This means having a few hours to fill where every turn takes up a minute. There are other tasks you can do until then, but one requires that you have the report, which is being used at the meeting. Therefore, you must wait until the meeting ends to make further progress.

The game does permit the “wait until [time]” function, but it needs to be more obvious that the feature is available. I only learned about it from the walkthrough. Technically, and I hope you only read this after you attempt a playthrough, (Spoiler - click to show) you can complete the entire game without ever giving your new report to your boss. As long as you win before noon.

The other little tidbit that kept bothering me had to do with (SPOILERS) (Spoiler - click to show) finding the research lab. You entice Ray with treats. When you give him the first treat (the melted Oreo), he tells you to keep up the good work and bring him more. It is established that the puzzle is to bring him a satisfactory quantity of snacks for him to help you. But if you give him the donut first, he allows you to access the lab and leaves without requiring another offering. Something about that seemed disjointed to me. It has the feeling of well what’s the point of having the Oreo to begin with? Trivial, but it stood out to me.

Also: The flashlight is trash. It's worse than the Anchorhead flashlight on day three. The laser pointer is far more reliable, although its lifespan too is limited.

Story
The story is partly hinged on the circulating-rumor-in-the office concept, but it goes in unexpected directions. Fact is, Minimax is on the decline. When you hand in your revised report to your boss, (Spoiler - click to show) she gives you a memo that confirms that Minimax is laying off the remaining cubicle workers, including you. Sure, you get a severance package, but is that what you really want?

You can choose to dig deeper. There has been a change in management. Max Prophet Sr. was the founder of Minimax and a master at creating office machine inventions until he died in a work-related accident (it truly was an accident; in case you were thinking otherwise). The business has been handed down to Max Prophet Jr. who does not even pretend to know what he is doing. He fully admits to being unable to match his father’s potential. If only a clever employee would get the ball rolling… Message: you can save Minimax. But you won’t accomplish it by sitting around your cubicle waiting for the workday to end.

I welcomed this opportunity to find more Minimax inventions! I think the winning ending could have been a little more drawn out to see the impact of your discovery, but that’s just wishful thinking. You become innovator of the year with an office, but I wonder how long that will last. All you did was combine preexisting tech to complete a machine. I just hope Jordan Michael has what it takes match the founder’s legacy. What the heck, it’s still a good ending.


There are some alternate, less ideal outcomes to this game. I have a bone to pick with the flexibility of one of them. (Spoiler - click to show) If you fail to turn in the report by noon, you lose your job. If you succeed with that task, you have until 5pm before the workday ends and the game calls it quits. If you fail to save the company before 5PM, this is what happens:

The good news is that you're free to find a better job away from the struggling Minimax Inc. But too bad you didn't get a positive recommendation from your boss.

This ending is called: *** Best of Luck in Your Fast Food Career ***

BUT YOU DID GET A RECOMMENDATION. After handing in your updated yearly report, you are told that you will get a “glowing letter of recommendation.” Plus, that little memo notice you receive says that Minimax will provide you with severance. This ending has no mention of either. I feel like there should be two separate endings. One where you fail on your final day and are sent packing (resulting in the fast-food ending), and one where you get your promised recommendation and crawl off to whatever job that recommendation takes you. Instead, the game crams them into one ending.


Characters
We do not know much about Jordan Michael aside from a few fun facts provided when you examine yourself, but that’s okay since the game is directed as you (the player) rather than the protagonist’s identity. I suppose the name could be either male or female, so I’m just going to say that the character is gender neutral.

The NPCs in Cubes and Ladders are like fixtures of Minimax itself, creating a fatigued, fleeting atmosphere that goes well with the story and setting. This bleeds into the gameplay, making character interactions more passive, perhaps even at the expense of puzzles.

For example, there is a guard in the cubicle maze who will prevent you from going south, making it seem like there is something important down there. *Turns out, (Spoiler - click to show) you can access the south location by taking a three-move detour. What do we find? More cubicles. He is not guarding anything at all. The puzzle is not important, only what it says about the character’s relationship with Minimax (although you can make him fall asleep if you want). With Minimax downsizing, there is no need for someone to guard an empty cubicle farm. His job is obsolete. And yet, he’s been an employee for almost two decades. There is a sense of clinging to this identity as long as possible.

*Correction: Following a game update, you (Spoiler - click to show) can no longer bypass the guard. The puzzle is now required!

We see this trend in every character. Ray too has been a long-term programmer and muses about the company’s heyday. He almost regards himself as a cynical relic of the company who, despite his contributions, is not exempt from the possibility of being laid off. Meanwhile, Rich is an experienced employee who is 110% a team player, loyal to Minimax, and proud of it. While he is less likely to be laid off thanks to his position in financial sales, there is still an underlying anxiety about being let go.

I liked this portrayal of the NPCs because it alienates the protagonist (you’ve only been there for a few months, newbie) who is the only one moving around in search of a solution to Minimax’s problems. When face-to-face with an NPC, you never feel like you are being heard, which is partly the point. Every turn count, NPCs will spew work related but meaningless fragments of corporate buzz words, idle workplace chat, and self-absorbed ramblings about reports, profits, and Minimax products.

The tradeoff of having detached NPCs is that interactivity is reduced. I do wish they could respond to more dialog prompts. My favorite leave-me-alone line was, "'Run along, kid. I'm busy losing money here.'"

Visuals
The writing is good, but not enough to stand on its own as a surreal game. The visuals bridge the gap to make the storytelling excellent. Every location has a visual that appears upon your entrance. A few appear to be heavily filtered photographs, but most are illustrations made with different mediums. My favorite ones were the office building at the start of the game and the drawing for the storage closet.

I loved the art, especially how it portrays the characters. People are silhouettes. You never quite see their faces, and if you do, it is a distorted appearance, often cast in shadows or strange angles. For example, when you first enter your cubicle for the 9AM meeting, you see your boss at your desk.

Your boss is sitting impatiently in your office chair.

The artwork shows her seated and facing away from you. Her outline is an angular haircut paired with a sharp business skirt and top. The shadows make it where you can’t quite tell where the chair and her body begin and ends. It is all melded into one figure. This visual left a strong impression on the character that the sentence could not convey on its own.

Final thoughts
The entire time I kept wondering when the ladders would come in because the “cube” part was covered by the cubicles, but the second half of the title must be a symbolic reference to the corporate ladder concept. Makes sense. But yes, Cubes and Ladders was a great experience.

I would recommend this anyone, not because I think that everyone will like it, but because it offers something new for the surreal genre and “office game” concept. Besides, the gameplay is light. I’m not trying to lure you into a puzzle-fest extravaganza. If anything, try it for the visuals. The surreal elements simply pulled me in. Artwork, setting, characters, Minimax gadgets, you name it.

I hope the author continues to produce work like this. It is a great piece of surreal interactive fiction.

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Fervency, by Niko Charos
2 of 2 people found the following review helpful:
Takes being hangry to a whole new level, February 23, 2023

I figured that Fervency would take inspiration from the black plague epidemic during the 14th century in Europe and neighboring areas. It was so devastating that the timespan was called the Black Death. Still exists, but that’s another discussion.

Malignant miasmas have been assaulting your village for almost two weeks now. Pestilent toxins, noxious fluids. Even as you hole yourself up in your own home, you barely dare to breathe, lest the plague is airborne.

The game starts with an intro, during which I made some snap judgements based on what I saw: miasmas/humours + villagers + the dead being carted away + plague + bloodletting = plague years in the Middle Ages. I was hoping for a grimmer and serious game in a loose historical context like that of Vespers and Pilgrimage. I can tell you now that Fervency departs from that.

For a game of this subject matter, it is surprisingly cheery. Has the doom but minimal gloom. Messy but not quite as much (sort of) as the cover art and description suggest. Personally, it did not resonate with me, but it is good that the author decided to take an alternate route with the plague story concept. In terms of quality, Fervency needs some work, though it has strong potential to engage target audiences.

The game, already
The premise is that a plague is ravaging your home village. This is the realm of bird shaped protective masks, shaky beliefs on the origin of disease, and bloodletting. Every medical expert has tried and failed to stop the growing death toll. Daily life is isolation and fear, and you are dying.

Then, from nowhere, a visitor.

A strange woman appears before your deathbed with the promise that she can cure you.

Behind the fog of your dried-out eyes and dried-out mind, she stands there, like the Grim Reaper, or perhaps the Angel of Death. You weren't aware that you had neglected to lock your door - or perhaps you hadn't. Reapers and angels can probably pass through doors with no trouble.

That’s a potent introduction and an intriguing development when you are dying from the plague. Even though it does not explicitly say that she is an angel or reaper, the supernatural- or at least otherworldly- associations are there. Separate from the reality of a dying mortal, especially since she succeeds where all mortals have failed when curing this disease. Meanwhile, I was still glued to my Black Death + Middle Ages impression.

Even though she leaves a note saying she wants to help* the village, I felt that her skill at curing the incurable would not go over well with the village because of how it was conducted. She sneaks in, tells you the game plan, knocks you out, and cures you with some unknown method. Her entrance as a vague embodiment of the Angel of Death still lingered too, adding to the sense that she may have an otherworldliness that would leave the village a little uneasy. *(Spoiler - click to show)No.

The next day, two groups of people have gathered in the village. Healthy-looking ones, and gaunt ones that have been miraculously cured. I was expecting the former to call witchcraft and shun and/or be wary of those revived by some stranger wielding unexplainable magic in the night. Quite the opposite. Instead, everyone was all, “hi how are you?” which set the game into perspective. The final wakeup call that said, “you’re not playing Vespers, so get over it.” But there is more in store when the intro ends.

Kicking off the main gameplay, there is now an understanding that the village population falls into two categories: villagers who never got sick and anemics. Anyone cured by the Physician is an anemic. It is unclear of whether this was a good thing. Upside is that you survived the plague. Downside is that your sense of thirst and appetite are heightened. The game has you choose your type of craving.

I'm famished. A large slab of meat would do me good.

My throat is parched. I'm so thirsty I'm about to swoon.

Hunger or thirst? This decision will sculpt parts of the gameplay later. The big event in the main gameplay is that two nobles in the area are throwing a lavish costume party, inviting a mix of guests.

Now, the villagers and anemics get along quite well. This slowly changes as the anemics realize that the finest food and wine does nothing to dent their appetite. Civilized behavior goes out the window. It is not until (Spoiler - click to show) everyone gets wasted that they stop and ask, “what exactly did the Physician do to us?” Until then, party time.

The gameplay is heavily based on character interactions, mostly dialog for the first part. It follows the structure of talk to Character A about a list of prompts, then talk to Character B about a list of prompts, and so forth. Most of the prompts are the same aside from a few unique to the character. Later, you can choose to dance or interact further with an NPC.

This is not necessarily a negative feature. It is a great choice for players interested in that intimate character one-on-one at a group setting dynamic. Not so much for me, or at least with the writing. I do appreciate how it is not required to go through every prompt or interact with every character, which adds flexibility for players.

On that note, prompts could stand to be refined. Some were just back and forth banter. Are you looking forward to dinner? I’m looking forward to dinner. Do you have cravings? Same here. I like your scent. I skipped past those parts. Consensus: We hunger. If anything, I think the dialog is meant to pave the way for some romance later.

Fervency is not a romance game, but the traits emerge as the party goes on. No means a dating simulator. Just ways of indulging with that casual ooh la la your-costume-is-delectable flirtatiousness at a decadent party without pressuring the player to commit to anything. Again, did not dazzle me personally, but I could see this being a smash hit with some players. Especially the achievements.

I must admit, Fervency does a nice job of conveying the realistic longevity of a polite, refined party when everyone is trying to manage their symptoms while smiling and engaging in idle chatter. Almost like in Finding Nemo where the sharks are having a civilized conversation until someone gets a bloody nose. It is a scenario where (Spoiler - click to show) if one person loses it, everyone loses it as well. Chow down, quench your thirst, it's all on the menu.

An all-you-can-eat menu. Sooner or later, it does gets repetitive. It starts as an interesting ecstasy-ridden snacking free-for-all that drones on as the writing loses its eloquence. It gets to the point where they are devouring each other and I’m skimming through the text looking for something new. It’s more interesting to eat/drink nothing, go home, pat yourself on the back for not caving into your cravings, fall asleep, return to the manor, and see the absolute chaos caused by the previous night’s activities.


This brings us the question: (Spoiler - click to show) Is this really what the Physician intended when she game to “cure” of the plague? First off, the mysteriousness of her character decreases when she (Spoiler - click to show) casually shows up at the party dressed as a swan. Nothing ever she was not a mortal, but she seems more like an average sack of skin, bones, and organs than when she saved you from the plague. And second, (Spoiler - click to show) yes, she did intend for this happen.

To avoid ruining the entire game, I won’t hash out the details behind her healing (or “healing,” depending on your perspective) abilities. All I will say is that it turns people into proto vampires (my words, not the game’s). I’m not against that, but it currently feels undeveloped. This is meant to be feedback, rather than ridicule.


Errors
There are some bugs that tripped up the gameplay.

Sometimes the game would keep loading (indicated by an animated status bar appeared at the lower right side of the screen flickering in a universal "loading" message) but would not go to the next scene. I could not do anything else to the game. I ended up refreshing the page and starting over. Oh: The save files would not work either.

Then there are pop-up messages that freeze the game. Messages like “startup line 2518: increasing indent not allowed, expected 0 was 1” or “startup line 125: Achievement fuhrrvent already defined on line 93” that would render the game unresponsive when you clicked on the blue “okay” button to close the box. Again, I had to restart.

I applaud the author for allowing the player to jump ahead in the game to different sections. At the start of the game you can opt for the full meal (starting right from the beginning), the actual feast (party begins), or dessert (things get heated), the last of which is broken into four paths for you to choose from. And no, I’m not being cute with the eating analogies. I took it right from the game.

Point is the game can be buggy, but the author makes a point of accommodating this with ease of accessibility.

Conclusion
I was not sure of how to rate this game. As I’ve said, it did not exactly reach my interests, but I am confident that it will attract an eager audience. Tightening up the writing and pacing would make a difference. Plus, some (just some) bugs are sprinkled about here and there.

However, the game begins with a disclaimer saying that it is still a work in progress. That had a large influence in my rating since I did not want to take everything at face value. I hope this review functions partly as feedback even if reviewing was the main objective of my lengthy (lengthy) discussion.

While some parts, such as the party dialog options, were lengthy and lackluster, they serve as a solid outline. I am glad to see simply that content is there. What matters is that there is structure. The concept is on paper, and that is the first step. In this regard, Fervency is far more than a “first draft.” It is developed but would go further if it were developed a little more.

If you liked Fervency, I highly recommend that you sample The Lady’s Book of Decency. It’s a Twine game about an upper-class girl (and recently turned werewolf) who must prepare to attend a fancy ball during a full moon. It has stats, including one for hunger which matches perfectly with Fervency.

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The Lookout, by Paul Michael Winters
3 of 3 people found the following review helpful:
Lookout!, February 21, 2023

In The Lookout, you play as a man named Adam Katz. Following a major personal tragedy, you have volunteered to staff a fire lookout tower called the North Butte Fire Lookout Tower, smack in the middle of nowhere without electricity or basic modern luxuries. Just enough to survive and do your job. Maybe this will give you a new outlook on life. Maybe.

Believe it or not, this is one of the more suspensful and scary interactive fiction games I have played, making it a perfect entry for EctoComp. By "scary" I mean it gets your heart racing. Horror movie mode. It forces you to deal with the unknown. You slowly find yourself gingerly typing on the keyboard while second guessing whether you truly are prepared to (Spoiler - click to show) tackle the thing stalking your tower. Oh yes. In this game, you are prey. If that last part made you shiver, The Lookout may provide a thrilling experience for you. If not, play it anyway.

Gameplay
I’ll cut to the chase. The gameplay follows your daily upkeep schedule, but it becomes apparent that (Spoiler - click to show) some unknown creature is attacking the fire towers. Initially, we only get little tidbits of what is going on, but by day 3, things start to get extremely dire. Though the story takes place over five days, the gameplay is relatively short.

The gameplay’s map is restricted to the fire tower and nearby surrounding areas. I was partly hoping for more exploration of the landscape, but it does not take long before a (Spoiler - click to show) plot twist limits the player to the first five locations. The goal was probably to further the sense of isolation, of which it does an effective job. This is not a puzzle intensive game. In fact, there is only (Spoiler - click to show) one serious puzzle (making a weapon).

There is some unevenness. The gameplay is richly implemented- I liked the wildflower patch- in some areas, but sparsely in others which can detract from the atmosphere. One of the room locations is “Middle of Ladder” where you are climb up and but if you try “x ladder” you get: You can’t see any such thing. It breaks the moment. You are on the ladder! Or how you cannot examine the tower from the outside. There are also occasional spelling errors.

Story
What exactly makes this adventure so suspensful? It’s a survival story, sure, but the delivery is what gives it potency. I feel that The Lookout is a great example. Note: Part of the magic with suspense is that you have no idea of what will happen, so I encourage you to read the spoilers in this section AFTER you play the game for yourself.

Generally, it uses a familiar feature of horror storytelling: Subtle descriptive details and pacing that keep you second guessing. Half the time, it’s your brain telling the story.

But then you heard it again. A scraping sound.

It’s hard to match the potency of this phrase (shown above) in a review since I am discussing it out of context but understand that its placement was effective at making the player feel cornered. While I would not label this part as “scary,” it sure does a heck of a job at establishing atmosphere.

Horror is gradual and peels off in layers. This is where the suspense (and spoilers) manifests.

First, it starts with inherent vulnerability. You are a lone human in the middle of nowhere. Then, it emphasizes our dependency on single sources technology. The only means of communication is the close-circuit radio used to contact two other towers in the distance. But even then, at least you have a tower with some tech, right? Correct.

(Spoiler - click to show) Until Chester fails to restock your supply cache. Or later when the radio no longer picks up messages, taking the closest thing you have to a human interaction: another human’s voice. What footholds we had are gone. Layers. Peeling away. The game dangles suspenseful bits of information that forces the player to make assumptions, some of which are never fully explained.

On your catwalk stroll you see the familiar light from Mia's lookout, but you notice that there's no light coming from Chester's lookout tonight.

You have all these practical reasons why he failed to restock it. Ran out of time? Forget? Well, then why is his tower dark? This suggests he never made it back. Suddenly those practical reasons slide towards I wonder if that vanishing mangled deer corpse had anything to do with it....

One of the two scariest (= chill inducing) moments for me is when you are forced to talk to Mia via morse code by using a mirror to flash signals. The first thing she says is SOS. And then, ATTACKED. If you ask her about the attacker, the answer is UNKNOWN. Something about that really gave me the chills.

On one hand, you are not alone in the sense that your comrade is also being messed with by some unknown entity. On the other hand, you are being messed with by some unknown entity. The only thing we know about UNKNOWN is that it did a number on a deer corpse like no normal animal could. Morse code is great, but help is a world away.... You are dealing with this alone.

The other case that got me is when you are looking through the cracks between the window shutters and then:

Just as you are about to turn away, a dark figure moves directly in front of the window your face was pressed up against.

Yeesh. Imagine if that were you. Your face mere inches away from this creature scuttling around your tower. It sounds tame in this review, but in the game, you are camped in your tower waiting for night to fall. Stakes are a bit higher here. I really hope you played the game before reading this.

Oddly enough, the fight scene was a smidge underwhelming compared to the suspensful horror experienced up until that point, but I think that demonstrates the potency of its building atmosphere.


Either I’m a chicken, or the horror in this game has something going for it.

Characters
The entire experience revolves around Adam Katz’s trauma as revealed in nightmares. Six months ago, (Spoiler - click to show) he was in a car accident with his family and was the only survivor. His passion for writing has waned and being around other humans is just too painful. Powerlessness is a major theme. He feels powerless about the (Spoiler - click to show) semitruck that caused the accident and now he is powerless against (Spoiler - click to show) whatever unknown savage is trying to kill him. Or at least at first.

Fear of the unknown also is a factor. We definitely experience that part in the gameplay. The pinnacle is when Adam feels emboldened to (Spoiler - click to show) not succumb to the creature and to fend it off by any means necessary, especially since it seems to be taunting him by leaving the hiker’s mangled jacket on the ladder.

The game only calls the monster "The Demon." In fact, that's the name of the chapter at the end of day four. Perhaps I'm falling back on clichés, but it seems to embody the notion of "battling one’s own demons," but I argue that it has a point. The violent experience of being hunted by a mutant beast seems to adjust the protagonist’s relationship with his tragedy.


We don’t have the opportunity to see this effect in long run since the game ends when (Spoiler - click to show) a rescue helicopter lands nearby. There are some unanswered questions. Was Chester killed? How about the hiker? Yes, you find her mangled jacket with blood on it, but technically there is no body to confirm- it does it again. Makes you speculate. Hm…

I guess the takeaway message is that sometimes survival is enough.

Final thoughts
In a nutshell, The Lookout is a survival horror game that focuses on suspense and pacing. It puts story over puzzles while also providing opportunities to interact with your surroundings. If you are looking for more action you may find the game less exciting, but in terms of atmosphere it excels. Paired with the protagonist’s backstory it becomes a catharsis that makes it more interesting.

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Lethe, by Thomas M. Disch and Tom Blackwell
2 of 2 people found the following review helpful:
A fun choice-based remake of a 30+ year old parser game, February 13, 2023

You wake up naked in a hotel room and have no memory of who you are.

I should provide some context first.

Lethe is an Ink game based on a 1986 parser game called Amnesia by Thomas M. Disch. I had never heard of it prior to playing Lethe. Perhaps it crossed my vision once or twice while skimming IFDB, but nothing I could remember (that’s absolutely not a joke. I’m just telling you how it is). Lethe has its own page on IFDB. If it were not for its description, or the credits in the game, I would not have made the connection.

I am going to cut this excessively long review into two large sections. The first is my review for Lethe. The second half is about how playing it introduced me to another side of interactive fiction. I’ll stick most of that part under a spoiler tag.

Part I: Game review
Lethe. The game made with Ink. That’s what this review is about. In fact, it is one of the most exciting Ink games I’ve played so far.

Lethe stays true its theme of amnesia. In fact, the title, though different, hints at the subject. It stems from a piece of Greek mythology about a river of the same name that, when drunk, causes forgetfulness. There is also a second clever meaning to the title that is revealed near the end of the game, but that would be a major spoiler. Just know that it’s worth a shot even if you are not a huge fan of the amnesia trope.

GAMEPLAY: As I said, you wake up naked in a hotel room with total amnesia. The game takes place in New York, and you play as a male protagonist. Your only real lead at the moment is to find any clues that will hint at your identity. Slowly this will expand into a broader story.

I feel that your first playthrough is by far the best one because you are just as clueless as the protagonist. Unless you’ve played Amnesia, I suppose. Oh well. Let’s just assume you were like me. Everything intrigues you and oozes potential.

Whose knocking at the door?

What’s in this closet?

Does this window open?

WHO AM I? (And why am I naked?)

Endless questions, but the game merely provides you with a list of things you can do. The player is left to launch themselves into the unknown to find the answers. Through trial and error, you can find the optimal route to move into new areas with more clues.

For me, the main event of your clueless first playthrough is the branching gameplay structure. I always like seeing that in choice-based games. In Lethe, it creates the perception of an expanding world that just grows. First time around, it feels huge. The novelty of it all contributes to the sense of scale as you leave the hotel to explore more locations. It takes the shape of a mystery game.

While Lethe does feel a bit smaller once you’ve played it, there is plenty of incentive for replays. It is a chance to experiment with different paths or switching up the order of tasks. Try making challenges. For instance, (Spoiler - click to show) play without ever getting arrested and/or killed.

Lethe is easy to play in sense that you are just clicking through links. But it is also designed well, too. Its strength is its mechanism for failure. Dead is NOT the end. It can if you want it to be, but there is no “messing” up in Lethe. The sequence also happens to be my favorite part. (Spoiler - click to show) You end up in a surreal and somewhat humorous afterlife.

You and a few thousand other naked anxious souls are standing on the bank of a misty black river, being stung by mosquitoes and bitten by large centipedes.

Charon, a character from Greek mythology who ferries deceased souls across rivers in the underworld, swings by to offer you a choice. You can stay in the afterlife or go back in time before your previous decision. Done. That’s it. Right back where you were. Even better, your environment adjusts to keep you from making the same error.

Your hotel room seems subtly different.


This was fantastic. It makes the gameplay more forgiving for when the player makes a mistake. You never need to restart. If anything, it also encourages dumb decisions such as leaving your hotel room naked, “just to see what happens.” Or (Spoiler - click to show) getting married.

STORY: Given what I’ve said, the last thing I want to do is tarnish your first playthrough with spoilers. It is better if you let the story unfold on its own. But if you insist, I will give you a rundown of what’s going on. I would consider these as mild/moderate spoilers since they can be discovered early on, I’d caution you against reading them at all until you play Lethe. (Spoiler - click to show)

Everyone at the hotel calls you John Cameron, but if you get arrested it is revealed that you are Xavier Hollings, a criminal who killed a guard and escaped a Texas prison. You go back to court and lose. Even Denise, your own wife (to which you ask yourself, “I had a wife?”), testifies against you. After you arrive at death row, she comes to visit merely to say how happy she is to be inheriting everything because apparently you are super wealthy. Hm.

As you eat your last meal, you have a moment of insight. Tidbits of info about Denise, prison, some guy named Zane, and a recalled soap product appear in your mind. Just enough to realize that you are innocent. Ultimately, the meaning is lost, and you are executed. Fortunately, this is not the end.

Once more, you are by the infernal river Styx. After a few years, Charon's boat emerges from the mist. He looks disappointed to see you.

Charon has got your back. He won’t think highly of you about it, of course.


What I just told you is only the first layer to the story. No moment in the game beat the suspense and surprise of seeing this reveal for the first time. Woah. That was my reaction. The protagonist clearly has a lot going on. The bits of info from this fiasco only serve to direct the gameplay after (Spoiler - click to show) Charon zaps you back to existence. I’ll stop the spoilers there. I’ve already told you too much.

As for my general thoughts about the story, the narrative itself was not particularly moving. Certainty, creative. It’s just that I was not drawn in by the characters or their motives. The drama was more like watching a film rather than feeling like you are the protagonist of the story.

Also, the ultimate cause of the amnesia was a bit underwhelming. I’m sorry. But at least the sprinkling of clues throughout the gameplay is combined with a dramatic reveal near the end that makes up for the lackluster parts. I cannot express this enough: The witty writing and gameplay implementation is what makes Lethe work. Otherwise, I would not award it five stars.

I think a lot of people can appreciate the writing. A favorite of mine was, “So far you're scoring zero on the Know Thyself Questionnaire.” The (Spoiler - click to show) H&R 207-7655 pay phone reference was especially clever.

CRITIQUES: Lethe is excellent, but it is not flawless, either. I had two cases where the game reached a dead end where no links appeared on the screen. In other playthroughs they were not an issue. I do not know what caused the issues, only that I was experimenting with the gameplay at the time. Your chances of seeing this is low. Be assured, that once you’ve played the game, you can cruise through it quite quickly.

There are also some minor spelling mistakes, including with character names that can be noticeable. The longer changes of dialog occasionally abandon the use of quotation marks. Finally, location descriptions are shown at the top of the screen, whether it is “Hotel Room” or “Oblivion.” However, sometimes they fail to change with new locations.

PART II: Broader context (time to go on a tangent)
(Spoiler - click to show)
You can play Amnesia through a digital archive.

At least that is what it says on IFDB (that’s how unsophisticated I am). But the content written about Amnesia explained that playing it was more than just clunking yourself in front of a computer. The part of my title that says, “30+ year old parser game,” should give you a sense of where I am. As someone who rarely crawls off IFDB, a lot of this is new terrain.

Apparently, when the game was published, playing it required buying a physical copy (which is so alien to me) of the game. From my perspective, it sounds like an artifact. However, reviews expressed a different angle. People have shared fond memories of playing Amnesia. Or at least of trying play it. While I have not, it was cool learning about its origins. Hopefully I’m not awkwardly trampling over everything.

I did attempt another existing remake called Amnesia: Restored after playing Lethe. For the record, I accessed Amnesia: Restored through the entry for Amnesia on IFDB. I used the link to the game’s own website and went to the section called “PLAY GAME.” I have a reason for going on this tangent. Just hear me out.

I don’t want to dismiss the immense collaborative effort- as showcased on its website- that was put into Amnesia: Restored, but the gameplay was a rocky experience for me. It seems the objective was to replicate the parser of Amnesia into the gameplay. If that’s the case, the gameplay Amnesia must have been wild… and frustrating to play. That could also be my inexperience talking.

Thing is, you must know the specific command the game wants at a given moment, almost like I was having a conversation with someone via a script. If you use the right command, great. Otherwise, the game lets you fall on your face without any direction. It was incredibly difficult to know what command or action was required. Play it and see for yourself. (Aside from my whining, I really do think there are parts of the game that are not functioning as intended.)

This is where Lethe comes in. Turns out it can function as a rough “tutorial” (my words) for Amnesia: Restored because Lethe also stays faithful to original writing. Seriously, the choices you make in Lethe can be punched into the parser. Not precise word-by-word, but close enough. Suddenly, everything fell into place. The parser responded smoothly. I was making progress and keeping up with the metaphorical conversation. Even better, it gave me a chance to explore Amnesia: Restored and appreciate what it had to offer. And it offers a lot.

The makeshift Lethe tutorial will end once you leave the hotel because Amnesia: Restored recreates the complex city navigation puzzle in Amnesia while Lethe does not. A few city locations will still apply although Lethe cuts back on nearly all simulated New York content. To be honest, if I did not have Lethe as a reference, I would still be stumbling around in the hotel room. But I managed to get the hang of it enough to brave the city puzzle on my own.

I must hand it to Amnesia: Restored. It goes the extra mile in incorporating built-in guides and visual elements in the game’s interface that were based on original feelies and physical materials. I was really impressed by that. I did not continue playing after I passed out on the street from exhaustion and was carted away (and the save function failed on me), but I can tell you it is worth a look. While I preferred Lethe, I sincerely suggest trying Amnesia: Restored too.


There you have it. The extent of my encounters with Amnesia.

Concluding thoughts
I apologize that this review was so long.

Lethe is faithful to the Amnesia storyline, but its choice-based format still offers a different experience. It eliminates parser related technicalities such as guess-the-verb by replacing everything with links. It bypasses puzzles for (Spoiler - click to show) navigating the city streets and solving riddles at gunpoint.

The trade-off is a simplified version of a vibrant world. It can’t even touch the complexity in Amnesia. But I think it does a decent job in capturing the general concept. I would love to hear second opinions from anyone who has played both.

I completely recommend Lethe as a thrilling Ink game with lots of surprises. Even more so if you are curious about a parser classic (correct?) turned into a choice-based piece of interactive fiction.

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The Twine Fishing Simulator, by maxine sophia wolff
6 of 6 people found the following review helpful:
Had me hooked, but I was expecting a larger fish., February 8, 2023
Related reviews: Twine, Surreal

Gone fishing… Yes. Gone fishing.

You find yourself standing before a serene lake with a fishing pole in your hand.

Gameplay
First things first, you are introduced to June, a friendly woman fishing. She can give you help or chat, but your main activity here is to fish and catch all six species.

The fishing mechanics are a creative one. The word "nibble..." flashes onscreen, and at one point quickly changes into a link that says "BITE," before changing back. If you clicked on the link in time, you reel in your fish. To keep it, you answer three multiple choice questions (with two possible answers each). The catch (!!) is that you have five seconds to solve each one. If you fail to answer or get one incorrect, the fish escapes and you try again.

At first you think, "this is fun, but will I seriously be doing this for the entire game?" (Answer: no) Then you see that each area has its own fishing challenge. That’s right, there is more than one area. Then you realize that (Spoiler - click to show) it is about more than just fishing. Simulator? More like (Spoiler - click to show) simulation. Which does not take long to figure out.

The fish you catch may come with a surprise. Sometimes your fishing gear catches an (Spoiler - click to show) audio log that provide a glimpse into the NPCs’ identities while raising doubts about how real your surroundings are. I have a bit of a request: (Spoiler - click to show) How many audio tapes has anyone found? They were fun to discover and enhanced the story. I found three at the lake, one at the ocean, and none at the third location. I would love to find more.

Zooming out, the overarching goal is to (Spoiler - click to show) acquire three fish spines that you receive as rewards from an NPC in each area, the lake being the first. The lake and the ocean seem harmless enough, but once you make it to the location after that, you will have an entirely different view of the game than the one you had when you first started playing. Which is perfect.

Gameplay challenges
I found two broken links and an error that halted the gameplay, perhaps even making it unwinnable in the sense where you are stuck in an obvious loop. It is otherwise a Merciful/Polite game through and through. Here it is:
(Spoiler - click to show)
I got the dreaded “Double-click this passage to edit it,” message after pressuring June about her means of transportation to the lake. The other instance was during the battle scene with Horace. I don’t know what I did, but the game suddenly said, "Horace Breem of the Black Water attacks for 150 damage!" But there was no link on the screen to move forward. It was a dead end.

The error occurred with June. It had to do with catching all six types of fish at the lake and then talking to June about moving to the next area. She lets you choose between leaving right away or staying at the lake a little longer. When I choose the former, I would be sent back to the location menu page where the ocean would be unlocked.

"You can now progress to the next area."
1. I'm ready.
2. I'd like to stay here longer.

However, when I chose to stay and then later asked to leave (see below), I would be sent back to the location menu, but the ocean location would NOT be unlocked. Maybe someone can find a way around it, but I was stuck.

"You've still caught all six species! Feel free to leave here anytime."
1. Move onto the next location.
2. Goodbye.

But if you are mindful about these parts, you’ll be fine.

Generally, it is not always possible to access the link that opens your saves. In the first two encounters I could not access my saves. Refreshing the page would not bring it back to the menu so I had to close out the window, access the game again on IFDB and then go to my saves when the menu appeared. Not too much of a hassle, but still a hassle when it came to hiccups.


Really, you’ll be fine.

Story
The Twine Fishing Simulator has prominent surreal elements in the story and how it is told. It is a fairly linear game. You can hop between the (Spoiler - click to show) lake and the ocean areas, but when you (Spoiler - click to show) reach the third location, there’s no going back. We already know that (Spoiler - click to show) we are trapped in a simulation of fishing minigames. That’s the story in a nutshell. It’s partly told by seeding out-of-place indicators that provide insights about “what’s really going on.” That’s what I want to focus on. Spoilers ahead. (Spoiler - click to show)

In the third location (called "???") the surroundings are less cohesive, almost… like a half-baked simulation. The fact that you had to punch in an administrative code before proceeding was a major indicator. It’s also the only area that allows you to explore the terrain a little more.

I thought it was cool how you end up on this chill half-formed island with some knight in armor catching fish and meanwhile you can just wander down an overgrown beach path to a dingy shack with a computer in it. And that computer is your portal to answers. This scene captures a certain kind of atmosphere that I love in interactive fiction games. Often in games about simulations, but not exclusively. How do I describe it…?

It’s that idea of finding a small but insistent clue that whispers none of this is real, as you stand there waist deep in the gameplay. Or in this case, since we know this is a simulation, it would be not everything is as it seems. That, too, is obvious, I know, but that moment of realization comes off smoothly in The Twine Fishing Simulator. I had the exact same zing feeling when I saw this:

And what's this? Something else is caught in your line. It appears to be an audio log.

You’re hanging out with June at the lake and catch an audio log that reveals more about her- and the place- than we learn through casual inconspicuous conversation. The wording and placement in the gameplay are excellent.

Anyway, the player has a lot of questions about what’s going on, the extent of which is hard to gauge. Fact is, Alireza and the audio logs can only tell you so much. Just how deep does this go? You need answers. This computer had the answers.

But not as many answers as I was hoping for. I'm going to be diving into the deep end with spoilers.

The computer contains data entries from 2011 and 2037. The ones from 2011 mention craters, meteors, and scrap metal falling from the sky, but then the September 29th entry says that nothing was falling from the sky, that it was just it… rain? I’m not sure of what to make of that. Jackie does get a mention. The logs are written by someone named “-J,” which I assume is June. The only takeaway is that Jackie found a metal substance that causes dreams.

The entries from 2037 discuss a simulation. My mind wanders back to something Alireza said. He explains that the simulation is decaying but has gained sentience. For whatever reason, the simulation simply generates "fishing minigames.” An AI, maybe? We hear mention of an AI in the computer log for June 17th, 2037: Partial construction of the Simulator AI has begun. Estimated trial date: somewhere in the next few months.

Why was a simulator built in 2037? Why do to the logs only have the years 2011 and 2037? If the simulation has started to deteriorate, does that mean something went wrong? Was Earth undergoing some disaster with falling meteors (or other objects) leaving craters? This is my point: I only have more questions.

I figured the ending would clarify some of these questions, but not really. It was clever, though. After you eat the three fish spines you unlock the ending (the final location) where you wake up in a metal chair in a room. Reveals like this are awesome. One wall reveals a large empty glass aquarium. The game suggests that its emptiness is your fault. You then fall back to an unconscious dream state.

Next thing you know, you are standing by a gorgeous lake with a fishing rod. Though you may be living in a simulation, you decide that it is a better means of existence than whatever is going on outside. This was an excellent surreal moment. However, I still had tons of unanswered questions from the computer. And questions about the ending. Is the whole empty aquarium scene a message about overfishing or humanity ravaging the aquatic ecosystem? Or am I overthinking it?


All I want is just a few more tidbits to fill in the gaps. That’s all. Ultimately, finding the (Spoiler - click to show) computer was still my favorite part, especially since it adds a layer of sci-fi into the surreal mix.

Characters
I’m going to ask straight out: (Spoiler - click to show) Who is Volunteer One? Is it Jackie? The player? Probably not the player due to the timeframe. Or maybe it is the player since June is clearly expecting you and mentions a newcomer in one of the audio logs you find at the lake. All I know is that I have a feeling that something happened to Jackie.

This is just a section where I am going to share some ramblings about the characters. You can skip this part.
(Spoiler - click to show)
Somehow, Alireza, June, and Horace ended up in the simulation. My guess (I’ll be making a lot of guesses) is that something happened to Jackie which meant he failed to make it into the simulation. June and Jackie definitely knew each other. Interrogating the NPCs will do little since the simulation saps people of memories. Most assume the simulation is a dream, like June. This means the player must dig for answers.

Of the three NPCs we meet, only Alireza has a faint idea of what’s going on, and there’s a reason. At least two years prior, he was once an administrator for the simulation. We know this from an audio log. It explains that a volunteer entered the simulation for an hour-long excursion but had gone missing, prompting Alireza to complain to management. He also mentions that his career is over. I wonder, did it end because of the missing volunteer, or because he spoke out? My guess is that he was thrown into the simulation in response, but it’s a wild, wild guess.

I really liked the subtle foreshadowing/story building that occurs when you pester Alireza for “fun facts,” which only become meaningful once you’ve played the game and know what to look for. He foreshadows Harold by saying, “'One time this dude in a full suit of armor came through here. I taught him how to fish, he was really nice.'" You find yourself agreeing and thinking, yep, I know who you’re talking about.

The one that really caught my attention is when he says, “'My mom was a scientist up in orbit. Studying those meteors.'" That connects back to the mentions of meteors in the computer logs. There is some truth them… this kind clue dropping is the stuff I play for. It does not answer my (excessive) questions, but it does add context that only encourages the player to look deeper for things they missed.

Where does this leave us? I take it something happens in the gap between 2011 and 2037 that was the catalyst for creating the simulation. A corporate theme has surfaced once or twice but only vaguely. Whoever ran the show was rushing since volunteers were being processed while it still had rough areas. Another wild guess: The computer logs mention a metal material that puts you in a dream state coma for the simulation. Isn’t the chair you wake up in at the end made of metal? Perhaps made of the special metal to put the user into the simulation? That’s all I have.


Comment if you want you share your own speculations for the story.

Visuals
The game’s visuals stay basic without abandoning stylization. Black backdrop. Text is white with blue links and is placed in a teal bordered box. Beneath it is a shot of the game's cover art. It uses a pixelated font that can be changed in the settings. That is always appreciated. It’s a good look for the game.

Final thoughts
The Twine Fishing Simulator is a clever and unique piece of surreal interactive fiction. I enjoyed it and would recommend it for surreal fans. Or lovers of fishing minigames.

There are some bug issues that dull the polish, but the gameplay is generally smooth sailing. I do feel like it leaves you with a lot of unanswered questions, particularly with linking character dialog to other story related discoveries in the gameplay. Some subjects were mentioned once and forgotten. I would have loved to see a little more cohesion there.

Regardless, the story shows creativity and thoughtfulness that leaves a lasting impression. The author has a skill at leading the player down an unexpected story trajectory. You thought you were going to be playing a realistic resource management fishing game. Well, think twice. It plays with reality and combines it with interesting characters. By the time I reached the ending sequence, I really felt like the PC.

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Rougi, by Lapin Lunaire Games
5 of 5 people found the following review helpful:
Investigate the mysteries of a cursed ballet production, February 7, 2023
Related reviews: Mystery, Twine

When I first saw Rougi, I thought it was commercial. It is not. But it is a demo.

In Rougi, the Paris Opéra Ballet is getting ready to put on Les Souliers Rouges, a controversial ballet thought to be cursed. And maybe there’s something to it. So far, it has been a string of accidents and delays. That is why you, a mere patron of the arts, have been tasked to find the truth behind the curse.

Actually, I think Les Souliers Rouges ( The Red Shoes) is an actual story with many adaptations in film, music, and other forms. Rougi happens to depict it as a ballet, which I believe has been done as well. But the version in Rougi is especially unique. The storyline is different than what I have seen (on the internet, that is), and I am curious to see its trajectory here.

Gameplay
The game begins with a brief intro before the PC enters the picture. We are merely the passive observer of a reception after a performance of Coppélia where ballerinas and crew members are mingling with the audience in the gallery. Two ballerinas, Élodie Sirand and Laure Bloch, are especially at the center of attention, each with their own crowd of admirers.

Élodie is the seasoned professional. The only danseuse étoile (lead ballerina, or prima ballerina) in Paris. Laure is the new, innocent talent who basks in the praise while Élodie watches her warily. At one point, Antoine de Forbin, a long-devoted patron of considerable power, informs Élodie that he must break off his relationship with her. She leaves. Angry. A young man chases after her. The scene ends.

It’s a pretty good intro. One that leaves you with questions. Both ballerinas are cast in Les Souliers Rouges, BTW. More on that later.

Rougi officially kicks off with some character creation where you decide on your name, pronouns, and social class. There are three social class (working class, bourgeois, and aristocracy) options that mildly influence the writing and character dialog. They also determine how you gain access to the Paris Opéra Ballet.

You’d never imagined you’d be able to enter the Palais, let alone stand in the secret wings behind its glittering halls.

You always begin with a letter invitation. For the bourgeois choice, you used your connections to weasel your way into an invitation, for the aristocracy option, you were simply invited. And if you choose the working class, you were tasked with making a delivery. Playing as different roles is fun and adds replay value.

Regardless of which social standing you choose to play in, your mission will be the same. At one point, you will meet the Director of the Opéra Ballet. He is strongly against Les Souliers Rouges but could not override the decision-making of other influential figures at the Opéra Ballet. He is a superstitious man, or at least when Les Souliers Rouges is involved. He will hardly visit the site while the ballet is in production. But he does so he could speak to you. He wants you to roll up your sleeves and investigate this “curse” before it causes (more) harm.

At heart, this is a mystery game, and there is a strong investigative feel in the gameplay. On the left side of the screen is a menu containing an inventory and a notebook section for clues. Some clues are added automatically, others only if you deem them relevant. It’s an organized system that is easy to use. The gameplay does use a higher word count, so it is helpful to have something that keeps track of vital details. The demo ends before we can make any real breakthroughs, but we still learn some neat things.

Issues
There are some dents in the polish. The only real bug hiccup that I encountered was with the achievements. When you unlock one, a message appears at the top of the screen before it is added in the achievements section. Often the game would say I earned one, but it would never be added to the list. The only achievement (besides the first two that are there following character creation) that managed to show up in the achievements section was:

(Spoiler - click to show) “Your Crown is Falling, Queen: Win Élodie's respect through an unexpected trial.”

None of the others appeared. I was hoping to see what they were. I must admit, I thought I would have to work harder to win Élodie’s respect, but no complaints.

Another error is how whenever you add something to your notebook, this happens: “There is a scrap of red satin near your foot. You surreptitiously pocket it.” If you repeatedly add a clue to the notebook, there will be no duplicate of the clue. But the PC will still pick up pieces of red satin to add in the inventory. They just keep piling up. Every time. Infinite scraps. I think that's an error. Either that or people keep leaving pieces of red satin everywhere.

Oh, and Laure is never added to the “Persons of interest” section. That’s about it.

Story
For context, the story takes place during the Belle Époque, a period spanning from 1871-1914 in France and the European region. In the developer’s notes, the date was said to be 1895 but I’m not sure if that directly applies to the game. Either way, it’s nice that the game gives us a historical context.

In Rougi, a character named Maestro Camille Fauré (or just Camille) wrote Les Souliers Rouges. It is about a young village girl named Clara who receives red slippers that are secretly cursed by the King of Darkness who wants to claim her, etc. Its original premiere is shrouded in controversy. Spoilers ahead.

(Spoiler - click to show) Before opening night, the lead dancer casted as Clara died. Her body was found mangled by the roadside with large amounts of blood on the red ballet shoes in her bag. The production was cancelled. Years later, it was attempted again, but its production was riddled with disasters and thus scraped.

Now, for some insane reason, Camille wants to give this another shot and managed to twist the arm of those needed to permit (not that they agree) such a show. Les Souliers Rouges will be attempted one more time despite everyone's fear of its mere name. Even the Director is convinced it is cursed. He almost has a heart attack upon seeing Laure in her red dance shoes.


That’s all I know about the story through this demo. The author has a blog devoted to the development which is definitely worth a look.

I can tell you that the writing is decadent and descriptive. One of the best parts. It also theatrically captures the drama as it unfolds.

Dancers crowd around the fallen ballerina, outstretched hands fluttering from her to their mouths in the most elegant show of alarm you’ve ever seen.

We can visualize the elegant architecture and lavishly attired guests, but also “staff-only” areas that are less glamorous and maybe… not haunted. Probably not haunted. That’s the perk of the Director giving you the green light for investigating a cursed ballet production. It carries the awe of stepping from the streets into a performing arts establishment of great renown, setting a strong atmosphere.

Characters
There are plenty of interesting characters who are eventually logged as entries in your notebook. But so far, the dynamics between Élodie and Laure takes center stage. A rivalry is apparent. Élodie is the best of the best, Laure is new, one of the best, and somehow manages to be the Opéra Ballet Director’s favorite. Besides, they have completely different personas.

Laure is the bright-eyed, up-and-coming new talent. She is clearly dazzled by the high life glamour that comes with being a prominent ballerina. For her, ballet is a portal into this extravagant world. She is giddy and excitable without knowing the grimmer side of fame. As we see at the start of the game with Élodie, fame brings patrons, but patrons can easily ditch their favorites and become entranced with something new.

Élodie’s character is a sharp contrast. She has years of experience, not just in ballet but also the industry. Because of this, she is cynical, sees fakery from a mile away, and hostile towards those who waste her time (so, everyone). But she has secrets and has been burned by individuals. There is, perhaps, a genuine motive, though self-serving, to protect Laure from making the same mistakes that she did as a career ballerina because she knows too well that success attracts powerful people who call the shots.

Perhaps. Élodie strikes me as an individual who dislikes others but is not one to stand by and watch someone, especially if that someone was once her, make the worst possible mistake because of inexperience or vulnerability. Laure seems to be that someone. But it’s just a hunch, and one that may be disproven as the story develops.

Drama, drama, and more drama
It’s bad enough that Les Souliers Rouges is cursed. Now, two new developments have increased the scandal. (Spoiler - click to show) The first is that Laure is cast as the lead, Clara, instead of Élodie. The second is that rather than having a male dancer play the character of the King, Élodie will. Or maybe the King’s character is changed to female. I’m not sure. Either way, people see this as scandalous- for reasons I’m still trying to piece together- because Élodie claims Laure as a bride via the character roles. Is the gender change part bold, or is it just the rivalry between the two lead ballerinas?

Laure herself is shocked about this news but reassures those in charge that “I would do anything to become an étoile.” Anything? You can probably finish that thought. The demo ends after (Spoiler - click to show) Élodie and Laure dance in a duo piece, which only makes you want to know more of this catastrophic show. Is it really cursed?

Visuals
The visual design goes well with the atmosphere and subject matter. It conjures up the image of velvet, wine, and... blood? Maybe I’m just jumping to conclusions. Oh, you can also change the colour scheme for the display mode, a superficial feature (in the best way) that wins me over every time. The one I just discussed it the default is called "Nuit," which means night. The other theme is "Matinée," a show that takes place in the day. The colour scheme for Matinée is creme and light blue. The best part is that it all contributes to the concept of performing arts.

More importantly, the text is easy to read. You can also adjust it in the settings. The super fancy cursive is great for flair but having it for everything would eventually be a pain to read.

Final thoughts
I have played games about the performing arts, but this is the first based on ballet. It’s exciting and dramatic with a strong feel for mystery. I want to know the truth behind Les Souliers Rouges.

I recommend it to players interested in historical mystery games with an emphasis on the characters and story. As a mystery Twine game, it steers away from deductive puzzles and instead has the player carefully glean valuable bits of information as encounters arise. If you like the Lady Thalia series, you may enjoy Rougi but know that it is a complete change in tone and technicality.

One more thing: I'm going to be a spoiled brat for a moment. This is another polished, excellent demo that I've seen on IFDB (there are quite a few) that I would love to see continued. The author says that Rougi will be updated over the next few weeks. My understanding is that it was published about a year before it was added to IFDB. So, I am not sure when the next update will be.

I hope it continues to be developed without adding tons of pressure (that’s the last thing I want to do) for updates. If the author is reading this, just know that you have something with a lot of potential. I say that for a lot of games, but I would not say it if it weren’t true.

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The Last Sanctuary, by SjoerdHekking
4 of 4 people found the following review helpful:
You are on top of the world. That’s not always a good thing., February 5, 2023

Earth is inhabitable. Its ecosystem is destroyed, and high levels of radiation are everywhere. Roughly 1000 humans have been selected to live in an underground bunker until conditions on Earth return to safer levels. The bunk is self-sufficient and designed with infrastructure to sustain a scaled-down version of society. It is thought that it will be safe to leave in about fifty years.

However, this sanctuary requires a particular kind of decision maker, someone to call the shots when something major happens. A neutral party with no personal stakes or biases. A person (you) has been launched into space to live on an unnamed space station with the sole purpose of keeping tabs on the bunker. The surviving humans consult you from time to time for serious matters when they need you to make a decision.

Otherwise, you spend your time in suspended hibernation until you are summoned once more.

Gameplay
Ultimately, the gameplay revolves around one major decision that ends your mission and the game: opening the bunker to allow the humans to explore and populate Earth again. It also marks your death. And no, that’s not a spoiler. The PC knows right from the start that this is going to be a one-way trip. You continue until you expire (this is one of those rare games I’ve encountered where hibernation tech does not preserve your body from aging) or open the bunker door on Earth.

The Last Sanctuary has high replay value and involves strategy. Most of the gameplay involves trade-off decisions where choices are made to preserve one system or resource over another. For every scenario there are two possible options. You may encounter the same scenario more than once, but the repeated success of either decision is variable. It forces you must keep track of decisions that are high-risk and high reward. If your bunker is crumbling away, play it safe. But even that is uncertain.

A stats page with colourful visual indicators is provided so you can keep track of the population size, bunker conditions, supply stocks, data stores, and communications levels. The most important stat is the one measuring radiation levels on Earth. It takes years for it to go down to zero. Your sleep cycles depend on the inhabitants. They may wake you up after six years, sometimes just after one.

When you open the bunker door, (Spoiler - click to show) the game gives you roughly four assessments. Earth’s habitability, genetic diversity based on surviving population size, the level of tech and data remaining, and the long-term state of humanity’s new civilization. This can range anywhere from thriving to dying thanks to radiation sickening within hours. Experimenting with different outcomes will keep you busy. You get a final score that is stored in the game’s high-score page. My highest was (Spoiler - click to show) 815.

My only complaint is with the achievements. When you open The Last Sanctuary, it pulls up a menu page where you input commands, such as “play” to start a new game. This menu includes an achievements page that keeps track of secret endings, how many encounters you have found (including special encounters), and how many general endings you have completed. The achievement reads as (Spoiler - click to show) Locked: (14/22) Endings, which means that there are 22 endings total and I only found 14.

I have no idea on how to get the remaining endings and seems to have reached a wall. My guess is that (Spoiler - click to show) some are about failing in certain ways, but it is actually quite difficult to fail before you open the door because you die of old age before your decisions wipe out the inhabitants. Speaking of which, it is impossible to lose every inhabitant. There has got to be an achievement somewhere for that. Nor can you run out of food or have total failure of the radiation shielding. The reason why I am going the destructive route is because I have exhausted the other (more optimal) outcomes in the game. These are the only unknowns left to explore, but I cannot seem to play the game long enough to see them through. I feel like the game is too tightly constrained in this regard. Plus, there is a secret console achievement that I want to reach.

Story
The premise of The Last Sanctuary reminds me of another Twine game called Seedship. Both put the player in charge of the remainder of humanity after Earth becomes inhabitable and involve making tough decisions. If you like The Last Sanctuary, please try Seedship, and vice versa. They have a lot in common while still being distinct high-quality pieces of sci-fi interactive fiction. Let’s take a closer look just for fun.

Seedship is about an AI of a ship carrying 1000 frozen colonists with the task of finding a new planet for a human colony. Just as the PC in The Last Sanctuary sleeps until woken by the bunker dwellers, the AI snoozes until the ship either reaches the target star system or is awakened mid journey by an unexpected event. You also make judgement calls that often make you sacrifice one thing for another (ex. Do I allow the sleep chambers to overheat or the construction system?).

The player manages stats that include scanners, ship systems, and data storage. Everything leads up to one all-encompassing decision that determines the outcome of humanity: landing the ship on your chosen planet. Like The Last Sanctuary, you get a score on your performance. The AI has cultural and scientific databases that colonists use to retain levels of technology and a heritage to Earth. If these are incomplete the colonies are less likely to build a flourishing colony. This value on preserving human memory is also shared with The Last Sanctuary.

If you have played Seedship, you are probably nodding your head. But this review is about The Last Sanctuary, and it ultimately offers a separate experience. Seedship, being in third person, makes you feel more like an observer. Meanwhile, The Last Sanctuary captures a stronger sense of self. You feel like the PC, and not just because the story is told in second person.

Every time the PC wakes, we get a glimpse into their thoughts, and the writing captures the feel of being a lone person on a space station trying to guide the remainders of humanity on Earth. We start to see what it is like to go from an Earthling to a permanent human satellite with only one purpose. That sort of atmosphere shapes and defines the game.

The Last Sanctuary also allows the player to see the effects of their everyday decisions on the people whom they are responsible for. Frozen colonists* have little opportunities to throw temper tantrums at your choices. But the humans in the bunker have no qualms about talking back, (Spoiler - click to show) starting cults, breaking things out of spite, and (Spoiler - click to show) demanding to be let out of the bunker at their own peril. If you think about it, the only reason you wake up is when they want you to. You definitely get that human dynamic.

*Actually, you’d be surprised at how frozen colonists can mess with an AI, but you’ll just have to play the game.

Visuals
The game goes creative with its visual design. The screen is just one big animated starfield that makes you feel like you are cruising through space. The settings allow you to control the speed of the stars (which was more fun than one would expect) including stopping them entirely which was smart since the starfield gets distracting. I would just stare at it and forget what I was doing.

Smack in the center of the screen is an illustration of an IBM computer. Appropriately, the game's text appears on the computer's screen, and the font and text colour also contribute to the “digital” appearance. There are even a few computer buttons you can toggle, although they don't seem to have any particular purpose aside from turning the screen off and on. Still, points for interactivity.

Most importantly, the use of computer visuals highlights the fact the protagonist is doing the same thing as you: sitting at a computer screen while weeding through inhabitants’ requests. The coolest part of the visuals was how the game makes an illustration of your civilization when it presents your score.

Final thoughts
The Last Sanctuary is a fun but introspective game where you, and only you, are responsible for providing some semblance of leadership to people you will never meet face-to-face. You call the shots for humanity’s survival and yet you are confined to a space station with no hope of returning to Earth once it has been restored.

But you can look at it both ways. You have the chance to put humanity back on the right track, and these themes were compelling to explore. In essence, it is a strong story with irresistible gameplay.

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13 Laurel Road, by Crosshollow
4 of 4 people found the following review helpful:
Going back to where it fell apart and maybe…move onwards?, January 30, 2023

You play as Noah. Kiera, your sister, texts you with a request. She wants you to visit a relative’s former house on Laurel Road to retrieve items for your cousin, Quinn. But you and Quinn have never had the best relationship. Not ever since they transitioned. Returning there will bring up bad memories, and afterwards, you will have to bring the items to Quinn. Will you do it? Or will you shy away from the task?

There is a genre of games about rummaging through a house one last time after a drastic event to gather items and relive memories. Exploration is largely NPC-less with a profound sense of melancholy, leaving the player to decide one what the PC gets out of the experience. I am reminded of the Twine game Another Cabin In The Woods and the TADS game Past Present. I know there are plenty more out there.

Gameplay
Quinn is the younger cousin of Noah and Keira. They lived their entire life under a different name- of which we never learn- but now go by Quinn. If it was not obvious, they also now identify as “they.”

The house on Laurel Road has been abandoned for months, but the furniture and belongings are still there. It is also a former crime scene. There is a brief intro before you travel to the house. Once there, you can travel from room to room in search of items. For the gameplay mechanics, you either click anywhere on the screen to move to the next passage or click on links when they are offered.

Gameplay involves reliving memories by examining items in the house. There is the (Spoiler - click to show) sketchbook that Quinn used while hospitalized for self-harm (I thought this scene was well done. It does not tip toe around the subject but also treads lightly on the explicit details). A boardgame that Noah thought was dumb, but Quinn liked to play. The home videos that Quinn’s father smashed out of anger. Oh yes, there is a lot to unpack. Overall, I would not say this is a sad, gloomy game, but there is an undeniable sense of tragedy that emerges as you sift through the near empty house.

Story
As I mentioned at the beginning, 13 Laurel Road is a piece where the story is centered around a defining Event that occurs before the game begins. You just merely pick up the pieces of a shattered past. The big plot twist is that (Spoiler - click to show) Quinn’s father, Glenn, shot and killed his wife, Joyce. You are visiting the house months after the incident.

While this is not a graphic game, there are poignant indicators of the violence that took place, such as bullet holes or suspicious looking stains. The game gives few details about this plot element, and it’s unclear if both Quinn and Joyce were shot, or the fate of Glenn. Did he kill himself? The only certainty is that Joyce is dead, and Quinn is now living on their own.


If anything, this story is about Quinn. Nearly a year ago, when Quinn requested to be called "they," Noah screwed up and said some things that hurt Quinn, and then started an argument with his sister, prompting Quinn to leave. Noah has felt bad about that ever since, and yet has not been proactive in making up for his behavior. Hopefully, this excursion into the past to find Quinn's things will be an opportunity to come to terms with what he did.

Sure enough, you end up being the one who (Spoiler - click to show) meets with Quinn in person to return the items. You have a few choices on how to respond to that encounter.

Characters + Themes
Let’s take a closer look at the character dynamics, particularly Noah’s relationship with Quinn since it is a long relationship filled with instability.

Noah never took Quinn’s transition seriously. Not transphobic, exactly, but indifferent to the challenges and implications brought by this personal growth. Quinn came out to Noah and Keira before ever bringing it up with Quinn’s own parents. Noah and Keira were supposed to be a support system, but Noah made little effort to respect his cousin’s change in identity.

In one of the memories, Noah recalls hearing (Spoiler - click to show) Quinn’s father, Glenn, talk about Quinn in shocking ways. While the game never actually uses transphobic slurs, it's implied that such slurs and statements were said in these past discussions. Even worse, Noah also remembers not trying object to (Spoiler - click to show) his uncle's comments or feeling any need to defend Quinn. (Note: This is a good game if you want to explore these ideas without dousing you with explicit content. Such games are powerful but sometimes you may feel like playing something more subtle.)

At the same time, the game highlights the uncertainty that can come with learning about a person’s, transition in gender and pronouns when one (Noah) is unaccustomed to concepts about transitioning. Noah would retreat to the use of Quinn’s previous name and pronouns as a defense mechanism when he felt insecure about the fact that people’s identity can be fluid. It is a big unknown for Noah. Unfortunately, Noah’s lack of open-mindedness caused harm to Quinn, especially as they struggled back at home. It was not until (Spoiler - click to show) Glenn killed Joyce did Noah realize how little support Quinn had.

How the player chooses to engage with this determines Noah’s willingness to admit- really admit- that he was wrong. That he chose the easy route and ignore when faced with his cousin’s requests to use different pronouns.

Visuals
Though the game features a familiar appearance of white text against a black screen, it seems like the author added the slightest variation to the default stylization. The white text large and easy to read, maybe in a different-from-default font. Paragraphs are neatly organized onscreen. Never is the screen swamped with text. Neglecting paragraph organization and text space is something I see in Twine games from time to time. Finally, the red links offer a nice splash of colour.

Final thoughts
While not particularly advanced in the technical department, 13 Laurel Road is a simple Twine game with a potent story about identity and revisiting a broken relationship. There are a lot of variables to consider. The game shows the impacts, often the more subtle impacts, that come with misgendering someone or not respecting their wishes (hopefully I analyzed the story correctly). Ultimately, it offers redemption but only redemption that is sought out earnestly.

A memorable slice of life game worth checking out.

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Knight of the Living God, by Rudy Johnson
2 of 2 people found the following review helpful:
??!?!?!?!?!?...Not sure, January 24, 2023

This is a tough game to play. And I don't mean the forgiveness rating, which is Merciful, thank you.

This morning I go on IFDB and see that some new games were posted, two of which are made with a development system that I had never heard before, Construct 3. So, I gave this one a try. You play as Tamsyn Snyder, a god-like being (I think) set on a rampage during a pro-choice rally. Right off the bat, this game heaps on the violence. I was not even sure if I should review it, but I also don’t want to shy away from controversial (I have a feeling this will be a controversial game, not that I am trying to make it as such) games either. I am stepping out of my comfort zone, here.

This is probably the most violent interactive fiction game I have ever played in both written content AND visuals. Especially visuals. I’m used to violence in the text, you know, parser, but Knight of the Living God embraces visual elements to tell this story. The game uses animated pixelated artwork that provide an engaging gameplay experience. I liked the bright colours. The result is a visually interesting game. In this regard, I’d say it showcases the technical potential of Construct 3.

It is straightforward to play. You are traveling down a street with a lot of people walking along the sidewalk. You click and select a person to learn more about them and choose to either spare or kill them by swiping the screen. The only way to make progress is to kill. After enough people have died (I did say this game was violent), the game moves to the next stage which only increases the violence. Just when you think it can’t get more violent, it does.

Knight of the Living God is offensive, gory, and shocking. Hateful, even. But also compelling, bold, with lots to think about. I think. I really don't know how to process it. There is no deny that it is unique. I always try to leave a star rating for my reviews, but quite frankly, I don't know how to rate it. Honestly, my impulse was to give it one star because it seems to be violent for the sake of being violent without a strong structure. At the same time, I wonder if I overlooked any smaller, more meaningful details. I just don’t know. After playing it three times, I have more questions than answers. And I don’t feel like playing it anymore.

Is this supposed to be satire? I can't even pinpoint the author's stance on the subject or the intended audience for this piece. If I were to guess, I’d say that the author is promoting (or at least depicting, which seems clear enough) an anti-abortion perspective. I want to be careful because you don’t want to assume that content in a game is an automatic reflection of the author’s perspectives, but this game seems to be heavily skewered towards one side of a debate. The final stretch of gameplay turns into an (Spoiler - click to show) active shooter with violent statements about religion. In fact, religion is probably the dominant topic. Themes about abortion take center stage, but the gameplay is all over the place.

Do I recommend this game? No. But I would not discourage you from playing it either. That is, unless you are sensitive to its subject matter (abortion, gun violence, depictions of blood, etc.) This game could really use a trigger warning at the beginning. It is an intense game where you have to know your own boundaries. That said, it is always good to see authors who are unafraid of making bold choices in their work. Just... proceed with caution, okay?

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Haiku, by Flaminia Grimaldi
1 of 1 people found the following review helpful:
Try your hand at writing some haiku, January 23, 2023
Related reviews: Twine, Twiny Jam

Haiku was submitted to the Twiny Jam (hosted by Porpentine, yay!) where the rules were simply to make short Twine game with no more than 300 words. This was partly to make the idea of submitting a game to a jam/event less daunting since it can be easy to talk oneself out of participating, you know, just in case everyone submits a longer and better game than your own creation. I'm part joking, but there is truth to it. Submitting a game to anything can be a big unknown. Narrowing down the word limit to 300 reigns in the expectations of scale while also encouraging innovative cleverness though a word limit.

The game's title borrows from a traditional Japanese poetic structure known as a haiku. These are short three lined poems with specific rules on how many syllables can be in each line. Haiku lets you compose a poem by clicking on each line of a haiku provided at the start of the game. I believe the terms a replace macro. It’s a common sight in Twine games. Each line has about five choices to choose from. You swap each line out with another until you are satisfied with your creation. Here is mine:

A pond full of carps
Tells a story to the child
Lies among the grass

The game then ends on a peaceful, reflective note.

I must say, Haiku is rather minimalist, even for the game jam. From a gameplay standpoint the haiku creation process is not particularly advanced. Clicking on a bunch of links several times is not necessarily going to be a hit with players, but offsetting this through other characteristics that engage the player transforms the gameplay experience.

In this case, I’d say that the writing would be the characteristic that keeps the game afloat, and I think it mostly succeeds with this. The first haiku line had some cool options, but the options for lines two and three were not quite as potent. It did not quite feel as satisfying as I expected but I still enjoyed it.

The author plays with some simple but appealing visuals for ambience. The background is off-white colour with green text. The bottom of the screen has simple artwork of riverbank surrounded by grass and cattails. The artwork uses basic brush strokes and is merely meant to be a vague impression.

Haiku captures the idea of less is more, which only enhances the minimal yet potency of haiku poetry. Simple and subtle things can work together to make a finished work more complex than its individual components. Now, I am giving this game three stars instead of four because its premise could have been a little more evolved with how the player interacts with the poetry. That said, it still captures a strong sense of serenity through its haiku concept and visual design that makes it enjoyable to play.

If you are shopping around for anything to do with poetry in interactive fiction, I recommend Haiku.

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Habeas Corpus, by G.C. Baccaris
1 of 1 people found the following review helpful:
Explore odd rooms in a fortress, January 21, 2023
Related reviews: Twine, Surreal

Habeas Corpus is a short game submitted to a jam with the rule of being no longer than 1,000 words. It is a surreal story about finding a way out of a decaying place, and yet this is not a typical escape game. I have a habit for writing excessively long reviews so I will try to do the same thing here!

You awake in a decrepit moving fortress, unsure of who you are. Even your own reflection is unfamiliar. All you have are five rooms to explore: Dormitory, Armory, Engine room, Concourse, and Nexus, where the game begins. The gameplay predominantly uses the “approach,” “examine,” and “talk” command that are available in certain rooms. Some rooms seem to be merely atmospheric. While this game is largely exploratory, there are some small puzzles about searching your surroundings to finding clues about your whereabouts.

There is minimal exposition on the story. It's ambiguous but no means incomplete, either. We are not sure of why we are in the fortress or the protagonist’s backstory. It left me with some questions. For instance, (Spoiler - click to show) is the dying body in the dormitory supposed to be yourself? Are you dead? That was my initial impression. But for a game of no more than 1,000 words it does well in sewing together a story out of a surreal concept (although I know the jam gives you more wiggle room than other jams that only allow 100 words).

The game’s description explains that there are multiple endings. I only found two: (Spoiler - click to show) LOTUS-EATER and FIRMAMENT, the second appearing to be the “good” ending. It’s a nice ending enough ending about (Spoiler - click to show) escaping with the harpy that effectively concludes the gameplay.

The appearance is snazzily stylized. The text is white with an angular font. Links are either dynamic animated black 3D boxes or glowing peach colour links. The latter bounces when you click on it, cycling between two to four words that provide extra descriptions. The background is horizontal black and dark grey stripes. Meanwhile, the top of the screen is a panel of red and dark red horizontal strips with a grey border. Slowly, these panel colours change as you explore. The panel has buttons for each room, next to each are door icons. I’d say this is a polished and clever design!

It is not a particularly memorable game or one that I would play again, but it is one that I enjoyed and replayed to find the endings. Some of it even has a few Porpentine vibes. If you are a fellow fan of Porpentine or of G.C. Baccaris’s other works (be sure to try Heretic’s Hope, it’s quite a thrill), Habeas Corpus is a fun option.

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The Green, by solipsistgames
1 of 1 people found the following review helpful:
Gardening, anyone?, January 20, 2023

From the yellowed plastic windows of Borok Singh's penthouse at the top of the Gardeners' citadel, I can see the whole arc of it. The shanty streets. The corpse-processing factories. The sagging footings of the geodesic dome.

This is the first game published in 2023 that I am reviewing. In The Green, you play as a Gardener named Imrik Tso who lives in the city of Klay. Something happened that made all plant life deadly, a phenomenon simply known as the “Green.” Humanity is left huddled in a barricaded city while scientists and firefighters work to keep the lethal greenery out of city limits.

Lately, Imrik feels like this has all been a band aid. He thinks he may have discovered a real piece of hope: a cure. But this means leaving the city.

Gameplay
The gameplay is ultimately a perilous journey out of the city and into the unknown. The first half is about gathering supplies and finding a discreet way to exit the city, of which there are multiple paths. Some choices are tagged as "risky” or “chancy” which can lead to different outcomes. Saving is advised.

There is some resource management woven in. You begin the game mildly infected. Supplies are meant to stave of the infection’s spread, so it does not kill you before you reach the three towers. Even then, you will be crawling across the finish line. And for good reason. Life is deadly outside of the city. Peach trees and daffodils are replaced by venom roses, choke apples, butcher's bloom, and other botanical monstrosities.

At the top of the text space is a circle depicting a diseased handprint. The circle’s outline gives a quick assessment of your health. As you become more infected, the longer the green border grows. Physical injuries are shown with a red border. Clicking on the handprint provides a description of your state.

Not bad. A few small stains. A tinge of green on the webbing between my fingers.

It's not pretty. This function reminds me of playing Vespers where your body is slowly infected by the plague. Beholding the physical transformation of the PC is all part of the experience.

The stain on my left arm is getting worse.
(Oh dear.)

Every time you move, the green border creeps forward. There’s no stopping it (right?), only delaying the inevitable. It gets the player neurotically checking for increased signs of infection, emphasizing the touchiness of the protagonist's situation.

In the second half, the gameplay gets a little repetitive. When you finally leave the city and enter the wild (Green) yonder, everything is about survival and rationing your supplies when you encounter toxic plant life. Hint: It’s everywhere. In a nutshell it consists of ouch, ouch, ouch, don’t step here, don’t step there, ouch. Do I dodge this field of deadly vines or run right through it?

I liked doing battle with killer shrubbery. But it feels like the game is repeating what we already know: The plants are deadly dangerous. Meanwhile, drastic plot elements are handed to the player, detracting from the more investigative themes we see at the start of the game. I’ll discuss this in the next section.

Story
As you can see, I opened this review with the first passage from the game. It is descriptive, atmospheric. It immediately makes you curious to know more about the game’s world which is a powerful trait to have. For some additional context, Klay is run by Borok Singh- or the High Reaper- who orders Gardeners to develop new ways of combating the Green. Imrik managed to hack together a cure but needs to take it to three towers several miles out of Klay. It is thought that those towers are the origin and source of the Green. Because Singh would never agree to this, Imrik must be sneaky.

No living thing (besides deadly plants) survived the Green. Surviving life resides within the walls of Klay. The turning point is when (Spoiler - click to show) Imrik encounters moths flittering casually amongst the plant life and realizes that he was misled. Instead, the Green appeared to be selective, not this all-encompassing beast that sterilized every ecosystem it touches. He concludes that the Green was a human engineered weapon designed to kill specific targets. Human targets. Seems like it got out of hand. There is some ambiguity here. While (Spoiler - click to show) discovering the moths were a surreal moment and a good opportunity to build the story, the scene lays out the plot twist in one go without the subtlety of the earlier gameplay.

Before, you would learn exposition through small choices, whether it would be opting to go through the tunnels to leave the city or to spend some optional time talking to another Gardener. With this, bits and pieces trickle down to form the post-apocalyptic story. But now, the game gives you the big reveal all in one paragraph that feels like the plot twist is being told instead of shown. It’s a tough balance to explain. I think my reaction is partly towards the differences between the first and second halves of the game. It goes from a light investigative piece to a more linear one.

There are still plenty of subtleties to appreciate. A thoughtful perspective emerges with the protagonist’s observations of the Green as he travels. It appears that the Green becomes (Spoiler - click to show) less aggressive the further you are from Klay. There is a perimeter around the city called the burn-back that marks where humans combat the Green with fire, herbicides, and other weapons. Terse, bitter plant life appear to be chopping at the bit to infiltrate the city. But this becomes more mellow, though still dangerous, as you leave the war zone behind. I feel like this offer commentary on our relationship with the natural world, on how our trying to “control” and refine a landscape can only make it more resilient towards our efforts. While The Green takes this to the extreme, it draws similarities with real-life scenarios.

I only found two endings, not including when you die prematurely from the infection (Spoiler - click to show)(although you ultimately die at the end of the game anyway). I’m still not entirely sure of how the cure works, and honestly, I was left with some unanswered questions about the Green and city of Klay.

For instance, the game is nebulous about Klay. Remind me, is Klay the three towers or the city where the game begins? Both? No one knows? All I know is that I found the two endings. (Spoiler - click to show) One is where you use the cure against the Green, and the other is where you decide not to use the cure and let the Green run its natural course. I was hoping for more answers, but these endings suffice.

Visuals
This game gets high marks for visual design. It is also another strong example of visual storytelling. I am glad to see Twine authors going the extra mile to offer something new.

Now, go outside and find a dense patch of moss, trace a circle, and then clear away the moss inside of it. That's what the artwork looks like: a slab of moss with a circle for text in the center of the screen. The text margins and scroll feature was a bit of a hindrance, but that can be expected when trying to fit chunks of text into a circular text-"box" space.

The circle is a cream colour that turns pale green when you leave the city and enter the Green. Around it is a faint green shadow that turns red when you are severely injured. The text will sometimes blur to replicate the protagonist’s blurred vision as he is further infected or injured. These surprise splashes of red added nice contrast. The result is an effective visual experience that makes the gameplay more vivid.

Generally, the colour palette for this game is- big surprise- green! Everything in meant to conjure up plants, plants, and more plants. There are also illustrations of your supplies which are shown on the left half of your screen. The game experiments with clickable icons, such as the journal icon that opens to pop-up window with journal entries. This really gave the game a professional look. Even the save menu has greenery growing on it!

These quality visuals make up for some of the gameplay’s deficiencies. Without them, the experience would be less potent. Yes, this sentiment could apply to any Twine game, but some can hold their own with or without special designs. While the overarching story in The Green is strong, there is a lull in the later gameplay. If this game stuck with the generic black screen + white text look, it would not command the effect that it does. Part of what I like about The Green is how it demonstrates the extent visuals can go to make a completed piece into a polished one. All the power to it. Visuals can go a long way.

Final thoughts
The Green is a unique and compelling game about sacrificing everything to undo the apocalypse. A one-way trip, so make it count. The gameplay combines two cool elements- survival and resource management- which will likely be a draw for players. If post-apocalyptic games interest you, The Green is worth checking out. Plus, the visuals are fantastic.

If you liked the themes in this game, I highly encourage you to check out the game Calm. It’s an Inform game about apocalyptic spores that, when inhaled, kill people if they fail to remain calm. Calm is not the most polished work out there, but it has a unique appeal. I know I played it longer than I expected to. For more subtle plant dystopian Twine games I recommend Defrosted and The Soft Rumor of Spreading Weeds.

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P-Rix - Space Trucker, by manonamora
3 of 3 people found the following review helpful:
When trucking goes wrong… in space, January 18, 2023

P-Rix – Space Trucker told in third person past tense from the perspective of a PC named P-Rix, a trucker who agreed to a sketchy delivery with the promise of earning a high reward. But partway through the journey and accident occurs. The ship had a collision with an unknown object. A collision that damaged the cargo bay. You know, the place where the super-secret cargo is held.

It is also a demo. For future reference, that’s what this review is about.

Gameplay
The game begins with a message saying, "Alert! System Breached! Alert!" that pulls P-Rix out of sleep. Here, the bottom screen faintly blinks red to simulate an alarm going off. Just one of many cool visual effects found in this game.

The first few puzzles are about fixing the ship’s critical status. The ship is losing oxygen and fuel, and a careless mistake results in death. There are plenty of insta-deaths in this game. The player typically has two options at a time to search and fix the ship. I liked the sense of danger and urgency that is conveyed right from the start. If only I knew what was in that cargo…

Story + Characters
As expected, the story is minimal. We know that a client, an ambiguous “they” looming over our heads, made the request for a delivery to NA-Dux 16T-8R, one of the most dangerous areas of the universe. Given there is a demo, we only see a little of this pan out. We do hear a mention of a contractor named Mr. E in regard to the cargo. The client, maybe? The game ends when you (Spoiler - click to show) finally get the space trucker’s rig up and running only to have to seek out more extensive repairs at the nearest interplanetary mechanic stop.

Likewise, info on the protagonist is also limited. There is some repetitive swearing that loses its potency after a while, but the game never breaks from P-Rix's flustered character. It's hard to tell if he is a slacker or just had been dealt a really bad set of cards. We only get a sense of his situation beyond dealing with an immediate emergency. It should be noted that the only reason why he agreed to the delivery was because of the number of zeros at the end of the payment. Makes for a compelling story.

Visuals
This, in my opinion, is the main event in this game. So far, at least. I was really impressed with how visual elements are used to tell the story. Attractive appearances go a long way, but when they enhance the storytelling itself, that's when the bonus points start coming out. Hence my long discussion of it.

After a brief intro, the visuals transform into a large console-like text box against a pink tinged star field background. The console is broken into six panels, the main two being the top half that shows the ship's status, and the panel beneath it where text is displayed. I wish that part was a little bigger, but it is a minor hindrance. There are also stats (yay!) for the cargo, oxygen, and fuel, although the game is not long enough to really see these features in action.

The game occasionally switches things up with a new screen depicting a diagnostics page with a striped green and black backdrop behind a large green text box area in the center. It uses a mix of scrolling text and glowing letters to add to the atmosphere. Even some character graphics are introduced, but the game ends soon after that.

The star field takes up a little more than a half of the backdrop space, starting from the top of the screen and moving downwards. The bottom half is black with a curved glowing edge, like the event horizon of a black hole. Everything, both the backdrop and the console, has a rose red pink colour that later turns purple once the ship is repaired. A ship icon then appears on the display panel. Then… the animation kicks in.

What's wild is when the star field then moves towards and under the bottom half to create the impression that the ship is moving. Have you ever stood on a pier at the ocean and feel like the pier was moving when in fact it is the motion of the waves giving that impression? It’s like that. But with Twine. This was brilliant. This is what I meant by the game using visual effects to tell the story of traveling through space.

A similar example can be found in another Twine game, To Spring Open. It uses a bouncing text effect to simulate a ride on a subway train. Both cases demonstrate the merit of experimenting with visual elements to change how the player experiences the story.

Final thoughts
Lately, there have been quite a few high-quality Twine demos floating around IFDB made by a wide variety of skilled authors. These Twine games are beautifully designed with either elegant simplicity or with impressive visuals. They make waves as quality demos, often with eye-catching cover art. I just hope that the authors continue to pursue them. Including this one. No pressure but including P-Rix – Space Trucker. The title alone is worth checking out.

THIS IS THE END OF THE DEMO. MORE CONTENT WILL BE ADDED IN THE FUTURE! THANK YOU FOR PLAYING!

Please, please, please, keep developing this. Finish it. I want to play more of this space truckin' adventure. It's already off to a great start.

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Overrun - en, by Janos Biro
Hack into servers. Make friends. Find answers., January 17, 2023

Overrun is a cyberpunk hacking game set in 2050. Nearly two decades prior, a virus known as the Crash Virus wiped out the internet and every database, toppling governments and nations which would be replaced by corporations. To investigate the virus, computer experts turned to an experimental brain-computer interface called a cyberdeck that allows the human mind to enter the digital world. Eventually, the Crash Virus was destroyed, though not without killing some cyberdeck users in the process.

You were one of the experts who helped in destroying the Crash Virus and are now employed at the corporation Renraku Arcology as a programmer and corporate decker. One day, your System Identification Number (SIN)- akin to a Social Security number- is erased. You have no memory as to why, only that without a SIM, you no longer exist in society. To find answers, you turn to your cyberdeck.

Background
Janos Biro originally wrote and released this game in Portuguese but later posted an English version, both of which are available on IFDB. If it isn’t obvious, I played the latter. Overrun is based off a tabletop RPG game called Shadowrun, which details the discovery of magic in conjunction with pre-existing cybernetic technology. A quick glance at Wikipedia reveals similar themes and features in both pieces, particularly dystopian corporate undertones. The game also explains that Biro created a 1996 version of Overrun in QBASIC. It is cool when authors decide to revisit their previous works.

Gameplay
I was not expecting such a complex and immersive game when I sat down to play this. I figured it would be a familiar cyberpunk Twine game about defying corporations with gameplay where you are presented with three to four choices at a time to influence a storyline. While those games are also fun, Overrun brings something new to the table. It's a hacking game, or at least a "hacking" game, but one that makes you feel like a pro at computer hacking wizardry even though you fully know that you are just messing around on a Twine game.

Everything is centered around completing missions where you hack into systems to either find files, disable system functions, or shutdown the entire server. Completing missions rewards you with experience points, and payments from jobs allow you to upgrade utilities that give you extra skills in the field. You can also sell files for extra income.

Hacking is an interesting experience in Overrun. The server is represented with an in-game map depicting corridors and system nodes, within which are your avatar and icons representing IC programs that patrol for intruders. You move in up/down/left/right directions, either by clicking the screen or using your keyboard. Next to the map is a list of your utilities and your stat resources. Spending memory on your utilities gives you an edge of overcoming challenges. Just be careful not to set off any alarms.

It really feels like you are hacking into the "mainframe." That sounds cringy, but it is true. There is a somewhat steep learning curve. I was clicking things at random for a while but eventually I got the hang of all the RPG functions and features. Everything was rather easy after that. Maybe even too easy, but I have no complaints. Strategy is still required and provides a meaningful gameplay experience. This is what the menu of your cyberdeck looks like:

>>>Shadowland
>>>Hacker Shop
>>>Hacker Board
>>>Hacker Bar
>>>Fixer
>>>Hosts
>>>Simulation

[Decker] [Files] [Mission]
[Saves] [Options] [Help] [Quit]

And that's not including the extensive stats at the bottom of the page. In retrospect, all this feels straightforward, but nonetheless left me overwhelmed when I first found the game. There is a learning curve that may compel players to quit before reaching that moment when you finally feel like you are making progress. For me, it was using the utilities in combat.

Mirror failed!
Pyro is containing you!
Mirror failed!
Pyro caused 8 damage to you.
Mirror failed!

The more you upgrade your utilities the more effective they are in the field. However, they start out as being in effective and flimsy until they are upgraded. Spending 6 memory on a mirror function that did not even work (see above) was frustrating, but it was all part of the learning curve. Stick with it, especially if you like RPG games.

To advance the story, you must build a rapport with the hackers in the Hacker Bar. They give you tasks and odd jobs in exchange for information or leads on your situation. The more they trust you the more exciting the quests. Later, there is a (Spoiler - click to show) big boss fight where you recruit almost all the hacker NPCs to hunt down a character who refers to herself as Alice in Wonderland. That one is a lot of fun.

My main complaint is a need for organizing ongoing objectives. There is the “Mission” section that lists active missions from the Hacker Board, but it does not include special tasks taken on from the other hackers. The annotation section in your files similarly lists the tasks you’ve completed, but not the ones currently in progress. While the hosts are automatically listed in your cyberdeck, you must remember who requested what which can be confusing if you have taken on multiple tasks. An objectives page would have been helpful.

Story
For those interested in worldbuilding, Overrun is a great example. There is an info section called Shadowland that provides more than enough story context. More than most people would care to read, although I far prefer having too much over too little. I appreciate the author’s thoughtfulness in providing in-depth exposition for the player.

Time to dive into some (major) spoilers. (Spoiler - click to show) Turns out your SIN was erased because your physical body died. How is this possible? Well, it appears that the human brain can make a digital copy of itself as a last measure of defense when the physical body is on the brink of being killed. The person lives on as a program in their own cyberdeck, sometimes not realizing what had happened, as is the case for the protagonist. This raises all sorts of interesting implications of what it means to be a former human and a sentient being in the non-physical world.

This game does leave you with murky, answered questions. (Spoiler - click to show) There is some ambiguity about Project Morgan and why Renraku decided to terminate you as their employee. As part of your job, you were testing Morgan's program, but somehow was deemed a threat to the corporation. An “accident” was faked to cover for your death when in truth Renraku hired some shadowrunners to do the dirty work by ensuring that you were killed while hooked up to your cyberdeck. Ironically, two of those shadowrunners turn out to be at the Hacker Bar. If you ask the right questions, Morgan will tell you about this. I recommend saving before you talk to Morgan in the Hacker Bar because some dialog options only appear once.

While technically the erasure of your SIN means you are free from the influence of governments or corporations, you are still confined with the limitations of your cyberdeck program. Morgan and Jerusalem ramble about the Resonance and its path towards freedom but the game never provides any answers. The player is not free their program whereas Morgan apparently is, and she makes it sound so easy. Morgan is extremely confident that the player can be free, but ultimately the player pays dearly for thinking that.
I will discuss this in the next section about endings.

Thoughts on genre
I have never been a huge fan of the sci-fi fantasy genre. I like sci-fi 110%. I apologize if that makes me one-dimensional. I still like trying the genre's games because you never know if you will find something that does resonate with you. For example, I am a huge fan of Skybreak! It is made with ADRIFT and balances the two genres perfectly. Overrun does a decent job in combining the two genres, and I liked the emphasis on science fiction over magic while still staying true to its fantasy elements. Still, it took some time to get used to it. The last thing I think of when I see the year 5050 are dragons or magic, especially when cyberpunk themes are involved.

It occurred to me that the hacking sequences feel reminiscent of a dungeon crawl puzzle where you have a map with opponents. Play is move by move. Instead of ogres and looters you have anti-malware sentries roaming for you. Instead of a chest of gold you get classified files. From the other side of the room if you saw the game's map you would probably assume that you were looking at a dungeon map.

Endings
The major downside to Overrun is a lack of commitment to the endings. The endgame involves hacking into a server to talk to a digital program named Mirage who was tasked with helping computer experts overcome the Crash Virus. After some dialog, Mirage offers some intriguing solutions on how to end the game. Unfortunately, the execution of these endings is flimsy, leaving the player with few substantial options to conclude the lengthy gameplay.

I like to avoid dissecting every ending in my reviews to keep from spoiling everything but sometimes I simply want to discuss these outcomes, especially if I feel strongly about them. So here you go: A guide about the endings. I will stick it all under one big spoiler tag. Please avoid this section if you have not played the game yet. (Spoiler - click to show)

>>>I want to have a body.
>>>I want to cease to exist.
>>>I want to be free.
>>>I think I have enough, I don't need the Resonance.

The first three are the only ones that have endings that actually end the game. The fourth option just sends you back to your cyberdeck menu.

>>>I want to have a body.
The outcome I was looking for. It feels like the PC was not finished living when Renraku had them terminated. Why not seek a second chance? Mirage tells use to look for a person named Thomas Roxborough. But when you ask Jerusalem about finding Roxborough he says, "His research will only increase the power of megacorporations over people and the Matrix," and refuses to help you. That’s ominous. When finally find Roxborough he offers you to join the Brainscan project which seeks to build synthetic bodies for individuals who have lost their body. Then the game ends. I was hoping to see the implications of this decision.

>>>I want to cease to exist.
This results in a generic “You died” ending. Well, we did ask for it, didn’t we?

>>>I want to be free.
So, this one is a zinger. Turns out you cannot be free. I still do not quite understand what Mirage means by this; it seems like we can never get more than a cryptic explanation from anyone about your situation. But by making this request we are told that are story will end once we leave the server. Whether this means death is unclear, only that the game ends immediately after. This was a potent ending that bites the player out of nowhere, but it is also a bit disappointing since Morgan, Dodger, and the other characters are flouncing around explaining that you can be free! Free from your program! All you need is the Resonance!!! I still don’t understand what the Resonance is.


Oh well. The most answers you find, the more questions remain unanswered.

Characters
The Hacker Bar is full of interesting hacker NPCs with names like Misfill, Skinpact, and Dodger. They come from different backgrounds and have their own specialties. Not all of them can be found in the Hacker Bar when you first visit. Some show up later in the game as you build a reputation for yourself which was a nice change in pace.

Both Skinpact and Crapper will (Spoiler - click to show) challenge you to a cyberduel, but I was surprised at how easy it was to defeat them. I spent a lot of time practicing with the simulation feature and building up my utilities, only to crush my opponents after a few moves. It seems like battle is mostly reserved for system ICs.

Visuals
The game uses visual effects to emulate a familiar “computer” atmosphere, particularly with thick green glowing text against a black screen. Its careful selection of font also adds to this look. It does use some scrolling text, mostly with character conversation, which was tedious but otherwise used infrequently enough to avoid dragging the player down. I liked how the game used flashing, urgent text for when you trigger an active alert while sneaking through a server.

Fun graphics are also included. Beside the server maps, the characters in the Hacker Bar each have their own character portrait, and the start of the game features imagery as it provides an overview on the history behind the story. The game even includes corporate logos for the files on corporations in the Shadowland module. That was a nice bit of atmosphere.

Final thoughts
I highly recommend this game to anyone interested in hacking themes in interactive fiction and/or if you are a fan of the Shadowrun universe. Fans of cyberpunk may also enjoy this, but it seems to cater to a specific audience. Not everyone will be interested in this game but those who are will probably be immersed by what it has to offer. It is especially fun if you are looking for a long RPG Twine game with stats and strategized combat. Overrun is ultimately a cyberpunk adventure with a strong foundation.

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Ainimus, by gjudic
2 of 2 people found the following review helpful:
Has relevant modern day-themes but the gameplay is a mess, January 10, 2023

There’s some explaining I should do first.

Clicking the “Web Site" link brought me to a website that had a link saying “Play” in the middle of the screen. This resulted in a cool cyberpunk ten-second-long video before launching into the game. And then…

And then, I was suddenly looking at a screen with the phrase “THIS CONTENT IS NOT AVAILABLE” plastered in large text smack in the center. There were even animated confetti bouncing around as if someone were throwing it at my screen. Thing is, the gameplay’s text appeared in the background, and I could see read it if I zoomed out or scrolled around. “THIS CONTENT IS NOT AVAILABLE” was not going to stop me from playing. I hope there is no trouble with that.

One more thing:
Ainimus is in French. I do not speak French. I auto-translate with my browser window, and since that is shaky at best, I take the writing with a grain of salt. A similar thing occurred with Night City 2020, another sci-fi Twine game in French that I also reviewed after playing it with auto-translate. I wanted to review it but was also worried that readers would find it bizarre. No one expressed any concerns, so I am going to charge ahead with Ainimus. If you have a problem with it, please tell me.

Gameplay
Your childhood friend needs help writing a thesis on marine biology. That’s the main storyline. He does not have enough time for work and his thesis. Thus, he turns to you for help.

You can help him out or pass, which ends the game. Choosing to help him gives you some options that boil down to helping him financially, helping him by writing passages (which uncomfortably edges into the realm of plagiarism) despite your lack of knowledge on marine biology, or suggest AI to pick up the slack. The first two are easy enough wins but neglect to incorporate the game’s themes into these sparsely written paths. You might as well skip them and go for the main event: Using AI.

Note: When I was mapping out the choice branches, be aware that certain choices result in a long error message that replaces the gameplay.

Story + Characters
Story
Using AI means telling your friend that you will write portions of the thesis on his behalf (plagiarism?) whereas the AI option involves using an AI to write the passages and then saying that you wrote them instead. (Spoiler - click to show) Later, your friend runs into legal issues and is accused of plagiarizing an AI. Now we’re going somewhere- wait, the end? Yes, the game ends without pursuing the story. It ends just as the party gets started (yes, I associated that with the confetti flying everywhere).

You can choose to admit or deny your use of AI, but both options results in an immediate ending with no follow up on the story’s outcome. In fact, it barely feels like an ending. What kind of (Spoiler - click to show) legal action does your friend face? How has access to AI changed for the everyday consumer? What sort of AI rights, if any, are factored into legal proceedings? What regulations were in place when your friend was (Spoiler - click to show) accused of plagiarizing a non-human (which is an ethical argument in itself) entity?

Characters
According to the game’s description, “you play Peter Smithee, a renowned developer who participated in the rapid democratization of the automation of many tasks and professions.” I would have loved to know more about the PC’s work with democratization AI technology. What would that work look like?

In the game’s world, society has a strong pro-regulation attitude towards AI following its advanced integration into daily life. Using AI is typically frowned upon in the workplace. It struck me as odd that the protagonist would casually throw AI at his (I assume the PC is male) friend’s problem. Without additional context behind his decision making, this choice seems out of character and does not offer further insights on the implications of applying AI to everyday challenges. The game could have gone somewhere with Peter Smithee (that’s how his name is spelled in both French and English translations) but failed to develop these ideas.

Themes
I want to look at the main objectives of Ainimus which are listed at the start of the game:

You will be faced with several dilemmas on different philosophical themes.

With each story choices will be offered to you, you will vote for the solution you find most relevant.

At the end of the game you will be able to debate around the topics addressed and continue your discussions thanks to quotes.

Are these objectives successful? Yes and no.

1: It feels like there is only one major dilemma, which is to help your friend. The philosophical themes are focused on whether you decide to use AI. I was expecting it to cover a broader scope of ethics but at least identifies some societal views of AI in everyday settings.

2: In terms of relevance, there is the only path that remotely touches the themes about AI. The player is not presented with several choices about the ethics of technology. It is pretty clear at which path you are supposed to follow to explore the game’s core ideas. Again, not as comprehensive as I expected but still relevant.

3: This one was not successful, or at least not successful in this version of the game. The discussion at the end is a cluttered list of quotes without any supporting content. It does list some titles to check out but offers no additional commentary other than an unorganized list of quotes and blurbs pasted together at the end of the game.

While the game only mildly entertains its philosophical themes, they are still included and worth a mention. There were two main themes that stood out while I combed through the gameplay.

The first theme considers the balance between robotics for human convenience and robotics as a force behind unemployment. An argument* is that robotics can perform everyday functions to free up our time for other pursuits, often leisure. The flip side is that these “everyday functions” may have once been human jobs that are no longer available. This is an extremely simplified argument that overlooks countless factors needed to fully comprehend this issue, but it still rings true with concerns we have today.

The second theme looks at the unforeseen impacts of regular implementation of robotics in modern daily life, especially since these technologies only seem to grow more sophisticated. If robotics is everywhere, and shows no sign of stopping, what means should we have to manage it? I was hoping that the game would dive into this, but there is no mention of any specific law or regulation in the game’s story. Your friend is accused of fraud and that’s about it.

*Check out Choice of Robots. It is one of the more popular commercial ChoiceScript games out there. I have not played the entire thing, but I can tell you that the first few (free) chapters introduce some interesting points in the dialog. Design a robot and reveal it to the world.

Visuals
For the visuals, I am not going to consider the ALL-CAPS message and the animated confetti in my assessment because I assume that is not what the game is meant to look like. I do love the cover art with its white background and green text artfully designed to form the word “AI.” If anything, that was the best part.

Besides the big message and the confetti, that game keeps it simple with white text against a black screen. There is scrolling text, but it’s fast enough to avoid taxing the player’s attention span. The screen includes the button you can click if you want the text to appear in one go. I appreciated having that option. Buttons are glowing dark green rectangles that add a subtle cyberpunk look.

Grammar? Spelling? I’m not even going to try. I used dodgy auto-translate French-to-English (I feel so lame saying that) so any errors were all me. Game gets a free pass there. Plus, some meanings were likely lost in translation.

Final thoughts
For the record, I tried digging around in the source code (posted on Github. I looked at it AFTER I played the game a few times). This was not me trying to figure out to “win.” Rather, I was trying see if there were any explanations for the ALL-CAPS message. Either the source code is poorly organized, or I stumbled about wildly as I searched without really knowing what to look for. Probably the latter.

In a nutshell, its concept has potential but the physical game needs work before it can count as a finished piece. I feel like this game deserves two stars. As an interactive piece it is poorly designed and almost unplayable. But it attempts to start a discussion which is worth a second star.

Now, something tells me that I did not play the full game as the authors intended. Any game with the words “THIS CONTENT IS NOT AVAILABLE” running the entire time is probably not reflective of the “actual” game. Because of this, I will not include this rating in the game’s average.

Also: You can draw parallels between the game’s ideas and real-world developments. NPR (I am not affiliated with them) has some interesting articles on its website. Consider:
-Has AI reached the point where a software program can do better work than you?
-A new AI chatbot might do your homework for you. But it's still not an A+ student

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Scents & Semiosis, by Sam Kabo Ashwell, Cat Manning, Caleb Wilson, Yoon Ha Lee
2 of 2 people found the following review helpful:
A joy to play, January 2, 2023
Related reviews: Vorple, Inform

Scents & Semiosis is a collaborative piece about a perfumer leisurely browsing through their personal collection of perfumes to relive the memories associated with each scent.

Gameplay
This game is an Inform Vorple combo, and in this case, it is merely choice-based. Keyboards are not necessary to experience Scents & Semiosis. Just start by picking a perfume. The game will then give you a list of three perfume bottles to choose from. Each lead to a memory and a breakdown if its scent components.

Sweet musk, rough cherry orange zest, pink rose, juicy cinchona. Sadia was wearing it the only time you collaborated.

cinchona feels like the loyalty of progress
rose feels like subtle mentorship
musk could mean enthusiastic arousal
musk is suggestive of Sadia
None of these feel right. Reconsider.

You have no influence over the protagonist’s life and history. Choosing a perfume reveals a memory. What occurred in the memory is set in stone, but you decide how the protagonist feels about it by pairing a specific scent note in the perfume with an emotion or sentiment.

The memory doesn't mean what it used to. Perfumes fade. You set it aside.

Finally, you choose whether the protagonist keeps the perfume or discards it. In other words, is the memory worth cherishing or is it best left behind?

Above all, Scents & Semiosis is meant to be revisited. First time through you may play it until it satisfies your curiosity but returning to it from time to time when you are in the mood for such a game makes its effect enduring.

Considerations on structure
The big attraction with Scents & Semiosis is its extensive use of procedural generation that creates endlessly unique perfume bottles, perfume compositions, memories (down to the details), and scent meanings. I was amazed at how it never seemed to grow dull even as I was zipping through perfume after perfume without abandon. The game contains a link to some nicely organized source code if you are interested.

One side effect of this procedural generation was its broadening of my understanding of possible scents used in perfume. Not that this game is supposed to be a crash course. There is the familiar lavender, rose, jasmine, violet, and sweet pea. But what about hyssop, tonka, angelica, blood petitgrain, galangal, or jonquil? Some of these had me researching them just to see what they look like (and curious of what they smelled like).

Story + Characters
The protagonist is part blank slate, part well-rounded. You do not know much about them personally, but you do have fragments of memories. Just snippets and anecdotes though meaningful ones. What you see is different from playthrough to playthrough, and the game has a talent for painting a complex protagonist whom we realistically know nothing about.

You may find yourself visualizing yourself in the protagonist’s shoes, imaging what their experience was like. The writing, while brief, paints a diverse life. Countries visited, names of colleagues and rivals, lavish events, precarious escapades, humble encounters, of gaining inspiration simply by smelling the fragrance of a passing stranger. All told through perfume.

Visuals
The cover art is beautiful, and its simple but concise design is present throughout the game. This artwork is then paired with honey coloured links and occasional light-yellow backdrops that create a minimalist beauty.

At the end, the game presents you with a lightly illustrated list of scents and the associations you selected for them. The illustrations are not of the scent itself, just an icon to add a pleasing appearance.

Final thoughts
If you just finished playing an intensive 6-hour long puzzle fest game that fried your brain, consider Scents & Semiosis to wind down. It’s like the chamomile (which is also a scent!) of interactive fiction. The subject matter may not appeal to everyone, but there is a sense of tranquility and introspectiveness that carries its own merit. It’s not just a game about perfume. It’s also about memory. Plus, it is one of the most casual games I’ve played. Just you, digging through your collection on a lazy evening.

Even the game’s title has a nice ring to it. Scents & Semiosis....

Anyway. I enjoyed this game tremendously.

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The Virulence Protocol, by D.G. Chichester
1 of 1 people found the following review helpful:
Corporate space mission gone haywire, January 2, 2023

Everyone is on edge aboard the CSS Jonas Salk, a spaceship tasked with astrobiology research to acquire alien life forms and substances to be used in pharmaceuticals on Earth. But the most recent mission has brought some troubling developments. Weird bruises have appeared on the crew’s bodies and, well, two already killed each other in a (Spoiler - click to show) cannibalistic outrage. By the way, you are the captain. Soon, that will mean little.

Gameplay
This is one of those gameplay stories where an infectious agent appears in a closed off area filled with people (ex. spaceship smack in the middle of deep space). The game begins by an inner airlock door where you and two crew members are observing the carnage through the airlock window- no, the SmartGlass* airlock window. You do not have many choices beyond calling for a meeting of all surviving crew. *Corporate (fictional) product placement! Hey, it’s a reoccurring theme in this game.

Gameplay is linear with some flexibility. A notable choice is when deciding to what to grab from your locker. It will be important for resolving (or maybe I should say “resolving” since teamwork has pretty much gone out the window) crew tensions during the meeting.

You hold up the crew manual. Everyone falls silent at the sight of this mystic totem.
(Surely this will work)

The crew rushes you from all sides.
(Tip: (Spoiler - click to show) Pick the gun instead.)

Later, choices boil down to two or three options at a time with fight or flight decision making. Do I try to reason with this crew member who is (Spoiler - click to show) eating his friend, or do I run for it?

A clever design feature for these choices were timed pages that kick in if the player takes too long to respond. The outcome is not favorable. It’s not obvious which ones are timed, and they last for about ten seconds, a reasonable length. Indecisive? This will catch you off-guard, contributing to the chaotic ambience in the gameplay. The message: Stop dawdling while the infection eats through your crew.

Story
There is gore in this story. Not exactly One Eye Open (a personal favorite of mine) gore, but still gore. The gist is that the expedition’s recent target was a planet inhabited by primate-like alien creatures that were deemed perfect for science. The only catch is that the creatures (Spoiler - click to show) were all torn up and mangled. The crew assumed it was a territorial dispute, not some highly infectious pathogen that causes life forms to turn on each other. Needless to say, everyone gets infected, or at least exposed to the infection.

This is where moral decisions come into play: Are you going to return to Earth and risk infecting the planet with, essentially, a (Spoiler - click to show) zombie-like disease? Or are you going to land on a nearby planet and use its resources to address the problem first? Neither are ideal, but the crew 110% wants to return to Earth and deal with it there whereas the protagonist seems inclined to take a cautious route. Sadly, (Spoiler - click to show) the crew is willing to kill to get their way.

There are multiple endings, some of which go on longer that you anticipate which was a nice surprise. You will find some unexpected outcomes that encourage multiple playthroughs.

Characters
The weaker part of The Virulence Protocol is, oddly enough, the characters. I don’t mean their change into (Spoiler - click to show) cannibalistic rebels. Instead, their motivations for contradicting the player’s orders seem inconsistent. If anything, only the protagonist has their head on straight, even though they too show signs of the infection.

Everyone wants to go back to Earth to be home again (predominantly for medical care), but there is a segment where their demeanors change to embrace the corporate themes underlying the game. The whole mission is backed by corporations seeking to harvest resources for commodities. This is subtly conveyed through descriptive writing. But its brief manifestation among the crew was awkward.

For a brief moment all the NPCs care about is profit and making money, not whether their infection is going to spread in their bodies and kill them. At the start of the game some characters have distinct personas. It makes sense that they would all succumb to (Spoiler - click to show) zombie-like symptoms from the infection, but I feel like the game dissolves the NPCs’ individual identities for a single scene.

“The only thing we got to protect is our pay day! The gig is to find some alien plant or monkey with mojo that can be turned into medicine with serious worth!”

Next thing you know, it’s all about biolabs and seeing Earth again. There could have been a smoother transition here.

Visuals
Game uses a default Twine appearance that many players will recognize. Black screen, easy to read white text, blue links that turn purple when you click on them. The game will occasionally throw around different text colours paired with blinking or delayed text effects. A few spelling/dialog formatting issues but otherwise this game feels like a finished piece.

Final thoughts
It’s not the best plague-on-a-spaceship game I’ve played but it was certainly intriguing enough to play for several rounds. While characters were meekly implemented, it has its strengths. The horror element was especially well done because it takes an already precarious situation and slowly unfolds it to reveal a horrendous truth about the botched mission: The crew has discovered an infection that turns people into aggressive (Spoiler - click to show) sort-of zombies.

It’s a story where humanity found more than what it bargained for, and The Virulence Protocol conveys that idea with great enthusiasm.

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Waiting for Sunrise, by Victor Selnæs Breum
1 of 1 people found the following review helpful:
Murder mystery vs. Sunrise, January 2, 2023

The sun is below the horizon.
June 21st, 4.15am, 2020, Aalborg


This is a cryptic but interesting murder mystery game.

You are an American detective who has arrived to work at Denmark with the hope that you will encounter fewer murder cases. One night you feel like going for a walk only to find a gruesome scene: A dead body flanked a man and a woman sitting on the ground, both unresponsive of their surroundings. Looks like you have your work cut out for you.

Gameplay
The “crime scene” allows you to search the area, examine NPCs, and search their belongings. These provide clues about the circumstances behind the murder. After you comb through everything, the game takes to you a questionnaire that challenges you to solve the murder mystery.

To solve the case, you fill in answers for five questions about the murder. For each question you get a menu of possible answers. If you get any of them wrong the game tells you to resubmit the form. Sure, you can just guess until you find the right answers, but since they are evaluated together it is difficult to answer all five without exploring the gameplay.

219
Early morning brightness is setting in. The sun is still below the horizon.

There is a devious timer at the top of the screen that marks the time until sunrise. Oddly enough, it counts up to convey how much time has passed rather than how much time you have left. I think that the time restraints in this game are reasonable. It adds urgency without rushing the player. In fact, you can approach this game quite leisurely, although there is a penalty if you fail to solve the mystery before the sun rises.

Now, the timer has bugs. If you toggle between the crime scene and the question page the status of the sun automatically goes back to “The sun is below the horizon.” It does not reset the timer, only the sunrise which detracts from the timer’s potency as a time restraint on the gameplay.

There is also a case where the (Spoiler - click to show) man and the woman die twice, but the gameplay only acknowledges it the second time. Even then, this change is only seen in the questions page where it says, “Is someone still in danger? No one is in danger anymore. They are all dead,” and yet the crime scene acts as if they are still alive. It's not cohesive.

Story
Once you correctly answer the questions the game gives a summary of what happened. As you can see, there are definite (Spoiler - click to show) cult themes right from the start. The three NPCs are (Spoiler - click to show) participating in a ritual that has not gone as smoothly as they hoped. Something about joining a deity(?) named Phoebus. Later I learned that Phoebus simply means the sun. They were extreme sun worshipers. The ritual is ultimately a suicide pact (themes on suicide are brief) conducted on the summer solstice. The goal? Not sure. Perhaps they were hoping to be transported somewhere or maybe I’m just grasping for straws. I don’t want to spoil anything else.

I was actually kind of hoping that the game would go the wild route and actually feature some (Spoiler - click to show) worldly being plotting to inhabit these three cult members. The story, setting, and strung-out NPCs reminds of That Night at Henry's Place or What Girls Do In The Dark (I recommend both) where the player comes across people (Spoiler - click to show) casually dabbling in the extraterrestrial and/or supernatural without necessarily knowing the depth they are in. In these, the protagonist becomes an outside observer who may or may not be sucked right in. That part does not occur here, but still cultivates a feeling of has everyone lost it?

Characters
Not much to say about characters since there is only the protagonist and three unresponsive NPCs, but the rationale behind the protagonist was a bit flimsy. They feel compelled to apply their expertise by solving the mystery first, when theoretically that would not be needed to call for help since all you see is a dead body and two individuals clearly having a tough time breathing and not responding to the player’s attempts to communicate with them.

You curse yourself for not bringing your phone on your walk, but decide to figure out what you can.

Only when you solve the mystery can you call for help. It makes decent sense from a gameplay standpoint as a murder mystery piece, but the logic stuck out. And as for calling for help, if this was a mere short stroll, why not go back? The setting seems to be some parking lot out in the middle of nowhere, when in fact the protagonist lives nearby.

Visuals
Let’s see… Black background, white text, links in a nice shade of blue (a different shade in than the default Twine link blue). Decent formatting. Occasionally spelling issues. I’d say that’s about it.

Final thoughts
The game describes itself as a “minimal murder mystery,” and it succeeds well enough at creating a bite-sized investigative mystery piece. It was fun and intriguing. However, it is not a minimal mystery without flaws, particularly structural flaws. Gameplay concept is straightforward, but the mechanics are rough around the edges. The timer was a key component in shaping the gameplay and yet it falls apart at the seams once the player starts to dig in.

I do think the strongest part is the list of questions for solving the mystery. Filling out a questionnaire in an interactive fiction game may sound boring, but in Waiting for Sunrise it is effective at creating an investigative feel by requiring the player to do some basic problem solving to advance the story. Ultimately, it is effectively atmospheric and worth your time if you are hungry for the “murder mystery” genre in a short Twine format.

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The Little Match Girl 2: Annus Evertens, by Ryan Veeder
3 of 3 people found the following review helpful:
Let me tell you, the protagonist just keeps getting better, January 1, 2023
Related reviews: Fantasy, Vorple, Inform

I've been looking forward to playing this one. It was announced to be released on the 31st if I recall. There is something fun about waiting for a game that is set to be released on a specific date so you can count the days until you can play it. In a way this game is an excellent "present" for the holidays (sorry if that sounds sappy), but guess what? The game’s intro takes place during the New Year, so I think that comparison is justified.

Overview
The first in the series was simply The Little Match Girl (unless the full title really is “The Little Match Girl, by Hans Christian Andersen” as is the case on the game’s listing). You do not need to play the first game to appreciate The Little Match Girl 2: Annus Evertens, but I recommend it. Essentially, a young girl is ordered by her father to sell matches on a cold day. After no success, the girl decides to use a match to warm her fingers. Upon seeing the flame, she is suddenly transported to another world.

The Little Match Girl 2 follows a similar fashion where flames act as a portal to other places and eras in history. The only difference is that our Match Girl is no longer trying to sell matches on a rainy day. As explained at the start of the game, she was adopted by a well-off philanthropist named Ebenezer Scrooge. She even has her own name now: Ebenezabeth Scrooge. Her purpose? A time-traveling assassin who provides services to clients looking to eliminate heartless individuals.

Gameplay
A young-girl-turned-assassin? I know that sounds gruesome, but not quite. I mean, the clients making the request are a group of sparrows. The game begins in London, 1846. We are in the Scrooge household- a simple but cozy apartment. It is Ebenezabeth’s birthday (or a celebration of when she was adopted), but she has received a sudden request for her services. On the roof are some sparrows who need to assassinate “a disgusting old man.”

The senior sparrow gave this upstart a reproving peck. "Don't be crass. 'Take care of' is how we put it. A certain someone, as I was saying. An old man—Older even than I!"

The player is transported throughout different times and places in history. Past, future, ones that fall out of any familiar timeline. It brings an exciting feeling that you never know where you will be sent next. Here, gameplay is organized into “chapters” that feature a setting. The goal for each is to find or obtain a flame that takes you to a new place. Often this is done indirectly. Rather than explicitly searching a space and its contents for a flame source, it will come to you as an unexpected result of a task or through creative solutions that feel reasonably clued.

My favorite puzzle was correlating the (Spoiler - click to show) cyberskull’s sparking mannerisms with the fossil fuel sludge to create a flame. It was well-hinted and the cyberskull was helpful in filling the gameplay with idle but relevant dialog about the player’s surroundings. A tour guide, really.

Thoughts on structure
The first game followed a “fetch quest” format of obtaining treasured objects for NPCs to advance the game which involved returning to the same locations. The Little Match Girl 2 departs from that model by confining tasks to a single location before traveling to the next area, which adds variety to the overall series. I do miss being able to revisit places, but then again, the worlds in this game are not quite as desirable (inside a (Spoiler - click to show) monster’s stomach, for instance) to return to. So, it works out in the end.

I do think the game loses steam a bit later with the (Spoiler - click to show) moon and (Spoiler - click to show) office locations. I loved finding myself smack in the middle of (Spoiler - click to show) Apollo 12. Interacting with Pete Conrad and Alan Bean (not to be confused with Alan Shepard) in their lunar rover was humorous although it lacked the depth showcased in the previous sections. The final solution with the sun, though, was clever.

The office is a high-quality and creative escape-the-room game with some of the best puzzles* in the entire game. However, it drifts from the story’s initial ambience. Throughout The Little Match Girl 2, Ebenezabeth’s core character is seeped into the gameplay. Here, you feel like you could be playing as a generic protagonist. This section is also considerably longer and more difficult, almost like a standalone game which may burn out players (fortunately, there is a generous hint system). *I was especially impressed with the painting/clock puzzle.


Story
The Little Match Girl 2 is a sampler of topics. You know games that have a strong ambience that compel you to skulk around IFDB in hopes of finding another game that conjures up the same feeling and flavor of gameplay experience? I've experienced this with Greek mythology, certain murder mysteries, dystopian science fiction, romance that was actually not that bad, underdog protagonists who feel that thrill of glory after winning a competition against ruthless NPCs. Obviously, this game does not contain all of that, but I was surprised at how often it conjured up familiar memories about getting into a certain theme or historical setting.

The game carefully navigates gnarlier themes without sacrificing a sense of light-hearted whimsical enthusiasm as this girl takes on challenges across space and time. Given the bountiful content experienced in this game, you can almost forget about your overarching goal of assassinating this horrible man. After all, you have been lugging this (Spoiler - click to show) revolver around for the entire game.

We have minimal details besides his appearance, but once we find him, we start to see the goal’s (Spoiler - click to show) connection with the cover art. There is probably extra symbolism that I am overlooking (yes, I know what a stork means), and I also don’t to spoil everything. Just know, the sparrows are right about this guy. Sure, there are some mildly explicit parts, but even they are exquisite. The ending was lovely.

Characters
Ebenezabeth Scrooge is a cool protagonist, and I don't just mean her name: On the verge of freezing to death, the little girl manifested an ability to travel through time and space whenever she looked at fire.

It is quite a change from her previous self, but the change is believable. You can see an evolution. She may no longer be selling matches, but a common thread of traveling through a mere flame remains. And now her work is more meaningful. It’s one thing to see a character transform throughout the span of a single game, but seeing it occur through multiple games is its own experience. How old is she, anyway?

I was also pleased to see that the (Spoiler - click to show) cat made it into the second game.

Visuals
The Little Match Girl 2 does not shy away from using some fun visual effects which is always nice to see in parser games. Each section has its own screen colour, ranging from tomato red to pale blue, that emphasizes a change in setting as the player is shuttled to the next scene. The game also uses different fonts, notably in the (Spoiler - click to show) journal from the Terrible Dogfish section.

Dear Diary. Some of these crew guys brought up the idea of resorting to cannibalism really fast.

The diary has a dramatic, sprawling cursive handwriting font.

Dear Diary. Luckily nobody had to eat each other.

The journal author’s frilly handwriting and insistence of “Dear Diary” in the darkest of times was humorous.
And on that note, the writing in this game is excellent.

I only wish there was a way of scrolling to the top of the screen- I can’t find the scroll bar- because large sections of text sometimes get cut off when they appear all at once. I end up having to zoom out to read it all before zooming back in. Maybe that’s just me.

Final thoughts
The Little Match Girl 2 is strong addition to the Match Girl series. It’s fun with a meaningful story and diverse puzzles. You may enjoy some “chapters” more than others, but they are all worth your time. Ebenezabeth Scrooge never fails to be an interesting character. If you like this game, consider playing the first one as well.

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Cheese Thief, by Shea Lutz
Cheese is secondary, actually, December 30, 2022

You are Sebastian, a rat whose baby sister, Wendy, is sick. Resources are limited. Your father is dead. It’s just you and Gurdy, an old family friend who says it’s your job to salvage human medicine for Wendy.

Note: At the time of this review, the game's IFDB posting says that it is made with ChoiceScript. That is false, it is made with Twine.

Gameplay
Gurdy's main task for you is to obtain the Tablet of Well Being. How a rat knows about modern-day human pharmaceuticals is beyond me. This Tablet lies in a human territory called the Porcelain Palace. It’s more like “Tablet-of-Well-Being Thief” rather than Cheese Thief. Food’s a plus if you can find it.

At first glance, there seems to be opportunity for strategizing. You are a rat wearing a backpack on a mission. The first part of the game serves as a training orientation where you learn how to disarm rat traps and mapping out hazards in human households. Gurdy shares his expertise as well before sending you off. Early gameplay consists of navigating passageways while dodging obstacles.

Other giant Knick-Knacks scattered the ground and shelves, much too big to bring back as a present. I also see an entrance to another safe passage across the way but it seems to be blocked by something.

Investigate Shelf
Attempt to Unblock the Entrance
Re-enter Safe Passage 1

But before you know it, the game starts funneling you into making linear choices that take away the sense of the adventure. Many choices just lead to passages without any links that forward the scene. The player ends up clicking on links until something happens. You either die or get shuffled on to the next section to face its “challenges.”

You've been squished!
Try again from Checkpoint

Eventually you will get there. I must applaud the game’s alternate way of (Spoiler - click to show) disabling the rat trap. At least that’s a small puzzle.

Story + Characters
It’s an engaging enough story with a clear objective. It is grim in the sense that Wendy is dying, but sometimes it is unclear if the game is trying to be comical with its seriousness. I think it has to do with Gurdy. Play the intro and you will get a feel for what I am talking about. Regardless of the tone, Wendy’s plight is a worthy motivator that drives the gameplay.

There is also some vague conspiracy theory- a hidden agenda- about Sabastian’s father that the game mentions. Part of it has to do with some secret stash of infinite food which you later find. I think there is more story tied to that (and there is at least one mention of a (Spoiler - click to show) wild dance party), but the narrative is too jumbled to follow any details, especially since exploring the house often only leads to dead ends.

While it ultimately feels like a poorly (I'm sorry) done version of Ratatouille, it still captures a strong perspective of a non-human protagonist in a human oriented environment, particularly with the writing. Humans are Giants, Raised Softlands are human beds, etc. It’s been done many times before but still retains a certain charm.

Visuals
Basic default Twine appearance of black screen, white text, and blue links. Sometimes colour-coded text was used to emphasize instructions.

Structurally speaking, it’s sloppy. Blaring spelling mistakes are a common sight. There are grammatical errors for dialog, particularly with capitalization and spacing, and at one point the game completely abandons quotation marks. The narrative also bounces between present tense and past tense, sometimes within the same paragraph. Occasionally, it alternates in first person and second person.

The sound of your heartbeat fills my ears as I approach the long dark corridor, the entrance to Safe Passage One.

(You? Me? Whose perspective is this?)

The Twine format features the familiar “undo” arrow at the upper left corner of the text which allows the player to “undo” a move. However, the game uses this as a replacement of a “return” link where the player visits a passage and returns to a previous one, marking it as “visited.” I know, I’m a stickler, but it feels unpolished not to include a return link. If that arrow were not there, it would be considered as broken passage. This occurs everywhere.

Besides the cover art, which appears at the beginning, there are only two visuals in the gameplay. They are horribly done, and I love them. My impression is that they are the type of animated artwork that is purposefully bad, ones that feature poorly designed avatars (if this is not the intended effect, I do apologize). There is an odd appeal to this style. I know of many animated YouTube videos of a similar nature that for some reason, you feel compelled to watch them.

Final thoughts
Cheese Thief is not a smooth ride. This feels like a game that was enthusiastically thrown together in a late-night creation binge where the author went straight to publish without any testing or basic proofreading.

Now, the game’s listing says that this is the first in a series. Would I play the next one? I would. But I would rather play a remake of this game in better quality. Something that is more than a first draft. I think then Sabastian’s adventure would have more merit.

I would have loved to see more poorly animated graphics. Those were the best part.

If you are interested in rat protagonists, I recommend The Roscovian Palladium, by Ryan Veeder. You play as a rat navigating a human art museum to complete a mission connected to a famous art piece made by a rat artist. It is made with Inform and has an awesome combat scene near the end.

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Orunge , by Jennifer Reuter
1 of 1 people found the following review helpful:
MUST. GET. ORANGES!, December 26, 2022

Orunge is a heartwarming story told in first person from the perspective of a young girl looking to buy some oranges at a market. We follow her frantic rush to buy these oranges and meet up with some mysterious NPC.

Gameplay
The game takes place at a metropolitan setting with public transportation and a maze of outdoor venders. The girl’s desperate search in the gameplay accurately captures a sense of rushing through a busy area, totally lost while on a time crunch. This part was relatable. Science dictates that the less time you need to be somewhere, the more confusing everything- I’m kidding.

Ack, I’m getting distracted! Gotta get oranges first. He’ll be packing up soon, so I don’t have a lot of time. I’ll miss out.

Those pastries smell SO good though.

(The words "oranges" and "pastries" are both links. It is an extremely difficult decision.)

In terms of interactivity, there are only a few cases where the player can make a choice. Otherwise, they are just in it for the ride. But being a short game with a reasonable amount of text, Orunge maintains the player’s attention as they watch the story unfold. Because of this, the game would be a good selection for kids.

Story + Characters
The reason behind the protagonist’s desperate scramble is only revealed at the end. We know one thing: These oranges are for someone else. Until then, there is a sense of mystery and anticipation as we wait to learn who “he” is (In fact, character details about everyone, including the protagonist, are kept at a minimum).

The answer is that there is a (Spoiler - click to show) vender who will teach the protagonist how to make orange juice by pressing oranges. Naturally, she supplies the oranges and does not want to keep him waiting. I am not sure of the protagonist's relationship with the vender or how they know each other, but it is a wholesome story about a person teaching a trade to another.

There are multiple endings. I found two, one of which has two nearly identical variations. For the latter, (Spoiler - click to show) you acquire a pastry to give to the man or you forget/ran out of time to buy a pastry. Either one is a happy ending where the two characters bond over orange juice. It's such an endearing story! There is also a less ideal ending where you (Spoiler - click to show) dally and take too long to catch up to the vender before he packs up his stall and drives off. But never fear, that ultimately leads to a surprise happy ending and still ends in (Spoiler - click to show) orange juice.

Visuals
Unsurprisingly, the colour palette for this game is orange. It has a light orange background with dark orange text and white links. This is quite a tasteful look. There are also some nice story graphics on every page that elevate the game’s quality. Graphics feature drawings done in a mix of orange shades. They depict the protagonist as she runs around the market, and I liked the art style.

Final thoughts
Orunge is an endearing story for adults but also perfect for kids because of the lighthearted story, cheery art, and shorter word count. It features a relatable and upbeat protagonist who leaves a lasting impression on the audience. It’s also a game that demonstrates how you do not need to have ultra-complex coding or dramatic visual effects to create a polished and professional-looking Twine game.

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Plasmorphosis, by Agnieszka Trzaska
3 of 3 people found the following review helpful:
Research rover on a mission, December 25, 2022

You play as Rovie, a rover on a research vessel called the Curious Kitty. Daphne, the onboard AI, activates you to explain that the ship has crashed landed on the mission’s destination, planet Zephyria. Your task is to explore the landscape and gather research while Daphne repairs the ship.

Gameplay
Plasmorphosis allows the player to roam the planet freely like a parser game. It even maps the area with compass directions. This pairs well with the game’s theme of exploration. Between the Curious Kitty and the planet’s surface, there’s about a dozen rooms. Your goal: Study the planet.

You make progress by collecting research points with your scanner. The scanner can be used on lifeforms or alien objects/artifacts, such as carvings. To complete the game, you must accumulate at least 100 points. However, the planet does not have enough material to meet this quota. The player is required to get creative with the local ecosystem.

The planet is crawling with simple organisms called Zephyrian Protoplasm. Blobs… with shapeshifting properties. These critters transform when you touch them with different objects. For example, if you toss a (Spoiler - click to show) chunk of heat shielding at a Protoplasm, it turns into an *Oven-Safe Slime. Transformations come with unique properties that help you overcome obstacles. (Spoiler - click to show) The Oven-Safe Slime allows you to walk across the river of lava. Experimenting with different objects and properties is the main mechanic in Plasmorphosis. (*I kept expecting this to be Oven-Safe Slime™)

Gameplay relies on an inventory system. At the bottom of the screen is a drop-down (well, technically it is “drop-up”) menu of your inventory items. When an item is selected, it is applied to anything you examine. I wish the game would let you examine items in your inventory, but it’s not essential. There is also a database that keeps track of your research points and log entries for scanned items.

You can complete your mission and end the game after making 100 research points, but the game eagerly encourages you to continue investigating the planet for science. My final score was (Spoiler - click to show) 160/100 with 23 database entries. I believe that is the max. It was fun, finding ways to (Spoiler - click to show) enter inhospitable areas using random objects on Protoplasm.

Not all of it is seamless. There was a bug that kept me from starting over with reset progress even after I wiped my save files/autosave file. I had to do some backtracking to fully restart (author has now fixed this issue). Occasionally, character scenes were repeated. But nothing that really dulls the experience.

Story
This is not a story intensive game. The only backstory is that the mission is backed by Star Research Co. There is a feeling of the Company breathing down your neck about meeting your research quotas. Either that or Daphne is being overly dramatic. It’s hard to tell. I suppose there are some undertones about resource exploitation. For each entry the database lists ways the subject can be used for industry, including pharmaceuticals, robotics, textiles- I’m reading too much into this.

The mission is also about understanding the sentient life that once lived on the planet: Zephyrians (not to be confused with Zephyrian Protoplasm). Zephyrians were (Spoiler - click to show) insectoid creatures that once inhabited the city ruins. They were skilled in the arts and sciences, and different parts of their history can be observed throughout the game. You can figure out what happened to them by checking it out. There is no major story or plot twist, but it is quite interesting.

This game really makes you feel like an anthropologist. Or is the proper word xenoanthropologist?

Characters
There are only two characters (unless you count the Protoplasm) in this game: Rovie (you) and Daphne. The character quirk of the protagonist is that they do not speak in English, leaving it up to Daphne to translate everything for the player. This led to some charming exchanges.

“Great, you found it!” cheers Daphne.
“Beep?” you ask suspiciously.
“Oh, I'm just accessing your optical sensors,” the AI explains gleefully.

Characters certainly have their own personalities. I thought it was (Spoiler - click to show) humorous how the game briefly tricks the player into thinking that Daphne left the planet without them returning to the ship. It was a nice diversion in the gameplay.

Visuals
I would describe the visuals as a simple user-friendly design with a splash of colour. I especially liked the font and text colours for the title screen. Generally, the screen is black with white text. Room titles shown in orange. Links are conveniently colour-coded. Blue for exits, green for objects/scenery. Pop-up boxes are used to explain outcomes of an action, or dialog. Basic enough.

Final thoughts
The author has made multiple high-quality Twine games, and Plasmorphosis is no exception. It’s fun and upbeat with well-implemented puzzles that provide a challenge. It kept me busy for at least an hour.

I would not consider this to be a “kid’s game,” but its lighthearted content (dinosaur gummies, friendly AI- well, anyone can love this) can appeal to younger audiences who are familiarized with more technical Twine puzzles. I mean, there’s a ship called the Curious Kitty. That can leave an impression about the target audience. So, sure. Call it a kid’s game if you want. But if you enjoy Twine science fiction, give it a try.

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Creating Goncharov, by Albie
5 of 5 people found the following review helpful:
Don't wait for the opportunity. Create it., December 21, 2022
Related reviews: Twine

This is another submission in the Goncharov Game Jam. For quick context, Goncharov is a nonexistent mafia themed film by Martin Scorsese that started from a meme and has transformed into its own unique following. After all, there’s a game jam about it!

In Creating Goncharov, you have been given an unexpected but exciting task from your boss who explains that a group of investors want to make a 2023 remake of the film. Your assignment is to create a pitch for these investors. Oh, and you only have a few hours.

Fun fact: The game’s cover art is a section from the “official” movie poster made by an artist after the meme took off. If you didn’t know any better, one would glance at it and then look for a place to watch the film, it is so convincing.

Gameplay
Before you get a chance to celebrate, your boss throws a curveball about the assignment. The big catch is that you must work with Al, an ambiguous sort-of maybe slacker co-worker whom you barely know. A blandish mystery. You have mixed feelings about this, but it is up to you to decide on your attitude towards these terms. This is done by the tone (friendly, polite, not-so-nice) you use in your emails to Al.

Now, in this scenario Goncharov is an existing film. There is some ambiguity about its existence. It fits in the category of films that everyone thinks they know about but have not personally seen it. As the player, you can read between the lines as the PC strives to create a remake worthy of the “real” film itself. When it comes to brainstorming, the twist is that neither the PC nor Al have seen the film. They never fully admit that, of course. Or at least, not initially.

You will fail. That is not a spoiler. Failure is a mandatory fact of the gameplay. When you submit your pitch, the project is and will be canceled. But that is not the end of the game. Far, far from it. Creating Goncharov is larger than it seems. You can call it quits and end right there, or you can be stubborn and say, “no, we’re going to create this. I won’t take no for an answer.” Al is on your side and is willing to take the gamble with you. See, he’s not so bad after all!

This is not a time travel game (I think. 99.8% certain, at least). But there are some temporal shenanigans at work: The main gameplay mechanic is that it resets on a loop. After a failure, you can make plans with Al to remaking the pitch. The game then “restarts” from the beginning. Much of this is familiar. You show up to work at the same time, read the same email from your boss that explains the pitch as if it never happened (did it?), experience the same surprise about the pitch, and meet up with Al. However, changes are present.

If you could create your pitch again, would you? Not necessarily starting from scratch, but starting over.

Two notable changes occur for each loop. One is that your environment evolves. This is part is relatively minor but still noteworthy. (Spoiler - click to show) First time around, your office is a boring cubicle. After that, the game allows you to customize it. Each loop reshapes the office setting, giving it a dynamic dimension. Plus, any specifications you made for the PC’s character qualities also remain the same. The second notable change takes center stage and is where the temporal shenanigans come into play. While the protagonist is always surprised about receiving the assignment, their (and Al’s) memory about the film expands.

For every loop, Al shares a document with an outline of information about the film. This document breaks the remake down into categories. In the first iteration it only includes PLOT and CAST, but more categories are added for each restart loop.

MORE INFORMATION:
THE PLOT | THE CAST

MORE INFORMATION:
THE PLOT | THE CAST | THE THEMES

Among these questions of “let’s see, how did that go again?” we realize that this remake means taking some creative license. Each expansion allows you to edit more of the remake’s components and is meant to increase your chances that inventors will buy the pitch. My only complaint was how the (Spoiler - click to show) THEMES category on the second loop does not allow you to make the same types of edits as the other categories. Fortunately, there is plenty of editable content elsewhere to make up for it.

The player themselves really starts to feel like they are creating a pitch as they edit the remake’s narrative line by line. In doing so, they get acquainted with some of the main characters and plot elements found in Goncharov as it exists today. Yes, this real-life nonexistent film has an established plot. But in this game, how far you remake that plot is your choice.

Story
There is a strong sense of cubicle burnout where the protagonist is bored of the same floor, walls, and ceiling in the cubicle maze that makes up most of the workday. They are happy to have the job but feel stifled. That's what makes the assignment so intriguing. Consider the meaning of, “You reach the end of the day. You log off.” Does it mark the end of a boring workday or an energizing one?

You sit down at your desk with a heavy sigh, surveying your bare surroundings with a gaze that's 10% disappointment and 90% ambivalence.

It's time to begin your day. You turn on the computer.

There is an appeal of doing something that makes you genuinely eager to show up for work and spending your time on something that sustains you. An unrealistic appeal, though not an impossible one either. This is not just a game about a film. It is partly a story about someone who, whether they actively realize it or not, is seeking an escape from daily work drudgery, but with something more than a mere distraction. The protagonist undergoes a major transformation from (Spoiler - click to show) cubicle worker to a producer of an award-winning film. In real life this would have considerable obstacles, but Creating Goncharov entertains that “what if?” fantasy and makes it real in the game.

Characters
Al. What’s he hiding? Nothing, actually. I was unsure if there was going to be some big secret about Al. Something about the writing and the protagonist’s attitude gives a sense that there is more to this NPC (not that there is any practical reason to think so). What I can tell you is that completing the project and forging a friendly, professional relationship with Al is really rewarding. I was not expecting to find a heartwarming outcome when I sat down to play this, but that is exactly what I found.

Also: I made an awkward mistake when I first saw this game's description: "Creating Goncharov is a surreal game where you play as a filmmaker creating a pitch for a Goncharov (1973) remake with the help of Al, an indecisive peer."

I thought "with the help of Al" was AI, as in artificial intelligence. Your peer is an AI? Cool! Not quite. There is a slight difference between a lower-case “l” and an uppercase “I”, but sometimes your (my) eyes overlook things while reading quickly. Details are important. So no, no AIs. Just your co-worker Al …right?

If you do want to play a Goncharov-themed game with an AI, play GONCHAROV 2073.

Visuals
This game makes use of fun but basic Twine visual elements. Colours, fonts, boxes, and borders create an artsy and fun theme. Its general appearance is white text against a black screen but gets creative for emails. In these cases, text is shown in a black box set against a dark teal background. Borders are white with an extra orange border on the sides and bottom that add a pop of colour. Additional embellishments can be found throughout.

For some reason, you can change the visual style of the entire game in the settings section. There are two options: GONCHAROV and GOMORRAH, the former being the default as I discussed here. Feel free to check out both. I guess it's nice that the author gives us options (I love little gimmicks like this).

Final thoughts
Creating Goncharov is a strong entry in the Goncharov Game Jam and a quality game in general because of its well-roundedness in story, concept, and interactivity. It also perfectly captures the idea of a film being the product of collective imagination combined with a simple eagerness to contribute. I see this on the internet about the meme, and I see it perfectly in this game. If anyone out there is chomping at the bit for Goncharov to be made real, playing Creating Goncharov is the closest you will get (so far).

It is possible to (Spoiler - click to show) play as Martin Scorsese. I highly, highly, highly encourage you to try this AFTER you play this through on your own. Then try exploiting loopholes.

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Trigaea, by Adam Ipsen (RynGM)
5 of 5 people found the following review helpful:
The longest freaking Twine game I have ever played, December 18, 2022

(And appropriately, this review is not going to be a short read.)

Trigaea in a sentence: An epic sci-fi Twine game that looks and feels like it walked off of Steam for twenty dollars. When I first saw this posted on IFDB, I did a double take and told myself, “There is no way that this game is free.” It is. The amount of time, brain power, and creativity that went into this thing produced such a polished, cool, and ambitious piece. I am grateful that the author decided to make this game available to play for free.

Gameplay
Prologue: You wake up inside a tank filled with strange green liquid in an unfamiliar room. A step outside the door reveals a wasteland of broken machinery- you did not wake up in a building. You woke up in the wreckage from a major accident, and your memories are gone.

The protagonist, whom you name, has a brain implant called a Rosetta that compresses an individual’s memories and consciousness. Upon death, the information from the implant is transmitted back to a compact AI-run lab called a Progenitor (where you woke up) that grows a new copy of the body with its own Rosetta. The data transfers to the new implant and the protagonist steps out of the tank as good as new with hardly a gap in awareness.

Early gameplay consists of exploring the wasteland to learn more about your surroundings. Combat is a frequent feature throughout the gameplay. When an opponent appears, you have a list of options on how to respond during the encounter. If you win, you earn microchips that are used as currency. If you lose, you die and wake up again in the Progenitor. This is streamlined to make it simple for players to rebound after a setback. Combat is both easy to use and easy to master. Collecting microchips and quartz chips are also vital to regaining your memories. Later gameplay shifts towards contacting the inhabitants of the planet to learn more about the unknown disaster. Rather than just exploring, you start to have more concrete objectives to complete.

I have played plenty of games advertised as having loads of optional content. Not all turn out that way, but Trigaea really is one of those games with substantial optional material tacked on to its already-extensive gameplay. And on that note, the gameplay is extremely long. Absolutely worth your time but you will not fit this in during a lunch break. Just know that once you complete it, (Spoiler - click to show) you can replay without losing your health and stat levels. Skip the intro, that sort of thing. That was convenient.

One of the coolest features in this game is about augmenting yourself for survival. You can spend microchips to receive genetic modifications or cybernetic implants that grant new abilities. This selection of choices only expands as the game continues. My estimate is that this will be a popular draw for players.

Story
There is so much story content I hardly know where to begin. Probably the best thing for me to do is encourage you to play it rather than making this review longer than it needs to be, but I just have to discuss some of it.

Background context: (Spoiler - click to show) Humanity eventually advanced enough to populate the rest of the solar system, but the space colonies often clashed with the Earth government about resources, especial fuel. Riots and altercations became a common issue. A solution was developed: Project Amber, finding another home, and sources of fuel, for humanity. This was a project spanning decades in the making. Correctors were trained at an academy and assigned to govern a ship filled with thousands of people in stasis pods. Upon arriving a new world, Correctors would help settle the planet and guide humanity. Preparation included scoping out potential worlds with high levels of habitability. That way, even if the planet proved to be unfriendly to Earth-based life, terraforming technology could step in and make it habitable. Then one day, the conflict between the space colonies and Earth government goes too far. Project Amber must launch now. Preparation goes out the window as ships hightail it to their designated planets. Unfortunately, all the planets are too inhabitable. Except this one. Two ships, SCC Nuria and SCC Caleuche, end up orbiting Trigaea. Things did not go as planned.

Now what?
We know that the protagonist was trained to be a Corrector. Part of that training involved receiving the Rosetta implant with a personal AI. Correctors are quite valuable. As you will experience several times, everyone freaks out when they learn that you are a Corrector. Moral choices appear on the horizon as your supposed responsibilities as a Corrector is made known to everyone. You become the go-to fix it repairperson. Someone who can do the impossible. You are a Corrector. Obviously, you are supposed to correct things, right? This is where things get complicated. They have questions. You have amnesia. Recovering your memories is crucial to making informed decisions as the lives of more NPCs fall into your lap.

As you regain your memories you realize that you are in over your head. The situation is not as simple as (Spoiler - click to show) “uh, a ship crashed,” but, to limit spoilers, an Earth ship(s) collided with the planet. Everything that could have gone wrong, went wrong. There are THREE struggling factions on one miserable planet: humans, natives, and robots (by the way, Trigaea is the name of the planet). (Spoiler - click to show) Natives, called X'irii, were on the planet long before this mess happened. Human colonists managed to hack together an existence in the ship’s wreckage. Some humans live as Outer Tribes, but no one seems to care about them. Finally, the robots that survived built their own hive city managed by advanced AI.

One of the strongest parts in this game is how it puts you in the shoes of each faction. The first faction you contact are the (Spoiler - click to show) human colonists, followed by the robots, and then the natives. You may encounter these groups earlier in combat, but contact is when you visit their “homebase.” Your Progenitor allows you to morph into machine and alien forms to blend in. The major clash in perspectives is (Spoiler - click to show) between the humans and the natives. The robot faction is more or less content with minding its own, but they too have an invested interest in the planet’s population.

The human colonists form the baseline perspectives for the first half of the game. From this angle you will look at the other factions and be absolutely convinced that human colonists are the way to go and everyone else are savages. The X'irii have wiped out every human colony except for Delta Colony. They brutally kill human colonists. And yet, when you visit their native home groves you realize that they too have a rich cultural heritage, sense of identity, and drive to protect their own families.

Humanity’s interstellar spaceships came with a Terraform Sphere to assist in colonization a new world. Trigaea is reasonably habitable, but one ultimately foreign to Earth-based biology.
As a Corrector, everyone wants something from you: The second half of the gameplay is about finding the (Spoiler - click to show) Terraform Sphere, that is, if it managed to survive the wreck.

Moral choices
So. Eventually, you (Spoiler - click to show) locate the Terraform Sphere. The keystone of the game is moral choices. Get ready to enter Spoiler Land. Seriously, look away. (Spoiler - click to show) Here’s the deal: Activating the Terraform Sphere will make the planet perfect for humans but would wipe out the X'irii in the process. Quite frankly, I was inclined to side with the natives, but naturally the game had to throw some curveballs.

When humanity set to colonize other worlds one principle that was considered while screening for compatible planets was to find one without any intelligent species already living on it. Trigaea happens to be the first planet with sentient alien life discovered by humanity, ever. Arguably, wiping out this race for human benefit would be immoral. Thing is, due to circumstances that I won’t discuss to avoid spoiling everything, Earth is no longer a home. Furthermore, all of Earth’s ships sent to explore other worlds failed. Your own ship had no survivors. The humans on Trigaea are the last of the human race. If you side with the natives in this scenario, humans go extinct. And there’s also the robots to think of.


What would you do?
In this section, I am going to discuss some of my viewpoints in case you want to compare notes (and please do!) I will throw it under one big spoiler tag.

(Spoiler - click to show) I don’t think I would wipe out the X'irii even for the last dredges of humanity, or at least not for the humanity we see in the flashbacks. The humanity in the flashbacks really rubbed me the wrong way. Humanity lost the Earth because of squabbling, and even on the starships there is fighting between former space colonists and those who lived on Earth. I am only touching the tip of the ice burg here. But when put to a vote, nearly everyone onboard was content with squashing the natives to claim the planet.

To be fair, the colonists we meet in the gameplay are descendants of those who survived the disaster. Technically, they are not the same humans as featured in the flashbacks. Earth is a faint memory passed on through generations. Would they share the same perspectives of their ancestors? Thing is, an Earth-old feud still exists, even if the details have gotten hazy. The Outer Tribes are the descendants of the survivors who came specifically from the old space colonies. Delta Colony and its sister colonies were founded by the humans who originally came from Earth. That feuding is still there. And both sides would not hesitate to activate the Sphere. It comes back to the original question: do we commit genocide to wipe out the natives to make Trigaea humanity’s new home?

Oddly enough, the natives are little more receptive, perhaps even sympathetic, about the humans’ reason for being on the planet. You say Trigaea, but the natives call their planet X'ir, which is also the name of the god that sustains life. X'ir follows a reciprocal relationship. If you take care of the planet, it takes care of you. From their perspective, the humans abused their planet (an understatement) and were exiled- and the natives feel pity about that. However, if humans, to put it bluntly, managed to screw up their own planet, what’s stopping them from destroying X’ir? Already, humans squashed countless X'irii simply by falling from the sky. And now, human diseases and garbage from the wreckage has been poisoning the land, causing the natives’ offspring to be deformed. Thus, they feel compelled to fight against the foreign invaders. Besides, [name redacted] is encouraging them to raid the colonies. I am not saying that you should agree with the natives, only that they too have a valid perspective for how they respond to other factions.

What frustrates me about the human colonists that we meet is how oblivious they are to the impact of their presence on the natives. The natives aren’t using the humans for target practice. They are defending their home. But understandably, that means little when you are trying to protect your hovel of a home against an alien race that keeps trying to kill you. Human colonists trying to make the most out of a difficult situation and are so bogged down with daily survival that they probably do not have the time or energy to reflect on the virtues of a species that has shown nothing but hostility. When family and friends are at stake, the last thing you want to hear is, “well, it is their planet.”

I certainty do not have a polarized perspective. Halfway through the gameplay is a pivotal event where Delta Colony calls for your help in defending against a X'irii attack. In this battle you are on the colonists’ side, but the game will continue even if you fail to stop the attack. Failure just means that the colonist population is severely reduced. Despite my feelings for the natives, I would always defend the colonists in this scene. Why? Well, they are trying to kill characters whom we already know on a personal basis. And that is my point: There are no easy stances. There is the faction, and the individuals within it, and each faction has individuals who form a connection with the PC. The game forces you to make tough choices. (If it makes you feel any better, you do not have to kill a single person in this game. You even get a trophy for doing so. If you fight in non-lethal mode, you merely subdue your opponents.)


These dynamics foreshadow major moral choices involving the fates of each faction. The challenges encountered in the gameplay anticipate decisions about (Spoiler - click to show) wiping out one race to save another. At first glance it seems like you must choose either Faction A, B, or C when in fact over a dozen endings offer a spectrum of outcomes. Everyone wants you to side with them but, if you play your cards right, you can put your foot down and consider, “why not all of us?”

Still, that does not make the decision easy. There is only one consensus: (Spoiler - click to show) I would make a horrible Corrector.

Story mechanics
The story features two commonly used tropes: Amnesia and experiencing the overarching story primarily through flashbacks. These can be touchy clichés, but the game pulls them off. They do not feel contrived, and instead, provide a platform for experiencing the story.

With amnesia, I like games that slowly construct an underlying context behind the protagonist’s reason for having amnesia that, when revealed, builds upon your understanding of everything you encountered in the gameplay. It creates that moment of insight that makes it all click when you finally piece it all together (If you are interested, Worlds Apart is a master at this). Trigaea takes one big reveal, breaks it into smaller pieces, and places them strategically across the gameplay’s timeline to keep the player’s attention from drifting without diminishing their impact. The cause of the protagonist’s amnesia also has a compelling reason. (Spoiler - click to show) Due to an unknown accident, which we slowly learn about in the gameplay, the Progenitor was damaged, compromising the transfer of your memories. When those memories come back- let’s just say that there is substance to this depiction of amnesia.

As for flashbacks, while the game heavily relies on them for exposition, rich story content about your circumstances is also infused in the gameplay. Rather than merely “watching” the story, you take an active role in piecing it together. A smart design choice is that some flashbacks are optional. They are unlocked by spending microchips or quartz chips that allow the player to learn more about the protagonist’s background and the world that they came from. Collecting these memories provides an objective for players who want to milk the gameplay as much as possible for more world-building. Being optional, you can choose to skip them if you would rather focus on immediate gameplay.

Endings
There are a lot of endings. Fifteen. This is the final implementation of the player’s skills and responsibilities as a Corrector. You have already spent hours playing. The game took the good, the bad, and the ugly, rubbed it all in your face, and now challenges you to make a tough decision: How will all this end? The author posted a walkthrough for the endings that organizes them into branches. It is a useful guide if you feel overwhelmed. Some endings will leave a lasting impression.

I won't say it, it is too much of a spoiler to discuss it even here, but one of the ending branches just left me thinking, "you are kidding me," where you are so surprised, you are not sure whether to be annoyed, pleased, or confused. I still don't know what to think about it. It does provide some closure for certain drastic events which I think players will appreciate since this is a rollercoaster of a game. The only mild downside is that it gave me a slightly skewered view of the other ending branches, hence my reason for not wanting to discuss it. It was a surprise and I like how it tests your understanding of reality as you try to navigate this wonderous world of advanced technologies that we can only imagine.

…………………………But then it does it a SECOND time!!! There is an ending (another branch of endings, actually) that tops even that! You are still required to go through the ending branch that I just mentioned to access it which only makes it more surreal. It tricks the player by saying, “oh, you thought you saw the bigger picture? The ‘actual’ layer of reality? Sucker. Think again!” It was wild. The game truly, truly (this time) caught me off guard. The only impulse my brain had was to applaud. I am being dramatic, I know, but it reminded me of the saying, "fool me once, shame on you, fool me twice, shame on me.” If such a statement could be applied in interactive fiction, it would be here. If the author is reading this, thank you for creating this game.

For a hint, it reminds me of a particular Rick & Morty (I love that show) episode. It is up to you to figure out which one it is.

Characters
Esra
Esra is one of the most empathetic AI NPCs you can find in interactive fiction, and the first character we meet in the game. You choose whether Esra is male or female but for this review I will just use "they."

Esra operates the Progenitor that allows you to respawn and carries out genetic modifications. They also have access to your Rosetta implant and will communicate with you throughout the game. There is a whole backstory about Esra- you will realize that this is the case for many characters in this game- that reveals how advanced, sentient AI is developed in the game’s world. Even the AI has a backstory? Yes. It’s quite fascinating.

They are also the NPC whom we interact with the most. The early gameplay contains more casual banter, while later conversation becomes more focused on immediate objectives. When I first played the game, these early interactions seemed to suggest that the relationship between the PC and Esra was malleable. Dialog options had distinct attitudes consisting of friendly, polite, no-nonsense, standoffish, and mean demeanors. Because of this, I figured that you could decide on your relationship with Esra and then see how it manifested in the gameplay.

1. "I'm sorry you have to watch that."
2. "I'm glad you're watching out for me."
3. "If you've got time to watch, why don't you help?"
4. "Geez, I don't get any break from you, do I?"

In one playthrough I was a complete (Spoiler - click to show) you-know-what to Esra (tick off the AI NPC to learn if it results in a certain ending, right?) in all the dialog options to see if that influenced character development over time. I kept waiting for them to turn on me, but they never did. Then I reached (Spoiler - click to show) Ending 10. Despite what I did, (Spoiler - click to show) Esra went the extra mile to make sure I came out top at their own expense. I felt so ashamed. Several minutes went by where I just stared at the screen, that's how much it elicited a reaction out of me. I didn't deserve them.

Once the gameplay moves past the introductory parts, the protagonist and Esra go into teamwork mode for survival. There are some small (and interesting) disputes that you can pursue but they will not influence the characters’ overall relationship. Esra is devoted to your success regardless of your attitude.

Everyone else
I am not even going to try to write about every character. As I mentioned earlier, there are three factions on the planet that you will eventually contact in your explorations. It does not happen all at once. Each faction has its own unique NPCs that play a part in the story. Characters are also shown in the flashbacks, but those come with heavy spoilers. Every NPC, whether you meet them face-to-face or not, adds something interesting to the game.

There is (optional) romance in this game, but that part did not really fly for me. Some of it, especially “flirting,” was almost a bit cringy. The protagonist’s sexual orientation is determined by the voice you choose for Esra, and there are about four choices that let you decide how to approach romance, if at all. Some players might like it, but I was too busy with the rest of the story to be interested.

(Confession: When I first picked up Trigaea, I was kind of hoping to play the villain. That honor goes to- major spoiler- (Spoiler - click to show) just kidding, you will have to play the game. Then again, “villain” is subjective, isn’t it? At the beginning, all I had was this wasteland and the ability to come back from the dead. I had an AI who would splice my genome with that of animals. I could have dominated it and made it my own. But as the gameplay started rolling out memory flashbacks and NPCs were added to the big picture, I realized that the PC is meant to be more of a heroic protagonist while leaving “heroic” up to the player’s interpretation. Oh well. Maybe in another game.)

Critiques
You are probably wondering why I am giving this game four stars instead of five (although it came pretty darn close) after raving about how amazing it is. My main critique is repetition, which is tricky in extra-long games like this one. What baffles me is how the game manages to be repetitive and dynamic at the same time. I know the phrase “repetitive gameplay” can scare players away but know that these occasional lulls are overshadowed by riveting, everchanging gameplay. Repetitiveness is boiled down to combat and exploring the wasteland.

Esra gives you advice on what to do which is helpful. But sometimes the only guidance you have is to explore and harvest microchips. During these parts the game shares the symptoms of a repetitive combat simulator- that is, until something does happen. Then the game pulls a surprise rabbit out of the hat of wasteland drudgery and makes things engaging once more with a new development that redirects the gameplay to something interesting. Yes, eventually you will notice some repetitiveness, but it takes a while before you start to feel fatigue (and even then, you can’t stop playing). I also noticed that even when the randomized combat lost its charm the plot-oriented combat scenes were still exciting.

The one tedious component that grated on me is how you gain microchips by killing things. It makes sense with a person since you could theoretically just search their body for microchips, but why would some random animal out in the desert have them? You kill a man-eating starfish and microchips come spilling out of the beast as if it were a piñata. The logic of that does not quite resonate with me. Unless microchips are the equivalent of oxygen… maybe I should just ignore this technicality.

Notes on formatting
The game occasionally suffers from purple prose. You say that your eyes are blue, and this is how the game interprets it: “Your eyes are scholarly and sharp, and tinted as blue as a old mountain lake. Your pupil looms in the middle like a full stop, dotted with parchment ink.” It seems contrived.

There are also some spelling issues. Sometimes Esra’s pronouns were the opposite of the ones I selected. In one playthrough Shay’s pronouns flipped flopped between him and her. Frequent grammar issues are also present. “They looks heavily injured,” taunted me everywhere. In one case, “googles” instead of “goggles.” But in all fairness, these errors were like drops in a swimming pool compared to how much text there is. This game has been thoroughly tested, and it shows.

Visuals
Oh man. This is where the game really looks like a professional piece. There are dozens of detailed sci-fi/dystopian backdrops that would put a visual novel to shame. I looked at the credits and saw that the artwork is from contributions of quite a few artists, and it goes a long way. Even if you decide not to stick with the game in the long run, at least you get a glimpse of the visuals.

Trigaea is also a great example of the possibilities of Twine stylization. Design elements are used to create a flashy interface. Experimentation with symbols, borders, colours, and text boxes add a futuristic vibe. It is easy to forget that you are playing a Twine game.

Final thoughts
I think a lot of players will appreciate elements of Trigaea, such as the smooth visuals, but if you are not a sci-fi fan, your interest may waver early on. It is also not for the impatient. I love science fiction and was in it for the long haul and yet there were times where I was hoping that the game would just hurry up already and move to the next part of the story. It’s worth it.

Sci-fi fan or not, this game is intense. The story is vast and full of tragedies. Thick backstory. Rugged characters. Bizarre technology. Violence. All packed together into lengthy gameplay. But beneath it all is a solid framework. The build-up of all this is for the player to gradually realize the protagonist’s purpose and responsibility as a Corrector, and then make difficult decisions based on the endless content poured on them over hours of gameplay. The notion of finally reaching the point where a major decision is placed in your hands is what makes this game resonate.

Anyway, great stuff. Thank you for reading this saga-length review.

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GONCHAROV 2073, by sweetfish
3 of 3 people found the following review helpful:
An espionage game about sabotaging an AI's film, December 16, 2022

It is the year (I assume) 2073. The most recent technological advancements of the ages have taken a disturbing turn, and you and your tech-savvy friends want to disrupt it. Your target: A film premiere with an audience of six thousand people. The film, GONCHAROV, is the first of its kind, directed and produced by an artificial intelligence called MATTEO JWHJ-0715.

What is up with Goncharov?
I did not know anything about "Goncharov" until I saw the posting of the Goncharov Game Jam on IFDB and decided to do some online searching for background context. The competition posting also has information.

Goncharov (if you already know this, just skip ahead) is a recent meme about the promotion of a gangster film called Goncharov. The film was released in 1973- wait a minute. That's not quite right. Sorry, Goncharov is a nonexistent film said to have been produced 1973. An alternate timeline version of 1973. If you see the "poster" for the film, it's extremely polished and convincing. Martin Scorsese is listed as the director while (someone?) Matteo JWHJ0715 is the film’s writer. It even drops actors’ names. Even though people knew this was fake, they still had fun formulating a fandom/following for it. You can almost convince yourself that you have, in fact, seen the film before…

Also, (yeah, I used Wikipedia) I saw THIS: On November 25, 2022, a game jam of Goncharov was run by Autumn Chen on itch.io.[14] There’s an article attached to it. Pretty cool!

Gameplay
Gameplay is not particularly interactive. Instead, it relies on the story, dialog, and visual presentation to carry itself through. This can be a risky gamble, but I think it succeeds. In fact, the only player choice opportunity is to (Spoiler - click to show) decide whether to show a warning, promise, or memory scene during the team’s sabotage of the film. The espionage undertones keep a steady pace, and the gameplay is short enough to maintain the player’s attention as the story unfolds.

The entire gameplay occurs over communication lines with your teammates. The plan is that Varda, your teammate/friend goes to the theater for the premiere while the rest of the group works remotely. The protagonist's picture is always at the upper right corner of the screen while NPCs are shown near the lower left corner, both of which have dialog boxes. The black box at the center of the screen is not dialog, rather it is the game's narration.

There is scrolling text, but it did not bring the scrolling text fatigue that I sometimes experience with games. When you read text like a laser beam, any scrolling effects can feel sluggish. In this game, however, the effect is minimal. Once the text appears you tap the screen to move to the next sequence. The game does not rush you. This translated into a stable gameplay experience (this was my first encounter with the tape window development system).

Story
The game contemplates the real-life neck and neck competitive nature of film production companies as they strive for innovation and to be the first product on the shelf, especially with premieres. A premiere is critical because that first audience glimpse is the big money maker. Now, in the game, Perennial Pictures tries to take it to the next level. The AI’s film is described as the company’s “most prized weapon in the war for attention.”

Regarding this “weapon,” GONCHAROV 2073 considers the wild possibilities of technology available during 2073. Here, corporations have adopted the practice of “artificial resuscitation” where a subject’s digital footprint is used to capture their voice, mannerisms, and other defining details to create an eerily life like simulation. People must give permission for this, but the system is opt-out. This means that everyone is automatically said to have given permission unless they opt-out to do so, raising potential ethical concerns.

Perennial Pictures is one such corporation that seeks to embrace this new technology. Artificial resuscitation is still a controversial matter, and GONCHAROV is meant to earn favor with the public. Its film features the same actors included in the meme inspired movie poster that I discussed at the start of this review. But the twist is that artificial resuscitation is used on the long-dead actors to create “actors” in this AI’s film. The human element has been removed in the film’s production, and yet it can leave the illusion of a human impact on the audience.

One of the more unsettling scenes in this game is when (Spoiler - click to show) the Perennial Pictures personnel are trying to stop the sabotage and alter their Martin Scorsese simulation to soothe the audience with familiar visual cues: They've hastily programmed a new expression onto his face: an apologetic smile. That apologetic smile can do so much damage. If we really did have this technology, could we make Goncharov a real non-nonexistent film with all the actors and intended details? Wow.

The big tragedy (spoiler time) of GONCHAROV 2073 is when (Spoiler - click to show) Varda totally betrays everyone. The game evokes a gradual yet increasingly rapid downward slide of emotions in this final scene. It starts with confusion, then unease, then shock, and finally panic. This avalanche kicks off when you hear Varda talking to someone over her comm line about submitting a report and receiving payment. Then, when you talk to her, she goes on a tangent on how the mission was a mistake and starts dropping some concerning implications about her behavior. Suddenly:

Behind you, down the narrow hall - the sound of heavy footsteps at your front door.

Really, Varda? Or should I say Leica since you don’t care about code names anymore? The betrayal is strong. Here, the game gleefully heaps on the suspense. It shows no mercy. Those footsteps just keep coming. Before you know it, Perennial Pictures’ military forces are breaking down the door, and the game ends.


My understanding is that (Spoiler - click to show) Varda sold everyone out because she needed the money due to increases in living expenses. She agrees that it hardly counts as an excuse but that she did it anyway. At least she is not trying to take the moral high ground about selling out her teammates. Still. I’m not a fan.

As for the mission, her perspective is that the demonstration is only going to encourage people to want to watch this AI-directed film to witness the artificially resuscitated dead man who seems to embody every nostalgic feeling a person can have (and previously never had) about film, culture, and everything else. The tragic part is how the demonstration aimed to protest capitalistic domination of film production and other artforms, particularly with its commoditization of deceased individuals, only for her to betray everyone for money.


Characters
You play as Kon in this endeavor. That’s your code name, at least. The other members of the crew are Varda, Tsai, Sissako, and Vertov. Everyone has their moment of dialog, but character interaction focuses on Varda. The characters sound cool and look cool, but don’t have much exposition. Oh, there is one other NPC. (Spoiler - click to show) Artificially Resuscitated Martin Scorsese. He gets his own character portrait and everything.

Visuals
Visuals are atmospheric and stylized. The black and white background scenery is that of an office (or safe house, if we are getting into the espionage spirit). The artwork is pixelated which creates a cool gritty effect. Characters also have their own portraits that appear onscreen during dialog. Some portraits are tinted with colour that adds a nice contrast.

Final thoughts
The ending will leave you thinking, what just happened? It’s like a riptide. Pulls you in whether you want it to or not. The atmosphere is strong, and I enjoyed the story. It also introduced me to a meme, well, it seems more than just a meme now. And now GONCHAROV 2073 gave me a new perspective on that. I’ll have to check out the other games in the Goncharov Game Jam to see people’s various interpretations of Goncharov. This is a fun game, especially if you are looking for sci-fi espionage themes.

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Neurocracy, by Joannes Truyens and Matei Stanca
3 of 3 people found the following review helpful:
Activate your neurometric colloids and dive in, December 16, 2022

Solve a murder in a near future world by diving into the Wikipedia of that world

This is one of the coolest games I have played.

In Neurocracy, you explore a website called Omnipedia, the apparent replacement of Wikipedia, upon its release on September 28, 2049. Days later, tragedy strikes. Sift through the articles to piece together what really happened.

Neurocracy caught me off guard at first. I opened Omnipedia and was immediately hit by an intimidating wall of cookie privacy settings that seemed to request access to things I had never heard of before. What does it mean by asking to use my "neurometric colloid" for neurometric montages? That sounded like a big deal. But sometimes you have to take things in stride. I opted out of everything I could and continued the game. Later, I made the connection.

Neurometric colloids are a technology portrayed in this game, implanted inside the brain. If you, the player, are supposedly reading a Wikipedia-modeled website in the 2040s, then it is quite possible that you would have a neurometric colloid of your own. The “privacy setting” idea was as seamless as could be for immersing the player. If this were any indicator of the game’s worldbuilding then Omnipedia was just getting started...

Gameplay
You navigate the game like you would Wikipedia by clicking on hyperlinks that lead you to different pages. You can also type in search terms. The central gameplay mechanic used to solve the mystery is the change history feature located on the right side of the screen that allows you to observe edits throughout the timeline. This feature uses red, yellow, and green colour coding to keep track of changes, additions, and deletions which opens a window into new developments and content that is trying to be concealed.

Neurocracy is overflowing with content but designed so the player can keep up with the exposition. Hovering your mouse over words underlined with a grey dashed line spell out the word’s abbreviation while words underlined with a blue dashed line provide definitions via a black popup box. You really learn things. It is a great sampler of modern-day subjects paired with more speculative, fictional ideas. This game will not give you a full working knowledge. But it does offer a micro bite-sized crash course for topics in real-world discussions about ethics and technology. Learn about AI, neuroscience, quantum computing, genetic engineering, genetics, biology, aquaculture, and even sushi.

There are some articles where if I scrolled down halfway to the page, covered all the dates, and then asked you to read it as if it were a Wikipedia entry, it would take you several minutes before you realized that it was fiction (consider the article titled, "Piscine transmissible amyloidotic encephalopathy”). There is even a convincing reference section at the bottom of the page. If only I could click on those articles. I was extremely impressed with the realism. The game also gives a shoutout to familiar topics such as COVID-19 or Elon Musk’s neurotechnology company, Neurolink. These topics are smoothly integrated into the gameplay and are fun to discover.

It takes a bit to adjust to the slick interface and gorgeous visuals before you stop flipping through articles excitedly and finally sit down to absorb the content inside them. Random curiosity-driven excursions through Wikipedia for me often consist of a mix of thoughtful reading and skimming. The deeper down the Wikipedia rabbit hole, the more I resort to skimming as my brain flits from topic to topic. Omnipedia was the opposite. Conjure up the idea of having so many presents you do not know which one to open first. That was me. I finally told myself to pick an article and read it, and for 20 minutes or so, that's all I did. The next step was piecing everything together.

Story + Characters
The lifeblood of this game. Here is an overview of the surface story:

The game’s overarching story focuses on Xu Shaoyong, founder of Zhupao, a huge technology conglomerate, and the wealthiest man in the world. On September 30th, two days after Omnipedia is released, Xu Shaoyong is assassinated when a security drone open fires at his private helicopter upon his arrival at an airport in China. Along with him was another prominent figure, Yuri Golitsyn, who ran a large-scale energy company. This ripples across the world in complex ways that you must decipher. The assassination narrative is spread across ten days, the tenth day still portrayed as being an ongoing event.

A major theme is the balance of biosecurity and personal privacy. The gameplay is filled with the aftermath of the CMD (Cariappa-Muren disease) pandemic where an entire stock of genetically engineered bluefish tuna was found to be a vector for a prion disease. The resulting CMD phobia only spurred an argument in favor of heightened biosecurity. We see the usage of quantum computing, neural networks, and other technological advances to conduct surveillance and collect vast amounts of consumer and personal data, justifying it for the sake of monitoring biological threats. While part of this reasoning has merit, we see major problems with this approach. Whistleblowers reveal a lack of transparency in data collection and unethical usage of consumer products, often for corporate advancement. Neurocracy takes this a step further asks about the implications of these practices in more futuristic technologies such as brain implants. Cyberattacks are already a familiar phenomenon in our world, but what about brainjacking?

As technological advancements emerge, the realm of ethics only continues to grow. Even Omnipedia is shrouded in controversy. Wikipedia fizzled out and Omnipedia stepped in among criticisms of its supposed corporate favoritism. But by utilizing the revision history feature you can come to your own conclusions.

As for the characters, I found them to be intriguing even if we only learn about them through the pages of a website. (Spoiler - click to show) Connie Muren's death was especially saddening given her commitment to her work although her posthumous comeback against Spencer Hagen was quite moving. The characters themselves were just as interesting as the story.

Visuals
The best part. I could say that about most things in this game, but the visuals really are a defining feature. This goes beyond the visual interface which already boasts of a clean-cut design with a blue Wikipedia reminiscent logo at the top left-hand corner of the screen. Neurocracy also features plenty of artwork of people, logos, locations, and technologies commissioned by artists. As is the case with Wikipedia each page only has a few visuals, but the quality of the art makes each piece shine. I can recall at least one article that had a small video imbedded in the page, which was a cool surprise.

Thoughts on structural design
After a long while I reached the point where I had viewed and analyzed a large chunk of the story’s content and wondered what to do next. I went online to learn more about the game, only to make a startling (to me, at least) discovery: (Spoiler - click to show) the player’s investigation is independent from the gameplay. I thought that the act of going through the content, of digging deep, would have some payoff within the game. A payoff beyond the deductive reasoning that occurs from article to article. Excalibur comes to mind.

Excalibur is another excellent and ambitious interactive fiction game. It is made with Twine and designed to look like a wiki fandom page for a fictional TV show by the same name. You read the articles to spot the controversies behind the show while pondering fandom culture and the dynamics of shared memories of media content. It too is open ended, but the twist is that content surfaces as a result of your explorations. For instance, reading about certain material results in more material being “posted.” The pinnacle moment of the game’s interactivity (go play the game) comes later, but even after that, the game never ends. There is no winning or losing or a congratulations for “completing” the game. You dive below the surface, and the game quietly acknowledges your participation.

I was anticipating something similar for Neurocracy. But Neurocracy is not Excalibur. They are two different games. And quite frankly, this game does not revolve around me. I decided to see it from the authors’ approach. Originally, the game was released episode by episode in 2021 to the public where players were encouraged to take notes and share theories with each other while waiting eagerly for the next episode to be released. That is the true investigation of game’s story. You take the investigation out of the game and into the audience. Meanwhile, I play all of it in one go a year later without any attention to this structure. There is also something to be said about accepting that sometimes games do not intend to give you all the answers. That in itself is part of the experience. And on that note, if anyone wants toss around theories, do not hesitate to comment on this review.

I must admit, the game’s design cleverly maintains the illusion that you are in fact sitting at your computer in 2049 leisurely browsing Omnipedia. Having the game act like a game would risk breaking this. Briefly, I wondered if there was an angle with the neurometric colloid privacy permissions. If you had such a thing would your browsing experience with Omnipedia be different? I opted into the privacy to setting to see if it changed the gameplay. It did not, but that type of experimentation is also part of the fun. The game entices players to invent ways of interacting with it.

Ultimately, (Spoiler - click to show) my sadness was about not being able to learn more about certain subjects. I was deeply disappointed because I was drooling for more. I felt like I had barely scraped the surface of this story’s vivid universe. As I described earlier, blue words with an underlined dash have popup definition boxes, but later in the story, some words turn into links with their own pages. I had my eye on several character names and terms that I hoped would become articles. Learning otherwise was a bummer, but it also made me appreciate the sheer volume of content- writing, artwork, user interface- that went into this game to produce over thirty detailed pages of glossy, futuristic wiki material. It remains, without a doubt, one of the coolest games I have ever played. That is nothing to sneeze at.

Final thoughts
Now that you have (finally) reached the end of this review, all I can do is recommend playing Neurocracy. It will blow you away. Its story is fascinating and deep, the artwork beautiful, and the interface is effectively convincing. You do not need to be an interactive fiction fan or a sci-fi fan or a Wikipedia fan to enjoy this game. And even if you don’t, the game’s discussions about the intersections of technological advancement, personal rights, and societal ethics will still linger in your mind as you draw parallels from today’s world. I thank the game’s creators for creating and sharing such a fascinating piece.

(As a formality, I found and accessed the game through its listing on IFDB which took me right to the game’s website.)

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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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Nick's Dilemma - An educational game about Sales Management, by Matthew Schmidt and Andrew Tawfik
1 of 1 people found the following review helpful:
Sales hiring made simpler, November 26, 2022

This is not a spoof. Do not let the cartoon cover art make you think otherwise. After playing URA Winner! I probably jumped to conclusions. Some educational games look convincing at first only to reveal its nature later in the gameplay. Parodies are a lot of fun, but Nick’s Dilemma is not one of them.

You work for a company called MediSales that distributes surgical equipment. Sheila, your boss, calls for a meeting about a hiring issue. The company has been unable to find a long-term employee for a sales management position. Candidates are selected, trained, and months later they leave because the job was not a good fit. This pattern is expensive and needs a lasting solution.

Gameplay
Sheila guides the player by having them ask appropriate questions about hiring. Then she then guides the player by talking to co-workers and using digital resources to learn about factors in the hiring process. The gameplay is structured into units. After each unit you get a badge before moving on to the next unit. It is all incredibly straightforward. There is even an embedded video tutorial for the game on the title page. Everything is painstakingly designed to be user-friendly.

When I went to restart the game, I got a popup message saying, “Are you sure you want to restart this Educational Game?” For some reason I thought it was amusing that the message went through the effort of noting that this is, in fact, and educational game.

Story
This really isn’t a story intensive game. It gives everything up front. Find a candidate who will be compatible for sales management. There are multiple endings based on your hiring select. Not all of them are ideal but the game always urges you to return to the gameplay to make choices that result in a favorable outcome. This is where it deviates from being a “game.” For some games, the fun is seeing the “bad” endings, the ones that crash and burn. But in Nick’s Dilemma the goal is to learn about the proper steps to success (oh no, I’m started to sound like a training manual), hence why it wants the player to win.

Characters
There is a diverse range of characters in this game, most of which only make a brief appearance to discuss key points in the game’s content. Sheila is the NPC you interact with the most.

One problem: I still have no idea who Nick is.

When I first saw this game, I was this close adding it to the poll titled, “Games Where the Title Is You,” but hesitated. I thought that you were playing as Nick. That is, until the game asked me to type in my character name instead. I guess we are not Nick. The game features graphics for the characters, and the PC’s is rather generic. We only see the backside of “Nick” never the face, probably to minimize characteristics. I’m not at all mad at this if that is what you’re worried about. I just spent a lot of time scanning the game to try to find any mention of Nick.

Visuals
The game uses a white background with black text and blue links. Sometimes it dabbles with fonts for emails or notes which was clever. There is a panel on the left side of the page with a list detailing your progress. For completing each milestone in the story, you get a badge which is displayed in the corner of the screen. The badges are visual appealing but kind of useless and yet receiving them feels oddly rewarding.

Congratulations! You have earned 2 badges. You have unlocked the next section of the game!

Oddly rewarding.

The game would not succeed without its graphics. The character graphics give you something to look at and draws the player’s attention away from just reading text. Other visuals are more vital because they provide useful examples of material you may create for yourself. If you decide to (Spoiler - click to show) put out an online add the game shows a picture of what the ad may look like if it were posted it on a job search website.

Final thoughts
Do you walk away with the basics of sales management? Honestly, no. Not really. I cannot say I know more about the field of sales management (or the management of sales). HOWEVER. I did learn a lot about protocol, process, and the reasoning behind making hiring decisions. Of course, in real life this matter is more complex than what can be covered in a Twine game, but it does provide you with some insights. A couple of times I almost felt like I was taking one of those interactive training video exercises you complete after being hired.

You learn more about basic communication skills. Things like writing brief but thoughtful emails and follow-up emails, initiating conversations with co-workers. These skills seem trivial, but they go a long way in real life. The game does not sit you down and start a “Writing Emails 101,” spiel. Instead, it provides examples that serve as a reference. This way, the game is more helpful regardless of players’ emailing skills. Nick’s Dilemma is reasonably short and surprisingly practical. It is one of the most educational interactive fiction games for subjects unrelated to interactive fiction that I have played so far.

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Reclamation, by groggydog
3 of 3 people found the following review helpful:
A sci-fi investigation with a little bit of everything, November 25, 2022

You are in a cryotherapy room, awoken by a smiling AI who has a little task for you to take care of before you go back to sleep. Of course, you will comply.

Gameplay
The game begins on a one-person ship called the Silver Lining. A ship called the Charitable Donation had gone missing and reappeared without any sign of its crew. Survivors? That is for you to figure out. The Charitable Donation is a research ship designed to be a floating lab in space to conduct experiments deemed too dangerous to perform on a planet. Behind this looms CORPORATION UNLIMITED, a mega-corporation that holds modern society in its palm.

After waking up from cryosleep you are briefed on your mission by DOC, the standard AI built into CORPORATION UNLIMITED’s ships. You learn that you are a Reclamation Unit (and human, even if CORPORATION UNLIMITED does not act that way. Speaking of which, the game insists on spelling that in all caps so I will do the same!) and can even choose your serial number. I was Reclamation Unit #7. How exciting!

It is slick how the game incorporates a general parser tutorial into the game by having DOC test your motor and cognitive skills as you re-orient yourself. It is a tutorial that does not seem like a tutorial even though you obviously know it is one. It is super short, so it does not drag on for players who know what to do.

This is time travel game. I want to be careful but do not consider that to be a spoiler because it is established early on and is the focal point of the gameplay. Soon after boarding the Charitable Donation, you trigger a time loop that sends you back to the cryotherapy room in 50 turns. Using clues found on the ship you try to identify tasks and complete them before the counter runs out. Then it’s back to cryotherapy.

I like how the solutions are revealed in layers. There was never a point where I was unsure of what to do. For example, (Spoiler - click to show) the captain left a password in her room along with a message saying that hints for a second password could be found on her computer. I knew that this was my immediate objective, and the information from this puzzle had clear applications in the rest of the gameplay. The crew literally lays it out for the player. They even give you a (Spoiler - click to show) passwords log that you can carry in the time loop without losing it.

The game does use some cliches such as learning about the story largely through journal entries (extra points because it is on a spaceship). But what makes Reclamation different is that you are not merely reading things that were abandoned. (Spoiler - click to show) Those entries are for you. The crew wants you to find them. Suddenly, these entries are no longer optional deposits of story exposition. They take an active role in the gameplay which gives them an edge. Plus, the amount of material, I feel, is reasonable.

Not just another time travel game
When I play time travel games, I sometimes find myself placing them into two categories (I know, there are plenty of games out there that do not fit either one). In the first, the player can navigate the timeline and are free to decide when to leave. Often, the protagonist rides around in a physical machine that they operate. There are no time-based restraints that control the gameplay. Examples include First Things First and Roger’s Day Off.

The other category focuses on a time loop that the player cannot control, such as Reclamation. Some of the best time travel games out there use this approach, although it can be difficult to map out the passage of time relative to the gameplay. I think of games like Möbius which are high quality but features a (welcome) challenge with matching the time loop with the player’s turn count. In Reclamation, time travel is streamlined and easy to visualize. If you compare time travel games, you will get a sense of what I mean. I am not bothered by accepting hints, but I am pleased to say that there was never a point where I needed to use them.

Even better, Reclamation adds a unique premise to its portrayal of time travel that also provides an integrated explanation as to why the player is always sent back to the cryotherapy room. The logic is that (Spoiler - click to show) if you are in a lab and perform a time loop that resets, say, after an hour, you will not end up in the lab. Instead, when it resets you are sent to the location where you previously woke up (unless you sleep in the lab, of course). This unpredictability was a side effect that the crew could not control and noted the dangers it could pose. As for the player, because they woke up in the cryotherapy room that is where they are transported. I thought that this was a creative way of tying parts of the game together.

Story
Reclamation takes place in the 22nd century and has familiar dystopian themes in its storyline. It reminds me a bit of Vicious Cycles, another parser (made with Inform) time travel game that considers the ethical implications of a vast corporate entity having the sole access to technology that can alter time. The player is stuck in a time loop that repeats until they find a conclusion. In both stories the creators of said technology start to have second thoughts about their work.

We know that CORPORATION UNLIMITED calls the shots when it comes to scientific progress, but you can only go so far before people snap. (Spoiler - click to show) Discovering how to create a temporal time loop was not enough. According to the captain’s correspondence, CORPORATION UNLIMITED wanted the research team to stay longer in space to develop a way of building this time travel technology into a nifty hand-held device.

By now everyone had figured out how this technology would be used. (Spoiler - click to show) CORPORATION UNLIMITED planned to put people in temporal time loops to maximize productivity. Time spent in the loop would feel like nothing to everyone outside it. You could get a year's worth of productivity instantaneously at the expense of people working away in the loop like a hamster on a hamster wheel. The crew of the Charitable Donation (such a cynical name, really) (Spoiler - click to show) have no intention enabling people to be turned into temporal hamsters, let alone accessorizing the technology for CORPORATION UNLIMITED's convenience. And so, the crew decided to destroy their own research. Discreetly.

Of course, that leads to (Spoiler - click to show) the question of, “where did everyone go?” The crew disabled their AI and made a small temporal copy of their ship and are hiding in it. The crew figured that CORPORATION UNLIMITED would investigate by sending a Reclamation Unit and decided to initiate a time loop to keep the protagonist from dallying with the corporation and instead follow the crew’s instructions to submit a report saying that the destruction of the time travel technology was an accident.

I have one question. It is about the (Spoiler - click to show) cat. Why did they not bring the cat with them? Was this intentional? Djamila's datapad says, "Once the cat was out of the bag,” which typically is a figure of speech, but I wonder if this is also a reference to the ship’s cat (who is named Pluto, by the way).

Characters
This is a world where everyone is formally identified by their job position and a number. You, for instance, are a mere Reclamation Unit (at least you get to choose the number). On record, the crewmembers of the Charitable Donation are units too, but their casual correspondence reveals lively personalities with real human names. The crew is interesting even though we never seen them in person. By reading their messages it really felt like they were guiding you along.

And no, (Spoiler - click to show) DOC is not on your side. He kind of reminds me of Georgie from lighthouse.

Visuals
This is an Adventuron game that utilizes some basic visuals. A built-in map is added for the player’s convenience. The map shows an outline of the Charitable Donation with boxes representing rooms. Nothing fancy, but practical. The screen also turns white as the time loop restarts and sends you back to the cryotherapy room which creates an intense effect.

There is one other visual besides the map: DOC, the ship AI. He is a cheery hologram of a beaker with a face, glasses, and a red bowtie. He is filled with blue liquid. (Spoiler - click to show) Despite his appearance do NOT trust him.

Final thoughts
This game has all the tropes: Cryogenic suspension at the start of the game, a single all-powerful megacorporation, a mysterious and seemingly abandoned spaceship, a mainframe AI, frequent use of journal entries, and time-travel thrown in for fun. And yet, it takes these tropes and sews them together into something novel and fun. While Reclamation has many similarities with other games, it feels like an original piece. It offers gameplay challenges without being too difficult and was rewarding to complete. There are two endings, and the (Spoiler - click to show) Humanitarian ending was brief but quite human.

Even if an NPC-less scavenger hunt in a dead spaceship is not of interest to you, Reclamation may surprise you with its player-oriented gameplay and interesting story.

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Jadeite for the Queen, by Yvette Martin
1 of 1 people found the following review helpful:
A would-be gem that unravels too soon, November 22, 2022
Related reviews: Inform, Travel

You are Royal Councilor for the King. The Queen’s birthday is next week, and you have been tasked with finding the perfect jadeite stone. The game has it all. Glamour. Travel, freedom to journey to different places in the world on a whim with a platinum credit card and a personal jet. Every resource is at your disposal to ensure that the Queen receives the desired gem. And, on top of that, a deadline which requires the player to use their time strategically. Great concept. But the game’s implementation sours the experience.

Gameplay
The game begins in your lush, personal office where the first chunk of gameplay focuses on researching clues on jadeite using resources found in the Royal Manor. It is Monday, and you are expected to find the perfect jadeite gem by Sunday. The second portion of gameplay involves traveling from country to country to track down some jadeite based on leads from your research. It is possible to travel and return to the Manor if you wish. (What is jadeite? Jadeite is a rare mineral, typically characterized with a light green colour. Like jade, but more precious.)

First half: Manor
Besides researching the whereabouts of jadeite, an interesting objective is to find different forms of jadeite. For example, there is a type of cabbage called jadeite cabbage. With this knowledge you can ask the chef to prepare the dish to be served later. Finding these themes were fun, though poorly implemented. I will discuss the (Spoiler - click to show) gown puzzle later.

Second half: Jet-set travel
Travel! The player goes from country to country to buy gems and then use those gems to lower the asking price when you buy more expensive ones. You alternate between buying gems and making offers. And traveling in luxury, of course. It follows a pattern: buy a gem and use it as leverage for the next gem you purchase. That way, you only juggle a few gems at a time. This mechanic simplifies the gameplay and gives players the chance to leisurely take in the geography as they travel across the planet. An adventure for someone preferring a single, streamlined gameplay over technical puzzles. If only it worked. Unfortunately, this game is overrun by bugs.

Now, before you flee, understand that this is a game worth exploring for its novel ideas. However, I do not recommend pressuring yourself to complete it because you probably never will. I ran into several walls that halted progress. Of course, there may be things in the gameplay that I did not notice. I could be wrong. If anyone is reading this and thinking, “challenge accepted,” good for you. By all means, play it. After running around on the face of the Earth, I would love to complete this game.

Bugs & issues
When I first started the game, I marveled at how descriptive everything was at the Manor. The room descriptions featured lavish scenery, and your surroundings glow with the decadence of your position as the Queen’s Royal Councilor. It reminded me of the phrase, “you can look but don’t touch.” If you try to “touch” (interact) with the game, the shiny image unravels. Talking to characters, examining items, and testing verbs reveal some holes in the game’s fabric.

The game is extremely buggy, both cosmetically and mechanically. Some of the most important functions fall apart. At best, it feels awkward. At worst, it prevents you from making progress. Early in the game there were tasks I was unable to complete, but these were relatively non-vital enough to be ignored. The first sign of trouble was about (Spoiler - click to show) preparing the Queen’s gown.

Marina, the head fashion designer, asks you to retrieve a gown from the Queen’s closet, and gives you a key to unlock it. When you collect the gown the game says, "Take it downstairs to the stylist and she will deliver it to the King," the stylist referring to Mariana. But then you run into this issue:

>ask Mariana about gown
Try giving the gown to the Stylist.

>give gown to stylist
Mariana doesn't seem interested.

I found no way of fulfilling this task. Nor can you also ask her about jadeite more than once. She delivers her line and becomes unresponsive. All I have is this gown that no one cares about.
But oh well, I suppose I could just skip this and jump to the gemstone hunting part.

The crippling part of this game by far is the failure of the offer/give command. As I mentioned earlier, the whole point of the gem seller encounters is to offer a gemstone to lower the asking price for the gemstone on sale. Out of all the characters in this game, NONE are responsive to the player trying to give them things. The player is helpless. The only choice they have is to buy it outright, which is bad because the game insists that you will need to conserve money to buy the jadeite later.

To use an example, (Spoiler - click to show) you can buy a Red Beryl Emerald from the seller in the Wah Wah Mountains. This is what the exchange looks like:

>ask Louis about red beryl emerald
I might have a small sample. It is worth ten grand per carat. Are you a serious gem collector?

>yes
You are becoming somewhat of a gem collector. Try giving Louis Potosi the Black Opal to lower the asking price.

>give black opal to Louis
Louis Potosi doesn't seem interested.

Louis was not interested in anything. I have a gut feeling that this was not because I was offering him the wrong gem. I offered him every gem, but no change.
None of the characters in the game respond to the player’s attempts to engage in buying and selling which is an issue because this is the backbone of the gameplay.

Cosmetically, the game is unpolished. Sparseness combined with surface bugs. Poor formatting and awkward character dialog with messages like, “(southwest then east)” tacked on at the end. Though trivial in comparison to the rest of the game, these areas still stick out. A sad part is that you can hardly examine or interact with items in the intriguingly described locations. I did like the interactivity of Tsimbazaza Zoo.

If you are interested in fudging the gameplay, here is a tip (major spoiler tip) you can try when you leave the Manor: (Spoiler - click to show) If you go east from the limo circuit, you end up in Hong Kong where you can attend a diamond auction. After the auction, you can buy the jadeite. Is this a bug, or is the rest of gameplay optional? Why bother running around buying and bargaining (or at least trying to bargain) with people across several continents when you can skip to the main event? The exit to Hong Kong is not listed in the limo circuit’s room description. I stumbled across this by accident while randomly testing different directions. Anyway, yes, you can buy the jadeite. But there is a bug that prevents you from finishing the game. I have not found a way around it, but someone else might.

Story + Characters
The story is not deep but is an eye-catching premise. Buying and selling gemstones while traveling the world. It is a creative idea with some fun vibes. Even has the tones of a much more well-behaved and courteous version of Prima Varicella from the game Varicella. The protagonist in Jadeite for the Queen is male, but the game decides to stick with minimal details.

If you are lucky, you may find NPCs (besides Dante, but even he cuts it close) who will respond to more than two prompts. NPCs are like props. They add detail to the scenery and carry out one function, usually related to a transaction. I was not expecting them to engage the player in thoughtful discussion, but conversation is extremely shallow.

I think the game also tries to incorporate some geographical history and culture into its destinations. I like this idea, though it is frosting compared to having cohesive bug-free gameplay. The portrayal of some characters seemed a bit contrived, maybe stereotypical. Further development would make it more engaging. Regardless, the author has a strong vision that shines through.

Final thoughts
First things first, I have a feeling that this game was never tested. Testing goes a long way, and it desperately needs it. I want to cut the author some slack since it appears to be their first game, but right now it is borderline unplayable.

I am giving the game an extra star because of the creative concept and because it is interesting to play. It may be a chaotic mess as you try to make progress, but you cannot deny the some of it holds your attention for at least a short while. It captures the flair for travel and mixes it with glamour while also adding a reasonable deadline to keep the player on their toes. If the author were to refine and hone these elements, I think the game would gain popularity. Jadeite for the Queen may be incredibly unpolished but with some work I am confident that it has the potential to be a lovely gem.

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Nineteen, by kiran
An earnest look into transgender identity and personal growth over time , November 17, 2022

Nineteen is about the author’s experience with gender identity during an important milestone: Turning 19. The story looks at personal struggles, not just in terms of societal stigma but also the frustrations of not knowing what definition you align with in a world where concepts of gender and sexuality are often placed in a ridged box: You either belong in this category or that category. This game, however, points out that the identity of oneself is far more complex than that.

The gameplay is in second person but built of the author’s own life experiences. As an almost-nineteen-year-old the player finds themselves moving into an apartment with an abusive girlfriend while being employed at an office job. Here, the game explores the loaded meaning behind slurs and their associations and assumptions with gender as they navigate new life changes.

Everything in the game takes a reflective approach. The interactivity does not consist of making changes to the storyline or directly engaging with the characters within. Instead, the player chooses links that reveal different components of their situation before cycling back. This created a fluid effect that made the gameplay a little more immersive. It gives the player an opportunity to “dig” through the story even if they do not influence its contents. Gameplay is extremely short, and you will have to play the game twice to see everything.

Nineteen is not a timeline of the protagonist’s life, but it does outline how identity can change. While the protagonist’s 19th birthday is in 2004, the game projects what life will be like in the future which includes life crises. We get a glimpse- just a glimpse- of the author’s experiences during (Spoiler - click to show) 2007, 2011, 2012, and 2014. In college the author identified as a transgender male and went by Aidan. Years later Aidan became Kiran.

At the end of the narrative the author identifies as neutrois. I have never heard about this term before and wanted to make sure that I used the proper pronouns and wording for this review. Neutrois, according to the definitions I looked up, means gender neutral and that “they/them” pronouns are used (inform me, please, if this is inaccurate) So, there you go. I learned a new term.

One of the takeaways in the game is the idea of considering a term about gender, and then considering the individual attached to the term. If I understand correctly, the author found hope in learning how people can be transgender, and yet, trying to transition did not bring any clarity to how they felt about their own identity. Terms do not necessarily explain the person behind it.

The subject matter is serious, but I found the author’s writing to be approachable. As a Twine game it also has polished formatting. It sticks to a basic appearance with a black background, blue links, and small white text placed neatly at the top of the screen. There quantity of text is moderate, but it is all concise and potent.

Ultimately, this is not a gameplay-oriented game. If you are merely looking for something to “play” then you may not enjoy this one as much. Rather, the heart of the experience is taking in the story and viewing every thread that the author has to say about it. And I am glad they decided to share this through an interactive fiction piece.

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Blood Island, by Billy Krolick
2 of 2 people found the following review helpful:
What could possibly go wrong?, November 14, 2022

In a nutshell: Slasher horror + Reality TV + Dating sim = Blood Island

This is the only ChoiceScript game in the 2022 IFComp. Blood Island begins with a great start. You are watching a video of a contestant from the previous season of a reality TV show being stabbed by someone wearing a Barbie mask. The video ends and Chloe, a manager, enters the room. That’s because you are a contestant for the upcoming season of Passion in Paradise!

Blood Island cleverly replicates the qualities we recognize in romance-oriented reality TV shows but adds a unique and gruesome twist while maintaining an underlying light-heartedness. Even if you do not typically like horror or romance, Blood Island may surprise you.

Gameplay
Scenes usually focus on character interaction. A chunk of gameplay choices is reserved for discussing the nature of horror and reality TV with the other characters. While I would have liked to have a few more action-oriented choices about doing instead of talking (both are valuable), I like how the gameplay introduces the player to key ideas about popular culture and then pitches the concept of a Final Girl as part of the discussion.

We learn that a Final Girl (or Final Guy/equivalent) is more than just someone who is the sole person standing when the smoke clears. It is also a series of designated characteristics packaged by social expectations, often with gender norms. The traditional idea of a Final Girl has qualities ranging from drinking habits (or lack of), expectations about purity, graciousness, beauty, all the way to having the right name. Interestingly enough, the player can pursue an inverted version of a Final Girl to challenge the tried-and-true mold.

There are stats although they are only shown at the end of the game which I usually do not see in ChoiceScript games. I guess the point to use it in a more reflective manner since (Spoiler - click to show) the game wraps up with the player being interviewed about their whole experience.

Some encounters have a measure for endurance. If a player has a high enough stat more choices are available. If it is lower, some of the choices will be greyed out and unavailable. For example, (Spoiler - click to show) when the player is swimming from the shark as fast as they can, their choices are about having enough endurance to out swim the shark. These choices look like:

Keep swimming.

Keep swimming!

Swim harder!

Swim like hell!

Swim, damn it!

Don't. Stop. Swimming!!!

If you are in good shape, most of these options will be available. Otherwise, the faster options are greyed out. The game seemed to take your previous gameplay choices into consideration. If you partake in less healthy habits the game will say, “You're not exactly out of shape, but you also haven't been making the healthiest choices since you joined the show,” whereas healthy choices result in, “You take care of yourself, and it's paying off.” I thought that if I played my cards right and increased my performance, I could out swim the shark. But no matter what I did the last choice of, “Don’t. Stop. Swimming!!!” would always be greyed out.
The outcome of the scene remained the same.

If there is any underlying content, I am more than ready to go digging for it, but so far, the game sticks to the same course no matter what I do.

Story
I was hoping that the game would indulge the reality TV show premise for a little longer because it is not often that I see this envisioned in interactive fiction. Passion in Paradise tasks contestants to entering a relationship by the end of each week to avoid from being disqualified. Now that I think of it, if this were a real TV show it would probably have more than eight contestants total, but this size works perfectly for this game. Contestants also receive date cards that details a fun excursion they can go on with another contestant. The gameplay never goes past round 1, nor does it reach the point where a contestant is eliminated- (Spoiler - click to show) that is, eliminated according to the show’s rules. By other means? Watch out. The stranger with the Barbie mask makes several appearances in this game.

Spoilers! (Spoiler - click to show) I thought it was sad at how the person you choose for the one and only date on the show dies but if you think about it most of the contestants (and even some non-contestants) get slaughtered in the last scene as well. Takes the idea of Final Girl literally. After all, this is a moment for slasher horror. In the epilogue the player receives a phone call about returning to Passion in Paradise. Considering how many contestants died, I am surprised that the show still manages to continue for another season.

Characters
There are seven romanceable contestants, and their introduction to the show is spot-on in creating a reality TV opening montage effect. What frustrated me about these intriguing contestants was how interchangeable the dialog and character interactions were after the opening chapters. They respond the exact same way for everything without any consideration of their unique characteristics that are portrayed when they are introduced at the start of the game reality TV-style. There are certain situations where I figured that Nick would have a different response than, let’s say, Mona, but the writing is almost always the same aside from their names. I am being a bit unreasonable since it is a lot of work to write content for seven separate contestants but please understand that the writing is well done, and it will take time before you exhaust the content.

Now, I know the game is playing around with stereotypical concepts, particularly with the trope of an ideal character that the audience adores, but it also seems like all the NPCs are equally enamored by the player, which feels flimsy. The relationship between a Final Girl/Guy PC and NPCs almost skims the Mary Sue trope which is partly the point in Blood Island. Afterall, you are the package deal. I feel that just because a contestant wins the hearts and minds of viewers does not mean their fellow contestants automatically feel the same way. The NPCs are also competitive contestants who, unlike a TV audience, directly interact with the protagonist and have a chance to form a deeper opinion of them.

Final Girl or not, even if you try stir up drama, and there are opportunities to do so, they forget about it a scene later. It makes me wonder, (Spoiler - click to show) is it even possible to get them to reject me when I choose them for the date card activity?

Also, just for the heck of it, I decided to try an alternate path. The game almost hints at a (Spoiler - click to show) possible Chloe, although I cannot say that I like her character, route. Is it possible to go through with it?

Final (get it? Fine.) thoughts
I have played two of the author's games and I noticed a skill for taking a potentially seedy premises and making it work. Horror game in a retirement home? Slasher horror on a reality TV show? The author pulls it off. (By the way, consider playing The Waiting Room from last year’s competition. Horror with a human touch.)

I was similarly impressed with Blood Island. This game offers a wild time. Your first playthrough is exhilarating and will likely leave you reaching for seconds. After some experimentation the allure fades, but there is enough content to sustain the player for a while. Its discussion of the Final Girl concept is especially memorable.

Question: If someone (Spoiler - click to show) stabs you with a cake knife in your stomach all the way to the hilt, would you survive that? It is surprising at how the human body can withstand major injuries but that sounds like it would test the limits. Then again, perfect for a slasher story.

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Esther's, by Brad Buchanan and Alleson Buchanan
1 of 1 people found the following review helpful:
Mice are nice, November 12, 2022

At Esther's cafe your adorable host / Served cheese to the mice when they wanted toast! / That won't bother Harold's robust appetite, / But Janie insists that the order's not right. Sounds like something out of a children’s book!

Esther's is not a rhyming game, but as you can see, its description caught my eye. Janie and Harold are mice who like to visit their favorite joint for brunch every week. The café is run by a young girl named Esther. Unfortunately, there is a bit of a linguistic barrier. Esther does not understand the mice and ends up serving them cheese instead of their intended order.

There is no singular PC. The game's tone is in third person and the choices you make bounce between Janie and Harold. Gameplay is super easy and versatile for all ages partly because you will not get stuck, and partly because it gives the player space to experiment with choices. You figure out how to get Esther to serve you the right food through pointing or hand gestures. No matter what approach you take the game will guide you to the correct direction at the end.

The characters are endearing, especially the mice. Originally, I was picturing a fantasy world where animals hustle and bustle like humans to cafés and other establishments, but the game opts for a more basic approach. Esther’s café turns out to simply be a little girl indulging some mice in playing a variation of a tea party. Or maybe it is the mice indulging the girl? Either way, this is a sweet premise that the game pulls off. It mixes relatability with imagination. My favorite line is, “Tapioca. I like that word! Tappy-OH-kuh…”

Visually, the game reminds me of a picture book. The text area is a white square set against a purple screen. The letters are black with colour coded text for character names. Avocado icons decorate the player’s list of choices. I also really love how the authors included (Spoiler - click to show) a behind-the-scenes section at the end that shows drafts for the art as well as a node map for the Twine game.

Esther’s is a sweet Twine story that only takes about five minutes to play. While aimed at younger audiences, and I do recommend it for younger audiences, players can still appreciate the thoughtfulness put into the game’s creation.

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Defrosted, by Riyadth
1 of 1 people found the following review helpful:
Freezer burn horror, November 11, 2022

In the far future, climate change has done a number on planet Earth. Glaciers are melting. After a particularly large melt scientists found a strange strain of fungi with incredible resilience to extreme conditions and sentient properties. After tinkering around with genetic engineering, the military winds up with humanoid plant-based beings called Hyphaens.

Upside: They make great soldiers. Downside: Without social interaction they cannibalize each other.

Gameplay
The game starts with heavy exposition before launching into gameplay. The protagonist is desperate to secure a job after being dishonorably discharged from the military and manages to find employment as a companion for a Hyphaen. Here, character customization is cleverly woven into an application form that allows you to edit the protagonist's gender, height, and other characteristics. The gameplay then consists of preparing and traveling to meet your assigned Hyphaen.

One thing I disliked was how the protagonist makes informed decisions while the player is left in the dark. The main example is if you decide to (Spoiler - click to show) explore the mall. The protagonist automatically starts buying all this stuff that is later used to create a makeshift weapon for self-defense. A brief mention of the protagonist’s intent for buying would suffice. Something like, “hm, these substances may be useful in repelling Hyphaens,” would have been helpful for context.

Story
The turning point is a gnarly scene where (Spoiler - click to show) the protagonist is being devoured by their assigned Hyphaen up arriving at the apartment. There are three endings, two bad, one good. So far, I reached (Spoiler - click to show) BAD END 1 and (Spoiler - click to show) GOOD END but not the third outcome. The good ending involves (Spoiler - click to show) fighting off the Hyphaen. It leaves the player on a bit of a cliff hanger since it just ends with the protagonist leaving, although there is the implication that the protagonist is now on the run from killing military property. I do appreciate how the author provides some additional exposition on what happened before ending it.

I spent a chunk of time trying to find a way to (Spoiler - click to show) avoid being attacked by the Hyphaen but I do not think that is possible. There are some mixed messages that I tried to decipher. The Hyphaen’s dialog after you successfully defend yourself suggests that the Hyphaen merely wanted a connection. That said, there is no kidding the fact that such a connection would result in the death of the protagonist. It was only after re-reading the concluding text about "separation-induced aggravation" that I started to hammer together an explanation.

I’m just going to take a whack at it. (Spoiler - click to show) There is some hive mind plant entity in the arctic that is connected to the Hyphaens that function as a "fungal network." This entity(s?) is referred to as Mother and Father, or at least some translation of it. An expedition went down there but was ordered to return when things started getting weird. We learn about this from one of the protagonist’s memories, but it is cut short.

Naturally, Hyphaens' central impulse is to communicate with themselves and a parent hive. But when humans decide to cultivate (or grow?) them in a civilization in a sad dome on a tundra, that living connection is lost. They still have social interactions with nearby Hyphaen and humans, but it is not the same as a hive. Without this link their mental state falls apart and aggression occurs when they socialize. Hence why the Hyphaen attacks the protagonist. Human companion programs were meant to stave off aggressive tendencies through regular mild interactions, but in this case, it was not adequate.
That scene was intense.

Visuals
The game has a stylized appearance and colour scheme that adds a nice ambience. Black text box with wide margins and rounded corners that casts a shadow against a green background. This is paired with thick white text and yellow links. Also, there are these black rectangular boxes that briefly appear at the top of the screen throughout the gameplay that say things like (Spoiler - click to show) “TERMINAL: Dome Termed,” almost as if they were achievements before vanishing (see note).

Cover art is weird, terrifying, but cool. I assume that’s a Hyphaen?

Final thoughts
At first, I was not sure if I liked this game. I felt that the game was too short (though by no means incomplete) and that it left me with too many questions. But during my first playthrough I glossed over the large amount of exposition and backstory that the gameplay provides. When I went back to absorb the details, the story became more potent.

While I would have gladly played Defrosted if it were longer, I do think it is reasonable in length to keep players from being burned out. Its length is best described as compact. A lot of thoughtfulness has been put into this game and I am curious to see the author’s future work.

NOTE: Just as I was finishing this review my usual unobservant self suddenly made a big discovery. There is an arrow button at the top left corner of the screen (I know, it’s obvious) that opens to a menu with some useful features.

It has a dictionary of terms that are updated throughout the gameplay, and stat levels for the player’s strength and pheromone levels. The popup boxes that I mentioned earlier are meant to inform you that new terms have been added to the dictionary. I cannot believe I missed that.

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The Haunted Carnival, by Joe Lesko
Low-key haunted fun at a carnival, November 11, 2022
Related reviews: Custom parser

The Haunted Carnival is a two-word custom parser game. While strolling through the woods you find yourself following a strange path that leads to an abandoned amusement park. Naturally, you throw caution to the wind and choose to explore. As you set foot into the park it comes alive with lights and sounds but no people. But then a gate closes and locks behind you. Leaving is going to be a little harder.

This is not a horror game. Even though the player is technically trapped, there is no sense of frantic escape. Being all alone in an abandoned amusement park may be the stuff of nightmares in some games, but in The Haunted Carnival this is an exciting prospect. No lines, no tickets, (almost) no rules. Take cotton candy straight off the cart. Its subject matter and gameplay are suitable for all ages. The map is moderate in size and the goal is to find five stars hidden around the park to unlock the gate.

What I like about this game is that while it chooses to stick with a generic amusement park setting, the puzzles are novel and creative. On the surface, the game goes for a classic approach with sights that people may recognize from their own experiences or from other depictions of amusement park and carnivals. Things like cotton candy stands, ring toss booth, animatronic (not the scary kind) boat rides, a Ferris wheel, and more. But the puzzles for these features are pretty fun. Reasonably well-clued but also gets the player to think creatively.

My favorite part were the ghost NPCs. Most appear in the middle of the game to help you or add atmosphere, such as the audience that appears at the stage. Interactions with ghosts are subtle. You do not initiate dialog. Instead, they emerge and respond accordingly as you make progress. For instance, (Spoiler - click to show) if you fix the ladder for the trapeze platform and then climb it, a ghost materializes on the trapeze. She then swings to you to grab your hands so you can reach the other platform. The ghosts seem to represent the carnival's past glory but none of it comes off as sad or depressing.

There are some rough edges. Notably, I encountered a few bugs, particularly with the Ferris wheel. For example, if you ride to top and then attempt to go north the game freezes and you must restart. In one playthrough in a different area of the park there was one case where the game decided to no longer respond to my attempts to type, also forcing me to restart. Do not let this scare you away since bugs are scarce, but they do detract from the game’s overall quality.

Other issues are superficial, particularly when room locations do not adapt to player choices. You can take one bag off cotton candy from the cart and eat it. Presumably that was the last bag because if you try to take more the game says, “There is no CANDY nearby.” And yet the room description still reads, "At the side of the path, you see a colorful cart with bags of cotton." This error only occurs if you eat the candy in any location other than by the cotton candy stand. This is ultimately cosmetic, but it stood out, nonetheless.

In conclusion, I quite enjoyed The Haunted Carnival. It opts to go light on story and instead focus on gameplay and atmosphere, both of which were cleverly done. It is not flawless, but certainty has moments where it shines. A quality piece that I would recommend.

(Final note: I use the word “carnival” and “amusement park” interchangeably, although they are slightly different. My understanding is that carnivals are more like smaller, temporary amusements parks, so take these terms with a grain of salt.)

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Something Blue, by Emery Joyce
2 of 2 people found the following review helpful:
A short horror story via mail, November 9, 2022
Related reviews: ECTOCOMP, Twine, Horror

The protagonist of Something Blue is Helen, a young woman recently married to an affluent man named Henry Compton. Great match. The story is told through letters that she writes to her sister Anne. But each letter gradually reveals a sinister truth.

Gameplay
Gameplay is simple enough. For each of Helen’s letters you choose several passages by clicking on a link that cycles through your options. There are three options per passage, and options seem to feature three different tones:

(1) Helen assumes the best of her husband and never speculates about suspicious things.
(2) Helen admits that she is not enjoying being married and that her husband gets super touchy about certain topics but otherwise plays ball. For a while, at least.
(3) Helen is sure that that something weird and explainable is going on. This last one sits on a fence between working yourself into imaging things and knowing Exactly What You Saw.

I was half expecting, half hoping that the player could determine Helen’s actions based on your choices while writing her letter. If Helen writes to Anne that she will (Spoiler - click to show) explore the attic when Henry leaves, she will explore the attic. If she opts to stay out of it, she stays out of it. Instead, it she goes to the (Spoiler - click to show) attic every time, and honestly, I cannot fault her for that. Ultimately my issue is that gameplay choices seem superficial when finding the possible outcomes for the story. I would mix and match choices to see how it shaped the gameplay, but it ended up being rather linear.

Story
Helen is told she get go wherever she wants in the house except (Spoiler - click to show) the attic. I will just rip off the band-aid. (Spoiler - click to show) Helen sneaks into the attic and discovers the dead bodies of Henry’s previous six wives. Her final letter to Anne shares her findings. The game ends with Helen’s husband sending a letter to Anne with bad news. He explains that Helen’s previous letter surely must have been the result of a high fever that gave her delusions that her husband had murdered his former wives. Haha. No, the player is not going to buy into that too easily.

I found the ending to be ambiguous. We know he is trying to cover his tracks. We do not know if Helen tried to run away or asked him about what she saw. I am assuming that at some point he figured out that she explored the attic. The implications of this are disturbing but we are left with a bit of a cliffhanger. Is she dead? He offers to allow Anne and her parents to come visit, so I take it that she is still alive. But if gameplay has any merit, she will probably end up like the other wives. Implied horror can work tremendously, but Something Blue ends a bit too soon for the story to click.

Henry’s writing about a fever feels like the default ending, but there is an alternate ending that ends in a similar fashion. If you choose gameplay prompts that seem a little, for the lack of a better word, “hysterical,” Henry writes that she was sent to a sanatorium instead. Historically, the notion of hysteria been used as a way of diagnosing women, which opens a can of worms about sexism and other issues. But it appears that Henry is going to use that to his advantage. Like the other ending, things are a little ambiguous about the outcome. Is he really sending her to a sanatorium or is he just going to kill her in the attic?


In case you are curious, the game’s title is based off a wedding rhyme that says, "Something old, something new, something borrowed, something blue." Each part of the rhyme details something the bride should wear while tying the knot to ensure certain blessings throughout the marriage. The "something blue" is meant to defend against evil superstition but (Spoiler - click to show) having a husband who chops up his wives also counts. If Helen followed the rhyme at all, it clearly failed. Especially with "something blue." The sad thing too is that her first letter in the game suggests that she married at her parents’ insistence. She probably had little say on not just who she married, but also on how she was married.

Visuals
The visuals only tinker with basic effects but they are effectively polished. The text is on a yellowish-white square against a dark blue background with matching links. It draws attention to the colour in the game’s title. I thought it was a nice look.

Final thoughts
This was one of the first games I played for this year’s EctoComp, and I fun reading the story. Definitely a horror game. It could have been more fleshed-out, but it is still a quality piece suitable for a few rounds. If you like interactive fiction with gameplay that exclusively takes place through letters that you modify, consider Something Blue.

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MARTYR ME, by Charm Cochran
2 of 2 people found the following review helpful:
If you are going to kill me, at least do a good job, November 8, 2022
Related reviews: Twine, Horror, ECTOCOMP

This is an EctoComp game. Had I not known that when I first saw the swirly bleeding-heart cover art, I would have guessed that I was about to play a twisted Valentine's Day game. Actually, it could probably double for Halloween (why am I still talking about Halloween?) and Valentine's Day if you are in the mood for horror. Potentially versatile option.

Anyway, MARTYR ME is a candid game about a murderer- a serial killer- dicing up a victim. You play as the murderer, but the narration is second person as told from the victim's perspective (Technically, the dialog is made up in the PC's mind, but they pretend that they are being addressed directly). I am not even sure if the victim is still alive. The start of the game sort of gives the impression that they are already dead, and that the murderer is merely playing around with a corpse.

The pivotal choice you make at the start of the game is whether you want to take your time or jump right in. The goal is to perform a ritual to martyr the victim by carrying out specific “steps” while butchering them. It is almost humorous at how offended the murder victim is if you decide to rush through this process. How dare you cleave me like that? Make it pretty. I know this sounds morbid- I mean, a game about gory murder embodies that concept perfectly- but the author presents it with a concise concept and consistent tone.

As a Twine game the visuals only dabble with a colour scheme, but it looks nice. It uses a pink not-quite-red background that later changes to shades of red and fuchsia. This is paired with white text, and pink/dark red links. The player is not sure if the colour makes them think of blood or candy. Or punch.

Reading my review will probably make you think, “!?!?!?? What is this game?” Well, it pulls the subject matter off better than you would expect. Yes, it is gory, and you may or may not like it. But it is also a horror game and a submission to EctoComp, of which it fairs quite nicely.

(It sometimes has faint vibes from PaperBlurt's The Urge, but much shorter and with a different storyline and gameplay POV. Don’t let that scare you away.)

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You Are a Zombie Yelp Reviewer, by Geoffrey Golden
1 of 1 people found the following review helpful:
Undercooked, November 7, 2022
Related reviews: Ink, Horror, ECTOCOMP

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.

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Campus Invaders, by Marco Vallarino
2 of 2 people found the following review helpful:
You've got this, November 6, 2022

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).

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The Good Ghost, by Sarah Willson, Kirk Damato
4 of 4 people found the following review helpful:
An outstanding short story that conveys much emotion, November 6, 2022

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.

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The Trials and Tribulation of Edward Harcourt, by MelS and manonamora
3 of 3 people found the following review helpful:
It’s a [spoiler]?, November 5, 2022

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.

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Escape from Hell, by Nils Fagerburg
2 of 2 people found the following review helpful:
An excellent escape game from the depths of the underworld, November 5, 2022

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.

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The Staycation, by Maggie H
5 of 5 people found the following review helpful:
Horror? Slice of Life?, November 4, 2022

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.

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Buggy, by Mathbrush
4 of 4 people found the following review helpful:
Quite a ride, November 1, 2022
Related reviews: Inform, ECTOCOMP

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.

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4 Edith + 2 Niki, by fishandbeer
2 of 2 people found the following review helpful:
Not much here, October 31, 2022
Related reviews: IFComp 2022, Twine

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.

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One Way Ticket, by Vitalii Blinov
1 of 1 people found the following review helpful:
Next time, take a flight instead, October 31, 2022

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.

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No One Else Is Doing This, by Lauren O'Donoghue
2 of 2 people found the following review helpful:
Knock on those doors…you can do it, October 29, 2022

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.

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Disharmony, by Pink Soda Studios
2 of 2 people found the following review helpful:
Whoa...Creepy., October 29, 2022
Related reviews: Mystery, Horror, Twine

I am in IFComp mode right now, so please excuse this brief intermission. I also encourage you to put this on your Halloween play list. Preferably with the lights off.

The premise of Disharmony is that you and your friends live in the same country, but far enough away from each other to make daily face-to-face in-person interaction impractical. Everyone uses a messaging and streaming app called Harmony to keep in touch. However, Reina has been unresponsive to anyone’s messages. As more of your friends keep speculating about what to do next, you get a feeling that there is something more beneath the surface.

Gameplay
Disharmony follows the investigation-via-online-messaging trope, a trope that is usually exciting even if it you have seen it before. This game is no exception. It cultivates an investigative ambience for a story that is a mix mystery and horror elements.

A main mechanic is tracing contradictions in character dialog. It is a balance of knowing when to take things with a grain of salt, and when to pick out clues that are a solid indicator. How you respond to characters is as equally important. Here is a scenario:

If you think Character 1 seems suspicious, the game may have you discuss it with Character 2 or Character 3 for answers. But it is also possible that it has nothing to do with Character 1, that instead it is Character 2 or 3 (or neither?) who is at the root of your suspicions. You must follow closely or end up sharing the right findings with the wrong person. If a character thinks you are on to them, they will be less responsive as you try to piece everything together.

While your friends continue to talk, you notice something suspicious.
Who do you contact about it?

Sometimes characters will message you privately to share their own thoughts and suspicions, which only amplifies as the game continues. A helpful feature is how the game summarizes characters’ perspectives akin to, "[Character name] thinks that [spoiler] is being [spoiler] by-" (and so forth) when the player needs to make an important decision.

In the last half of the game the player runs in to a moral choice. This is where another (Spoiler - click to show) horror movie trend enters: The “group vote.” In these cases, everyone is eyeing each other suspiciously and, in the face of strife, decides to “vote” to either pin the blame on someone or to assign someone to complete an unsavory task for the benefit of the group. Something like that happens in Disharmony.

By now, some creepypasta themes are also introduced. (Spoiler - click to show) Reina claims to be trapped somewhere called, “Never,” and one of the NPCs goes diving into the internet to search for an explanation. They find a secluded article that matches the content in Reina’s messages, and the solution in the article- you know what? Play the game. But expect to make a tough moral decision regarding one of the NPCs. It will keep you busy for a while.

Story
I am not going to hash out the ins and outs of the endings because they will be 150% more enjoyable if you experience them for yourself. But I still want to share some findings. This is where I caution you to play the game before you read this section of my review. It is so easy to click on the spoiler tag to see what’s underneath, but the spoilers here will dampen the thrill of reaching your first ending.
(Spoiler - click to show)
I found out who was responsible for Reina's disappearance, but when the ritual (spoilers, I warned you) was complete, Reina was not returned while the person responsible was returned instead. In the next playthrough the same happened except the person responsible did not return. Finally, I managed to get Reina back at the expense of the person responsible. And then much later I managed to bring them both back. Win? Not really.

Now, I am giving the game four stars instead of five because of its weak ending. This is not me wishing for a happy fairytale where everyone wins. Instead, I did not like how dismissive the game was when the player fulfills the objective of returning Reina.

If you fail, the game informs you that, “Reina is offline,” and then everyone glumly logs off. The screen then says, "The events of the night have left everyone shaken and disturbed. Your friends begin to sign off, no doubt to report the circumstances, or contact one another in some way, or sit and process what has happened." Makes sense. Now, when I first succeeded, this is what I got:

Reina is online.

Check Harmony.

Presumably the goal of checking Harmony is to have a chit chat with Reina about her disappearance, right? No, the game still wraps up the same way, first with everyone logging off, and second with the game giving you the exact message that you get when you fail. Is everyone seriously going to log off after successfully bringing her back? Now, she is online and probably wondering where everyone went. No one acknowledges the victory of saving her. If a group chat with Reina is not possible, I was hoping that the player could at least have a private chat with her. Instead, you can only log off.

The game puts so much effort into creating a complex and choice-sensitive gameplay experience only to reduce it to a generalized outcome that ignores the player’s choices. To be clear, there are multiple endings in the sense where a major decision that you make at the end is evaluated and then weighed to determine your success in bringing back Reina. But the ending text and the NPCs’ behavior stays the same regardless.


Anyway, that is my take on the story. I am not entirely convinced that I found the ultimate best ending, but I do know what else it could be. Despite my feelings about the endings, it still makes me want to revisit it (and I have). It is an excellent game.

Characters
Zero, Amelia, Jae, and Ravi are the NCPs whom you interact with to figure out what happened to Reina. As the game moves on you get a sense of their relationships with each other. It is not necessarily a tight group where everyone are close pals, but there is a general sense of familiarity. Of course, this dynamic takes on new forms as the mystery grows.

Visuals
Disharmony has simple but stylized look. It uses a dark grey background with lightly coloured text. The author does not try to replicate a chat room look with message bubbles or interface. The only indicator are the colour-coded character names and the occasional @ symbol, which works perfectly well. Fancy chat room designs in Twine games are awesome, but this game shows that a basic look is just as effective at conveying the idea of chat space. Also: The cover art is pretty.

The game’s use of delayed pauses is spot on. I have seen so many Twine games that overuse pauses to point where the suspenseful/dramatic effect is canceled out since everything seems to be drawing (pause) out (pause) the (you get the idea) suspense. Plus, it slows progress. Disharmony uses them whenever Reina sends messages which builds suspense because there is a feeling of anticipation as she slowly doles out shards of information about her circumstances. (Spoiler - click to show) A creepy moment is when she suddenly floods the screen with messages.

Final thoughts
Disharmony is creepier than I thought it would be, and I had a lot of fun. The tropes were nicely done. A mystery conducted through chat messaging paired with horror movie character group dynamics. There is some creepypasta thrown in as well. This is all combined with an intriguing storyline, consistent pacing, and a mix of NPC personalities.

I especially liked its investigative nature of the gameplay. (Spoiler - click to show) Winning is not a simple matter of identifying a culprit. It involves identifying a culprit and then going the extra mile so that Reina is brought back. Even though I have (Spoiler - click to show) mixed feelings about the rather lackluster winning ending, reaching it still felt rewarding. There is still the possibility that I missed some things. For this game, it is quite possible. I highly recommend this game to anyone in the mood for a horror Twine game.

(Actually, (Spoiler - click to show) the only trope that made me roll my eyes a little was how everyone’s phones die when they consider calling emergency services. Then again, it functions fine enough.)

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The Pool, by Jacob Reux
2 of 3 people found the following review helpful:
(Don't) Dive in, October 27, 2022

All it took were the words, "research institute that studies aquatic life," in the game's description for me to tell myself, "I have to play this." Plus, it sounds like an unusual setting for a horror story. I was excited. But when it came to sink or swim, the game unfortunately could not hold its own.

Gameplay
The Pool begins at a casual staff party at the institute (we never learn its specific name), which is an attention-grabbing way of starting the game. But tension is in the air. Casual conversation informs us that the protagonist's boss had been missing for several days. People are working overtime to compensate. As the party wraps up, chaos breaks loose. Turns out (Spoiler - click to show) former friends and coworkers are looking to turn their colleagues into fish food. Not goldfish. Something worse.

The gameplay essentially features the protagonist trying to get out of desperate situations with the threat of death lurking around every corner. It becomes a stampede for survival. You are usually presented with two choices at a time, either having to do with character dialog or a generalized decision making. Stay or leave. Help or hide. Go with Ada or go with Marcus. A downside to this game is that everything feels a bit scattered. There are large passages of text with a mix of dialog, sudden changes in scenery, swearing, sea monsters, and other developments that can be hard to follow. But if you stick it out and trudge through, you will find an interesting story.

The redeeming quality in this game is its use of branching gameplay. In fact, the number of paths were fairly impressive. The branching begins at the start of the game where the player chooses who to mingle with at the staff party, and that branches off as well. What I like about this is how paths each have different ways of informing the player about the nightmare that unfolds because they determine where you are in the facility and who you are with when disaster strikes. For example, (Spoiler - click to show) in one path you directly see Ada betray everyone, but in another you may only learn about it second hand. A memorable case of the former is when nearly everyone from the party is chained to a rig that Ada slowly lowers into the pool. This occurs if you choose to hang out with Ada after the party. Sounds gnarly, but it conjures memories of renting horror movies from those Redbox stations for slumber parties. It occurs early in the game, and that is only one path.

The author makes a notable effort at diversifying what you see in each playthrough. If you play the game and think that you have seen everything, then you are probably wrong. Because of this, I played the game multiple times despite its lack of organization.

Story
If you read the previous section, you already know that there is lots of branching to play with, and how it gives you different ways of experiencing certain events. Another upside is that it provides some exposition on the overreaching story, one broader than what we usually see in each playthrough. Common knowledge is that (Spoiler - click to show) the aquatic monsters bite humans to turn them into new monsters, almost like zombies. We also know that Ada and Marcus were involved. But there is more to it. You really have to dig* to find it all, (Spoiler - click to show) but the gist is a conspiracy between the institute and another lab about developing a new form of organism capable of unheard-of morphing abilities for “research.” Dr. Chamber’s phone even mentions a vague business deal. Feel free to play the game to learn more.
*(Did (Spoiler - click to show) you know that there are TWO locked door password-puzzles in this game?)

Endings. It depends (Spoiler - click to show) on whether you include the countless ways of dying as endings or merely premature ones. I found two endings where you walk away alive, only one of which truly feels like a “win.” (Oddly enough, there are two paths that lead to this same ending). Strangely, the winning ending is the most lackluster since it features the protagonist going home and carrying on with their life without any mention of the aftermath of the whole incident. I take it that they no long work at the institute. If you feel like exploring every outcome in this game, it will keep you busy for a while.

Characters
Characters fall into familiar horror movie tropes, but that can be part of the charm. If you are looking for complex characters with multi-dimensional relationships with the protagonist, you should look elsewhere. But if you want tried and true character molds, The Pool is a decent example. You have the (Spoiler - click to show) lively acquaintance (Ada) who betrays everyone for personal gain. The spritely action-oriented character (Zara) who expertly pulls the protagonist out of danger and teams up with them. The best friend (or in this case the deceitful "best friend") Marcus. And other NPCs. But instead of chewing the fat I will just encourage you to test the game for yourself.

There is also some attempted character development about the protagonist who has always been timid about stepping outside of their comfort zone and making friends with people without worrying if they share the same interests. The gameplay often features segments where the protagonist has a chance to “break” out and become a new person. It is rather formulaic approach but fits in with the trope-ness seen throughout the game.

Visuals
The game uses a basic Twine visual appearance: blue links, black screen, white text (with occasional animation). However, this is overrun by numerous spelling and punctuation errors that stick out everywhere. Instead of separating the text into paragraphs the author just crams everything together to create one big mass of unformatted text, especially for scenes with lots of dialog. Occasionally, some areas are a bit smoother. But overall, it looks unpolished and unorganized, and it is obvious.

Also, three links lead to a blank screen (frustrating since I was waiting to see what would happen next), whereas a few others lead to a screen with text but no link to move forward. A little proof-reading and testing would go a long way.

Final thoughts
The author has a lot of promising ideas but right now it is simply not a polished piece. Not incomplete- it is playable and possible to reach endings- but more like a draft.

I would recommend The Pool to anyone interested in a creature horror story that conjures up familiar vibes of the "creature horror story" genre while adding a unique touch here and there. Plus, it is short enough for a few rounds. It is best enjoyed if you experiment with the gameplay paths. For me, each playthrough lasted about 15 minutes or less. Otherwise, this game needs some work before I would recommend it to all players.

(Oh, one more thing. I see we are getting close to Halloween. If you feel like burning through horror games while guzzling candy, The Pool has a little more appeal.)

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Arborea, by Richard Develyn
2 of 2 people found the following review helpful:
Starting Program Arborea..., October 25, 2022

This game is not a mere skip through the forest, I can tell you that.

The subject of Arborea is hard to summarize in a sentence. I have never played a game quite like it. It has the slight sci-fi angle of being in a computer simulation that adds a unique flair without coming off as a sci-fi game. It has a strong history-based component and yet I would hesitate to write it off as a historical game. There are even a feel mythic and spiritual elements thrown in. And then there is the overarching question of what is Program Arborea? But first things first.

Arborea seems to be a rift off the word “arboreal” which refers to the overall nature of trees. The definition, “pertaining to trees” also surfaced when I looked up the word. Both descriptions are spot on because Arborea is all about trees and human’s relationship with them, whether it may be for exploitation of resources, cultural traditions, or everything in between.

Gameplay
The game begins right after you step into a simulation room where a smooth computerized voice informs you that Program Arborea is about to begin. The next thing you know, you are in a vast forest with no exits and nothing but a gourd in your possession. On the gourd are markings that represent trees from different parts of the world. By identifying the trees, you can travel to eight world regions at different point of human history depicted in this game. It is not a time travel game. The player is not going back in time. Instead, they are simply in a simulation that brings the time periods to them.

Direction > Tree > Destination
North > Pine > The Pine Forests of Scandinavia
East > Palm > The Palm Tree Plantations of Indonesia

You are presented with the simple sounding but vague goal of finding a kernel. The game essentially cuts you loose to figure it out on your own. But it also seems like the more you try to make progress on your own, the more guidance you find in the setting and characters. It can be intimidating at first. You learn that you must “solve” each location, but this is not done independently where you solve one before moving on to the next. Instead, everything crisscrosses. Items from one location can be used in another. The puzzles are not always intuitive and given the size of the game it easy to lose track of your progress.

Once you (Spoiler - click to show) complete the content in each area, its corresponding icon on the gourd will crack (such as the frog for the Amazon). Turns out the kernel is inside the gourd. I spent all this time looking around for it, only to realize that I technically had it the entire time. The catch is that it is only retrievable once every icon is cracked. And that is not even the end of the game. Surprise! There is an endgame as well. Even though it took a while, completing the game felt satisfying.

Puzzles
The gameplay (and corresponding walkthrough) is long, and I figured that would never replay it after I was done. Turns out this was a game where I found myself eerily capable of remembering the exact solutions. Many puzzles seemed rather simple in retrospect, although (Spoiler - click to show) I still have lingering surprise over having to haul around a severed head for a chunk of the gameplay (it is less gory than it sounds). I have played games where the puzzles are cryptic and I need the walkthrough, and even after I complete the puzzle step-by-step, I still find myself unable to explain what I just did. Many of the puzzles in Arborea can be done in different order. I kept thinking to myself, "you know...I wonder what would happen if I did this first instead.” I returned to the game and played around with the order in which you can complete things.

There are a few guess the verb puzzles that will probably leave players flipping through the walkthrough. A big roadblock for me was (Spoiler - click to show) crossing the Savannah to get to the carcass. If you try to go south, the PC understandably chickens out. I was not sure what syntax to use. In the walkthrough, there is a subtle clue on what word to use, which assumes that the player is familiar with Star Trek. I am, but even that did not help me make the connection. It is not a standard verb, either. Another guess the verb issue was with (Spoiler - click to show) banishing the demon in the Himalayas. Even though it had a few more small clues, I still needed the walkthrough.

Oddly enough, the some of the most challenging puzzles for me were (Spoiler - click to show) not from the main gameplay, but the endgame. For example, I did not put together the solution of dragging the cross while wearing the white robe and crown to scare off the man in the Scandinavian simulation room. Regardless, I thought that the endgame was a clever way of tying everything together (and the game keeps you guessing about whether the endgame is part of the simulation).

Story
Arborea does make some commentary about real-world issues. The locations for Serengeti, Indonesia, and the Amazon all have subtle mention of current environmental concerns. The time period for these areas is set in more modern times. We see deforestation, poaching, and the production of palm oil for consumer goods (Spoiler - click to show) such as beauty products. Obviously, these issues are far more complex in real life, but the game focuses on identifying key ideas to convey a general message of how we use trees and the ecosystems connected to them.

My ongoing question about this game has to do with “Program Arborea.” I borrowed the title of my review from the first line in the game where the computerized voice activates the simulation. The sci-fi aspect of the game stood out to me since the gameplay is essentially an advanced VR adventure. At the end of the game (Spoiler - click to show) when the Program finally ends, and a door opens so the protagonist can leave, while the voice in the background says, “Please take time to re-orient yourself and observe all normal safety precautions when exiting the building.” A museum. A museum on natural history. That is my guess.

But maybe you are not meant to look too closely.

Characters
The characters are engaging and interesting (even likable for some) but also highly generalized to match their setting. I think it steers clears of stereotyping, although that is a fine, fine line to walk. That said, it is quite possible that I either overlooked or were not aware of certain important/contextual details. I would love for players to share their take on it. Character interactions do not have much depth since each character generally has their “scene” in a puzzle, but there are meaningful moments.

Actually, this (Spoiler - click to show) can be a bit awkward when you meet these characters again in the endgame where you discover that they were merely actors participating in the simulation. Unexpected but creative approach to character design.

Final thoughts
Arborea is a long but thoughtfully constructive game. Reading this review may give the impression that the game is all about climbing trees and analyzing environmental issues, but that is not entirely accurate. Yes, those things are certainly included (especially the tree part), but the gameplay also has a broader scope in content that may appeal to you more than you would think. It is a long game, I know, but give it a shot and then decide. I was surprised at how much I enjoyed it.

(Arborea strongly reminds me of The Symbolic Engine. It is a one-room game entered in an IF Art Show and involves messing around with a machine that looks at the history of humans and their relationship with the planet. It also casts an eye on what that history could be in the future. The machine uses different voices and icons to tell the story. The gameplay experience is considerably different, but the themes are spot on. Like Arborea, it has a mix of sci-fi and historical elements. Unlike Arborea, it will only take up a sliver of your time.)

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Admiration Point, by Rachel Helps
3 of 3 people found the following review helpful:
A blend of futuristic curation, cultural values, & personal ambition, October 24, 2022

Admiration Point takes place several decades into the future. You play as Maria, a 3D artist at the Digital Culture Museum where she designs virtual exhibits. But lately, her attention keeps wandering to her coworker, Sean. Romance is unlikely.

Gameplay
The interactivity usually consists of deciding whether to explore Maria’s attraction to Sean, or to shift the attention towards her work and family. To use an example, (Spoiler - click to show) in one scene you choose whether to read Sean’s book, search for Sean on the internet, or read a novel having nothing to do with Sean. Other times, choices are centered around character dialog.

Gameplay choices generally do not affect the overall track of the game. The most influential choice occurs about a quarter into the game where the player decides on how Maria should approach her feelings about Sean. Maria can choose to wreck her feelings, ignore them, or use them to fuel her own work. Your choice is then listed at the side of the screen for the rest of the game. This choice does not change the gameplay path but features text changes that are varied enough to make each playthrough a unique experience for replays.

Admiration Point is not a stat intensive game, but there are a few. Stats are meant to give the player a general idea of Maria’s feelings and standing with Sean. Cleverly, they are indicated with icons rather than numbers. (Spoiler - click to show) Maria’s obsession with Sean is represented by a looping scribble that becomes denser as her interest grows. I think that explains itself clear enough. Sean’s attitude towards Maria is shown with weather icons that begins with a neutral cloud before slowly transitioning into a shining sun. There are no rainy clouds or thunderstorms. It is just meant to be an estimate of your progress of getting to know Sean since opportunities can become available.

Story
Immediate story
The story revolves around Maria’s infatuation with Sean. He is the new guy in another department at the museum, but his work often overlaps with Maria’s work. Like Maria, he is married, though considerably older than her. As I mentioned earlier, the player’s choices do not branch the gameplay. Instead, it determines how Maria approaches her romantic feelings. Sometimes this will take you in an unexpected direction.

Have you ever played a Twine game where you click on a link that surprises you with a message instead of carrying through with the command? You probably have. Sometimes games use them to make the player think that a character is about to do something major, only to say, “yeah, not happening.” Sometimes you can sense it in advance. In this game, there were cases where I thought, “surely, the game would not allow me to actually do that,” only to click on the link and realize that, no, Maria really is going for it. I think that this allows the player to share the awkwardness with Maria rather than just feeling awkward at her situation, although the awkwardness can range anywhere from cringy to Going Too Far. Some were pretty painful to try. (Spoiler - click to show) Ending 2 was sad.

Overarching story
I am not sure whether Admiration Point takes place in the late 21st century or early 22nd century, but my guess is the former. When it comes to games that aim towards the near future, I always like to see authors’ interpretations what happens.

Apparently, (Spoiler - click to show) things seemed to go downhill during the 2040s where algorithms in social media allowed corporations to weasel their way into leadership positions and other societal pillars that changed everyday life. Names of states and countries were even changed to corporate brands. It is a familiar trope, perhaps not the most novel. But the game has nice worldbuilding by introducing these concepts through character conversations or Maria’s reading material. It makes explanations more integrated in the game rather that pulling the player aside for a crash course on the history before releasing them back into the gameplay.

Also, futuristic technology (or at least advanced versions of preexisting technologies we have today) is subtly placed throughout the game. For example, we hear mention of synthetic meats called Near-Meat. I am not sure if Near-Meat is a brand-based product. It seems like games that speculate on the nature of consumer meat products in the future tend to opt for flashy fictional marking such as NearMeats™ whereas this game takes a more subtle approach by lightly incorporating it into the writing. No? Maybe it is just me. Regardless, there are small hints that provide exposition about the world Maria lives in.

Characters
The premise of Maria's character is an exciting one: A protagonist who creates 3D art for virtual exhibits at a museum on digital culture in the future. But she also brings something new to the table: She is Mormon. Aside from the author’s other works, I have never really played any interactive fiction games that look at a specific branch/group of Christianity. The only one that comes to mind is the Methodist church in Robin & Orchid. I would not say that Admiration Point is heavily based on religion, but there are scenes where it takes center stage. I cannot say that I am familiar with the subject, but the game does share some cultural insights that were interesting.

One theme that often surfaces with Maria is motherhood. In one part of the game, (Spoiler - click to show) Maria reviews an exhibit script where women share how pregnancy was not a positive experience for them. One woman in the script notes that being overjoyed about expecting a child does not mean you are thrilled with being pregnant. For Maria, these hit close to home since she deals with indecisiveness about whether to have a second child. While there is plenty of existing media that cultivates the image of upbeat motherhood and "perfect" pregnancy, media can also be an avenue for women to share experiences, such as blogging. In Maria’s case, hearing someone who can relate to her struggles was a powerful moment. That seemed to be the main idea the author was going for in this scene.

Visuals
The game has a polished minimalist look. Green links, white background, and grey text organized into neat paragraphs at the left side of the screen. And to the left of that is a grey panel with rounded borders. This panel is mostly blank until the stats are introduced which have fun icons which I discussed earlier in this review.

Sometimes the game uses different fonts for newspapers or other content which added nice stylization. Occasionally there are text boxes used to simulate a text chat screen. It uses basic shapes and colours to imply the idea without needing to be elaborate.

Final thoughts
This was one of the earlier entries that I played. I liked the design and candid nature of the story. A highlight of the game for me was the author’s interpretation of the future and the corresponding worldbuilding, but I also enjoyed the character development.

If you asked me to pick one genre to summarize this game, I would not choose romance, religion, or science fiction, but slice of life. Romance, religion, and science fiction would fit under this umbrella and describe the complex character that is Maria. Admiration Point is short game with a compressed story, and worth more than one playthrough. Even if you decide that you do not like it, there still may be something in it for you.

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You Feel Like You've Read this in a Book, by Austin Lim
1 of 1 people found the following review helpful:
Like an hourglass...Never mind. You are running out of time., October 23, 2022
Related reviews: Twine, IFComp 2022

You wake up in an alleyway to find that someone took the liberty of performing unauthorized brain surgery on you. All you have is a key and a note explaining that you have a stash of neurotoxins in your head, ready to kill you within a few hours. To get the antidote, you must obtain $50,000 and bring it to the alley. Your memory is faulty. You could have sworn that you read about this somewhere…

Gameplay
The player is on a time crunch to fulfill the requirements of the note. There are multiple solutions to your predicament, not all of them require that you cave into the demands of the note. But decide quickly because you have a limited time before you die from the timebomb of poison in your head. There is no counter clicking away at the bottom of the screen to indicate what time you have left. You have to eyeball it. But there are little indicators, such as the colour of the sky, that serve as markers in the gameplay. Semi-short, yet reasonable in length. There are (Spoiler - click to show) four endings, three of which involve not being killed by the neurotoxin.

The gameplay takes place in a town setting near a seaside and rural countryside. This setting is fairly dynamic. For example, (Spoiler - click to show) the pawn shop is not open right away. If you want to pawn something, come back later. That was a nice touch. The game allows you to move freely throughout the environment, but not quite interact with it at the same level of detail. Inventory items are added automatically, and some character interactions occur on the player’s behalf. While it reduces the puzzle value, the upside is that it is easier to make progress. One of the strong points in this game is how the inventory page neatly lists your inventory items and the things you have learned while exploring or speaking with characters. This was a helpful tool in identifying objectives.

Regardless of the interactivity, the writing is humorous, and the premise of racing against the clock to reverse some bizarre surgical procedure provides decent suspense. But the main attraction in this game is the catchphrase of “You feel like you’ve read this in a book.”

Suddenly, an army of rabbits scatter to and fro. Furious flashes of hazel and pale gray silver fur blink quickly as timid rabbits dart around the grass away from you.

You feel like you've read this in a book.

Just when you think the rabbits are done fleeing, one of them lunges out of the hole and bites your hand before joining his comrades amidst the tall grasses.

(To illustrate, "bites your hand" was appropriately shown in red.)

Throughout the game, the PC notes that something reminds them of a piece of literature. But do they remind you of anything? It just may. And if not, at the end of the game is a list of every work referenced in the gameplay. Some were obvious. With others, I only picked up on the reference after I saw the list. That way, I could go back to the gameplay and say to myself, “Now, I get it!”

Story
The story was not as fleshed out as I expected. I would not say that the game is incomplete or has missing story points, but there is no overarching story that really ties everything together. Is the whole point simply that the protagonist likes to read and happens to make associations about everything they see, or is there some other underlying element as to why the associations are being made?

I can understand why the author may be hesitant to go down the rabbit hole (hey, a reference!) in terms of story since not every work hinted in this game is fiction, though most are. And by rabbit hole, I mean having the components from the referenced literature works appear in the story in a more concrete way. Instead, references are subtly mentioned in the text. That is not necessarily a criticism since subtle can perform wonders in conveying an idea. Perhaps the intent was to keep things grounded in reality. Still, I was waiting for a more fantastical, if you will, layer to be revealed.

There are bits of fantasy here and there, such as the (Spoiler - click to show) ritual in the forest, but not enough to be cohesive through the story. To be clear, I am not saying that this game needs to be a fantasy* piece to be successful. However, the game does feature some supernatural/fantasy-like moments that currently do not click with everything else. I love the idea of combining elements of the “normal world” with a fantasy world, which requires a balance. As for You Feel Like You’ve Read this in a Book, the logic is there, but it does not quite capture that spark.

*(I also wonder if I made a snap judgement about a fantasy theme based on the cover art, which would be an issue on my part, not the author’s fault).

The most concrete story background that we get is with the (Spoiler - click to show) surgeon solution route. When you talk to the surgeon about removing the neurotoxin, we learn that the protagonist has a gambling habit that left them in debt, and the person that they owe the money decided to take an unconventional approach to getting paid. This is probably the "best" ending since the neurotoxin problem is resolved without having to come up with $50,000. Then again, the emergency surgery did impact your brain's memory capabilities, and your debt is still unresolved. Maybe not. The protagonist seems to have a knack for not thinking things through. Nonetheless, it was a satisfying win.

Visuals
The game uses a generic black screen with white text interspaced with creative text effects. For example, the word “fog” by the water is glowing like a lighthouse surrounded by fog. Or in other cases movement is used, such as the word “ringing” moving up and down like an object vibrating from sound. Not only does this make the scene more descriptive it also draws the player’s attention to keywords that hint towards literary references. Also, a specific type of yellow text is used for inventory items in your environment, as well as key bits of information in a scene. This was quite helpful.

One design issue that kept glaring at me was how the inventory page has no return link. Instead, you use the small arrow at the side of the screen, but those arrows are the equivalent of an “undo” rather than a “back” to the previous screen. Am I a stickler? You may be nodding your head, but it felt the same as a broken link (and there is a broken link where (Spoiler - click to show) the only thing that appears on the screen is “You are bleeding,” without any link other than the small arrow). Other than that, the game is polished and neatly formatted.

Final thoughts
You Feel Like You’ve Read this in a Book is a quilt of several excellent concepts tied together with not-quite-as excellent strings (I am not making a reference here). There is the drama of the protagonist’s situation, the mystery behind the note, and multiple endings to try. The setting even has a slight Cannery Vale/Anchorhead vibe at times. But there is a gap somewhere that keeps it from going to the next level. If these core ideas were developed, it would be a formidable piece. Regardless, it is still quite a fun and memorable game. If you are working your way through this year’s IFComp games, make sure you give this one a try.

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Witchfinders, by Tania Dreams
1 of 1 people found the following review helpful:
Making a living while trying to live, October 17, 2022
Related reviews: IFComp 2022, Twine

In Witchfinders, you learn what it means to be an empathetic witch at the wrong place at the wrong time in history. Or any type of witch. The game takes place during a slightly altered Middle Ages, one of the more gnarlier segments of human history where, to use an understatement, being a witch was often frowned upon. Even looking like a witch or acting accordingly to social stereotypes about what it means to be a witch could be enough to set people off. Things would only go from bad to worse.

Gameplay
The game lets you wander around town with a handful of stores, streets, and scenery. The goal is to provide services to help people. Witch protagonists often conjure up ideas of blatantly wielding magic, but this is not a game where you cast spells. Nor is it a fantasy game. The only fragment of magic is (Spoiler - click to show) when you flee on your broomstick if you are driven out of the village, and even then, it is barely implied. The game seems to go for a more realistic approach when portraying a witch inspired from and actual point in history.

There is a creative score system that ties in nicely with the game’s theme. It is called your Witch Score and indicates the villagers’ suspicion towards you. This is a game where it is extremely bad to have a high score unless you want to satisfy your morbid curiosity and see what happens when you overshoot people’s tolerance. This was clever since you can observe how suspicion sparks and grows based on different choices.

Some of the gameplay objectives are rather murky. The main goal is to heal the boy in the house, but there is another quest where you help investigate a mystery behind ailing cattle. You (Spoiler - click to show) first talk to Alexina in the candle store to begin this quest and then find out more information by talking to the butcher. It is frustrating how you cannot talk to Alexina more than once to have a recap on the cattle issue or to share findings. The only other interaction is (Spoiler - click to show) when you give her the bone powder.

I also do not understand why sometimes the game ends once you heal the boy without being allowed to pursue other objectives. I am not sure why. Another thing that stood out was how your notes are hardly updated. Tasks that you already completed are still listed there. It would be nice if the notes could be more reliable as guide to point the player in the right direction.

Story
Throughout the game the protagonist is often regarded with some suspicion, but it is not the same "Burn the witch! After her!" narrative that is often portrayed in this subject. Even when you (Spoiler - click to show) max out your Witch Score and anger the villagers, the game keeps things from going explicit. The protagonist merely makes a quick exit and leaves the village. If you are worried about playing a game that draws from the rather grim subject of witches being slaughtered for witchcraft you should know that this is not a graphic game. There are some implications here and there of witches being taken or killed, but the author knows how to tone things down without sacrificing the solemn quality of the story.

I like how the author strived to consult historical information when designing this game. You can learn more about this in the author's notes in the game. In these notes they make it clear that the dates have been changed since the Middle Ages occurred quite a while before the 1800s. Bits of worldbuilding are also incorporated to build the story. I thought the bulletin board added atmosphere and context on the time period’s language and societal norms. Even if the goal was not to recreate a pristine replica of the Middle Ages, it seems like the author has done their homework.

Visuals
When I first played this game, it had the most horrible font choice. The words were difficult to read because the letters were in bold and squashed together with a narrow font. Plus, it hurt my eyes. I know whining about font may sound like a small detail, but illegibility can make or break a game. So, I stopped playing. Later I came back to it and thankfully saw that everything had been changed to a crystal-clear font. It really did make a difference.

Everything now is neatly designed. Black background, white text, and colour coded links. There are lines at the top and bottom of the page that also organize the layout. Together, they create a polished look.

Final thoughts
This is a clever game to offers some engaging ideas. It did not knock my socks off, but I did enjoy it. The game has a close eye for detail and yet it was difficult to feel a deep connection with the story and characters. I certainly recommend this game because it is well done, but you may not feel inspired to replay it.

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The Tin Mug, by Alice E. Wells, Sia See and Jkj Yuio
4 of 4 people found the following review helpful:
Meant for children but can be appreciated by adults, October 16, 2022

The Tin Mug is a short game about working together to pull off a celebration. The protagonist is Tin Mug, and today is its birthday.
The gameplay is broken into chapters and usually focuses on dialog or other basic character interactions. There are never more than two options for every decision which keeps it from overwhelming younger audiences that have little experience with interactive fiction.

The setting in The Tin Mug is a house of what seems to be a modest but reasonably well-off middle-class family. The family has a cook who is also a main NPC since she spends a lot of time in the kitchen and using the items inside it. I would not describe this as a puzzle game but there are areas where gameplay choices directly influence the immediate situation. I could, however, only find one ending. I am not sure if there are more, but if that is the case the one ending is a fitting conclusion.

Teamwork is a prominent theme in this game. As physical objects the non-human characters are used to being manhandled by humans but being manhandled by rebellious children who have not yet mastered proper etiquette is a whole new struggle. Turns out, the household is having a dinner get together that feature two children, one who has a knack for overworking the cutlery. Tin Mug and the NPCs work together to minimize contact with rowdy children. This poses a challenge when you have to, you know, act like a nondescript salad fork. But teamwork carries everyone through.

The characters are basic in design but still lively and interesting. I think that the authors did an effective job in giving endearing personalities to otherwise ordinary objects. There is also a touch of magic involved that explains a bit on the animated nature of Tin Mug and the non-human NPCs. This whimsy may appeal to children interested in a light touch of fantasy.

The Tin Mug is made with Strand, a parser/choice-based hybrid that seems to be relatively new in the IF landscape. In this game, it is almost exclusively choice-based which makes it straightforward and user friendly. Kids and first timers of interactive fiction do not have to worry about learning the rules of parser to enjoy this game. I also like how its appearance is customizable to make it easier to use.

I remember playing the author's other game, Roger's Day Off, which is also made with Strand. It had the coolest 3D (if that is the right term) graphics of its characters and settings. I especially liked the sci-fi ones. The artwork in The Tin Mug is much simpler. Instead, they are flat drawings. While they are not as sophisticated, they work well for a children's piece since they conjure up the feel of reading a children’s picture book. It is probably more appropriate for this of game.

In conclusion, The Tin Mug would be a fun game for young children, perhaps third grade in elementary school (that may mean something different depending on where you are) or lower. Seven years old or younger, let's put it that way. The action is comical, the characters are upbeat, and the story is creative but not too complex so that it is easy to follow. I may not play this game again, but I did enjoy it. If anyone were to ask for a children’s game this would be one of my first recommendations.

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A Long Way to the Nearest Star, by SV Linwood
3 of 3 people found the following review helpful:
This ship is not what it seems, October 11, 2022

In A Long Way to the Nearest Star, you play as a criminal on the run after an almost unsuccessful heist. You escaped with the goods but damaged your spacecraft along the way, forcing you to find a place to hide and make repairs. Luckily, you stumble across a seemingly abandoned research vessel that may solve your predicament.

Gameplay
After a brief intro, the gameplay begins in the landing bay of the mysterious ship where you discover that you are not alone. Your presence caught the attention of the ship’s AI, Solis, who communicates through terminal screens placed throughout the ship. Solis is eager to help but clearly guarded about the circumstances surrounding its own ship. The player is reliant on Solis to help them navigate the ship but is also compelled to find ways to sneak around the system.

The story and characters are worth about three stars, but the overall game gets four because of its puzzles and how those puzzles are implemented in a choice-based format. This is a puzzle-intensive Twine game with free range of movement. You have access to a fairly large ship, and the game lets you wander through it almost like you would if it were a parser game. This approach may appeal to some players. Some of the gameplay mechanics are quite clever. I especially liked how the game allows you to program the janitor bot to go to a location and then automatically follow it. Useful for puzzles while reducing travel time.

There is a lot of in-game guidance. In your inventory is a notes section giving you an overview of what you have learned, and if you take a break in your own ship the game gives you some suggestions of what to do. The author also has hints cleverly formatted into a Twine piece included separately with the game. All of this was nicely done, and I felt it was worth a mention.

The author gets some bonus points for worldbuilding. The terminal in the research lab allows you to look up planets in a digital encyclopedia. When the game ends, you are presented with the statistics of your playthrough which includes how many planets you researched. That alone was enough for me to replay the game just to comb through to find any planet names that I could punch into the encyclopedia. In case you are interested, I found 11 planet names.

Story
The story retains a suspenseful and intriguing quality. The gist (I do not consider this part to be a spoiler since we know this at the start of the gameplay) is that there was a collision with the ship that caused toxic gas to enter the ship, killing everyone onboard. We learn this from Solis, (Spoiler - click to show) but the player knows right away that Solis is not being entirely truthful. It is not a matter of discovering whether Solis is hiding something. It is a matter of finding what it is hiding. Entering the medical bay was kind of chilling. On top of that, it has six endings which encourage replays.

At the end of the game there is this abrupt plot twist that it failed to pull off. This sudden twist, mega spoilers by the way, occurs (Spoiler - click to show) when you learn that Berthold was behind it all. It turns out Solis did not kill Trill, but Berthold did and made Solis think otherwise. That part had some decent backing. But then there is ambiguous explanation on the other ways Berthold potentially interfered, followed by an avalanche of speculation of why he attempted sabotage. You show Solis the captain’s real data pad, and the game rushes to explain everything in one swoop. Yet, it does not even clarify everything. The game says, yeah, Solis gassed the crew, but it also did not gas the crew. Any uncertainties are blamed on glitches. It seemed flimsy in comparison to the rest of the story which had been carefully constructed.

Characters
The player can choose the protagonist’s (fake) name and their brief cover story, but otherwise the game is hesitant to give out details about the protagonist since they are on the run. You can still get to know the PC in subtle ways, such as reprogramming the food options in food synthesizer and eat them. This gives you a look into the protagonist’s previous experiences. Some are quite interesting.

I did not particularly care about the characters which surprised me (This game is almost NPC-less. By "characters" I mean Solis, the protagonist, and the janitor bot. Okay, the janitor bot was nice). If anything, I was more interested in the crew (Spoiler - click to show) which is a shame since they are dead. We only get to know them through video recordings and see their corpses in the medical bay. They seemed to be a unique blend of species and cultures.

AI characters can be a lot of fun regardless of if they are villainous or friendly. I like it when such characters engage with the player, and Solis does just that. But for some reason, Solis did not have much of an impact on me. I find it hard to pinpoint why.

Despite the (Spoiler - click to show) ominous feeling we get from the “account” of what happened to the crew, Solis does seem genuinely interested about the player. The early gameplay has some cliché “gee, hello there, organic life form,” banter that stretches on a bit. Other times the exchange is more meaningful. I like how discussions tend to incorporate mentions of planets or civilizations that give you a broader sense of the story’s world.

Still, the character lacked in dimension. Remember how I said the game gives you a statistical report of your playthrough? It includes Solis' attitude towards the player which I thought was interesting because it made me reevaluate some of my choices to see how they influenced interactions.

Visuals
Generally, the game uses a black screen and links clearly indicated with light grey rounded boxes. This basic look is offset by some stylization that adds some flair.

For Solis’ dialog, visuals are used to create the impression of looking at a terminal screen, featuring a rounded black textbox with a thick border and green text. This was a simple but effective look. Similarly, when it comes to reading data pads the game puts the text in colour-tinted boxes with rounded corners to simulate the feel of reading off a tablet. All of this was creative and eye-catching.

Final thoughts
Overall, it is a quality game. It was not as potent as I expected, but the gameplay is solid and will likely be appreciated by players. This would be a good choice if you are someone who likes Twine games with a little more technicality because it has plenty of puzzles and freedom of movement to interact with the setting. Its IFComp submission says that its playtime is about two hours which is about accurate. Give it a shot.

If you enjoyed A Long Way to the Nearest Star, you may like Lux, another puzzle intensive sci-fi Twine game where the player heavily relies on the guidance of a mainframe AI as they navigate a nearly NCP-less setting in the aftermath of an unknown disaster. It is also an IFComp game from a few years back.

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Into The Sun, by Dark Star
3 of 3 people found the following review helpful:
la, la, la, I'm not here..., October 8, 2022

Those were the words going through my mind as I looted the storage lockers while hiding from a xenomorph monster. In this game you play as space-based scavenger camped out on planet Mercury. You need to repair and refuel your ship but cannot afford it. The plan is to wait for a scavenging opportunity. Finally, you spot a derelict ship drifting towards the sun. Perfect for looting. But just because it is derelict does not mean you will be the only living thing on there.

But first…
If you liked the planning part of Sugarlawn then this may be the game for you. It has a lot of replay value in a similar fashion. Into The Sun borrows a few structural features found in Sugarlawn. In Sugarlawn you are a contestant in a reality TV show about collecting as many antiques as you can in 30 minutes or less. When time runs out the player is presented with a list of the items they collected and their monetary value.

Into The Sun is similar in the sense that the protagonist is collecting items under a time restraint with the central goal of maximizing monetary gain. It too, evaluates the profitability of the player’s looting excursion at the end of the game. But Into The Sun is no copy of Sugarlawn. It does not take a fill-in-the-blanks approach where merely the setting and inventory items are swapped out to create a sci-fi replica. The game still distinguishes itself in both gameplay and story.

Gameplay
You begin on the derelict ship’s middle level next to the airlock that leads back to your own ship. Things are eerily silent but that soon changes. The author has maps for the game, and I highly recommend using them unless you want to visualize an array of junctions, companionways, and levels. I just opened it in a second tab to refer to as I played.

There is a time constraint. As the derelict ship drifts closer to the sun, it gets sucked in by the sun’s gravitational pull. The farther an object goes in, the more difficult it is to break out. The top of the screen lists the gravity level as it increases. If the player waits for too long, they burn up with the ship. I feel like the time limit is reasonably paced. It adds urgency without overwhelming the player.

One of the main gameplay attractions is the xenomorph alien that adds suspenseful atmosphere and logistical factors that the player must manage. The xenomorph is trying to hunt you down. There is always a sense of danger since you can hear it searching.

Starboard Shuttle Bay - Deck B

The shuttle bay is a round room with an airlock on the forward end. There's not as much smoke in this section, but there's a lot of haze. Looking through the observation window, you see a shuttle that holds four.

The airlock's been beaten on and is damaged. The only exit is port.

You hear something slithering towards the port side of the ship. Distant, but it's coming towards you.

The player has limited means of defending themselves, and it is so tempting to just “undo” whenever you run into the alien. But I appreciate how the game does not let you off the hook that easily when avoiding it. As it travels the ship it spits acid on valuable things, destroying them. If you want to nab this or that you better plan around the alien’s movements before they get *acidified. Sure, you may be able to “undo” to skip the inconvenience of fighting the alien but that will not stop it from trashing the ship. While the player may be able to use loopholes here and there, they cannot do so entirely.

All sorts of obstacles emerge for you to dodge. Oh, you want to go down this passage? Too bad. A pipe just broke and hot steam is spewing everywhere. It really makes the player think on their toes. Play the game to see for yourself.

And best of all….

NO INVENTORY LIMITS!

Don’t get me wrong, inventory limits can have a purpose. They add an extra challenge to the gameplay and promote strategizing. Still, they are frustrating, and I am a tad spoiled by games that do without. Deep down, I love it when there are no limits especially for a game where the goal is to loot anything that is either not nailed down or nailed down under lock and key. Barriers mean little for eager scavengers. This raises the question of how realistic it is for a protagonist to be able to gather endless amounts of stuff while still being able to climb ladders and similar activities that require the use of at least one hand. In this game it is no problem. The protagonist has a sci-fi equivalent of Mary Poppin’s handbag which allows them loot derelict ships with relative ease.

Story + Characters
The story is focused on the protagonist’s objective of scavenging enough to afford to repair their own ship. But there is some secondary story content about the derelict ship and its long-dead crew which is gleaned from flashcards found in the ship. When you put the flashcards in the data reader you find the ship’s old logs. So far, I only found two flashcards, an orange one and a yellow one. I do not know if there are more.

It is a bit of a cliché storyline but still intriguing. (Spoiler - click to show) The ship received a signal from an unexplored planet and the crew decided to investigate the surface. A crew member was infected by something that later killed him and infected another crew member. Something happened and suddenly there was a xenomorph onboard. That is all I know.

The only question I have is about a comment the game makes about the (Spoiler - click to show) ship’s AI. If you acquire the AI core the game says, "you get 200 dollars for the insane AI." When it says, “insane AI,” does the game mean that the AI was responsible for the disaster, perhaps for the strange signal or the creature infecting the ship? Or is it just malfunctioning?

Final thoughts
In a nutshell, Into The Sun is ultimately a replay puzzle in a spaceship setting. And a fairly unique one.

At first glance, I assumed the game would follow the familiar mold of a protagonist exploring a disabled ship as it drifts through space. Usually these involve repairing it with a “quick fix” to restore the power or warp drive or similar concept to enable escape or rescue. Instead, Into The Sun throws this to the wind. Repairs? Strip everything of value and leave. Oh, and there is an alien monster tossed into the mix. I just had a lot of fun with strategizing and exploring the setting.

Right now, it is one of my favorite entries in this year’s IFComp, although I still have quite a few remaining to play. We will see. If anyone is interested, my current high score is (Spoiler - click to show) 3,100 adjusted dollars. Someone will likely surpass that sooner or later.

*You certainly do not see that on Sugarlawn!

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Approaching Horde!, by CRAIG RUDDELL
3 of 3 people found the following review helpful:
Dizzying at first but surprisingly fun, October 8, 2022

The onset of the zombie apocalypse begins right as you are watching TV. With the world thrown into chaos, fellow neighbors become fellow zombie survivors. A house is transformed into a survival base, and you are nominated as leader. But, in the distance there is a whole horde of zombies coming your way. You will have to prepare.

Gameplay
This is a stat/resource management game where you assign tasks to other characters. After a short intro you are given ten survivors to order about. It was intimidating at first to see all the elements that you need to manage, but the implementation becomes nicely streamlined.

In the center of the screen is a big grey chart. The first left hand chunk of the chart organizes survivors into six groups: Farmers, Guards, Builders, Researchers, Hunters, and Scavengers. You choose how many survivors are in each group and specify their task. Statistics for each group are on the right side of the chart along with additional stats such as the group's happiness levels. Seeing all that was the overwhelming part for me. Numbers, percentages, the whole thing. But this soon changed.

The left side of the screen has a column of status bars that show the completion of the tasks assigned to each group, providing a nice visual indicator of your progress. Interestingly enough, the gameplay also takes place in real time. The game conveniently lists updates in timestamped orange text below the chart to summarize the impacts of your choices. It did not take long for me to familiarize myself with everything. Then things became fun.

I like how the author adds a little touch of atmosphere. There is a section of text at the bottom of the screen that lets you “visit” each area of your base, such as a radio tower or underground tunnel. There is not much to do in them. For the most part, they are just cosmetic. But being able to lightly interact with them as you expand your hideout was a nice detail. The author seems to have a lot of creative ideas.

A challenge, perhaps?
This game has adjustable difficulty. Easy mode, normal mode, hard mode.

Hard mode is considerably trickier because it is challenging to recruit survivors. In the first two modes if you send out a party to look for them you always manage to find at least one. But in hard mode they are more likely to come back empty handed. Survivors are critical to getting things done. The more survivors assigned to a task, the faster the task is completed. What should you do? Use your current survivors to find recruits at the expense of completing immediate tasks, or devote them to immediate tasks without increasing population size? You can try both but at the end of the day, those zombies seem outpace you. It took forever to beat hard mode, but I eventually did.

Story
Approaching Horde! is not a particularly grim zombie game. Its tone maintains a light heartedness that presents the zombie apocalypse in a more comic light without sacrificing the urgency of the situation. You go from channel surfing on your couch to commanding a group of zombie survivors. At the end of the game, (Spoiler - click to show) you are presented with a journal that the PC wrote about the experience with surprisingly cheerful entries. Even the bad endings, where you get zombified, are meant to be a bit humorous. I thought that the intro was especially funny and starts the game off on a strong note.

Your spouse has ran towards you so quickly, that you're knocked to the ground and your spouse is literally on top of you!

Normally this would be a good thing, but in this case your spouse has already turned and joined the ranks of the undead.

I feel that most interactive fiction games about zombies try to add a dash of humor. In this case, I do not mean games that take play in an apocalypse setting where people are turned into zombie-like beings by a fictious pathogen designed by an author. Those games are also awesome. I highly recommend playing Alone, another IFComp game that came out in 2020 (but made with Inform, not Twine). Some argue that Alone is a zombie game, and with solid reasoning. I can see why. Agreed. But it does not quite fit with what I have in mind here.

When I say zombie games, I mean games that blatantly advertise the fact that it is a zombie story where everything in the gameplay screams, we-are-living-in-a-zombie-apocalypse apocalypse. Out of every game that I have played that fits this category they all seem to instill some underlying humor or irony rather than 110% doomsday destruction. This is not a bad thing. Just something I did not realize until I played Approaching Horde! Then again, I am only basing this off the games I have seen so far. Feel free to share recommendations.

Characters
There are hardly any specific characters. There is Phil, your former neighbor, but he only gets a small mention. But no complaints. That works just fine with this storyline and format.

This is one of those stories where every survivor possesses the skills to become a biomedical researcher or farmer at the drop of the hat. Realistic? Probably not, it is a management game where you do not need to look too closely.

Visuals
I already gave an overview of some of the visuals, so here is a deeper analysis. The design is not flashy, but simple and functional. Basic colours are used for drop-down menus, numbers, and other details while the status bars have some bright colours that change as they increase or decrease. All of this is set against a black background. Basic but attractive. Most importantly though, above all else, the text is large and easy to read.

Fancy effects are fun and encouraged, but detailed management games that go wild with visual effects can make it difficult to read and, you know, manage the content. This game keeps it easy to look at, and simple to use. There are some spelling errors that were noticeable but ultimately it has a polished and clear-cut look.

Final thoughts
This game has already roped me into playing about a dozen times. The gameplay is moderate in length, and it is fun to experiment. You may like this game if you are into zombies or resource management, or both. I suggest giving it a test run in easy mode to get acquainted to the gameplay mechanics, but there is a good chance that you will be reaching to play it again, perhaps in other modes. And if you feel otherwise, that is fine. It is just worth a try.

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Who Shot Gum E. Bear?, by Damon L. Wakes
7 of 7 people found the following review helpful:
Sweet and sour forensics, October 5, 2022

You are Bubble Gumshoe, a private eye tasked in solving the murder of Gum E. Bear in Sugar City.

Gameplay
The game begins at the crime scene. Gum E. Bear's corpse is in the alley. Officer Donut is nearby. From here, the city is at your disposal.

While the game has a smaller map than I expected it contains engaging scenery. This would be a good choice if you want a mystery game without tons of rooms. Much of the gameplay is geared towards talking to other characters but some snooping is encouraged. The game utilizes the smell and taste command for specific objects which not only assists in your investigation but pairs nicely with the fact that everything is made of candy. And in case you get stuck there are pointers at the top of the screen.

The humor in the gameplay comes from the candy-themed interpretation of a modern-day world. Experience the grunge and exotic nightlife of Sugar City. Adult bookstore? Not what you think. (Spoiler - click to show)

>x books
You weren't aware that toffee could bend that way.

Jawbreaker projects a gob of syrup into a nearby spittoon.

Despite the bizarreness of a candy constructed world, the game takes Bear’s death quite seriously. In clinical detail it provides a forensic overview of the crime scene:

Gum E Bear lies face-up on the floor, a gelatinous crater in his chest. A faint trickle of his liquid centre flows from it, pooling on the ground. A scattering of gummy chunks lie nearby, projected from the exit wound.

The fact that the victim is made of candy adds a comic effect to an otherwise gruesome scene. It is a new take on a murder mystery and draws the player in.

Story
Without a doubt the story is a creative premise. I was into the story and characters right from the beginning. Imagine taking your Halloween candy and transforming them into anthropomorphized characters. It was fun to visualize. But things did not turn out like I expected. Not necessarily the content of the plot but its structure.

At one point I desperately needed hints beyond the in-game pointers which I could not find. The game uses the “Accuse” command to make the accusation and end the game. Eventually, I decided to use it randomly to see if I could stumble across the winning ending or at least bits of information to point me in the right direction. And I did. (Spoiler - click to show) I regretted it, actually.

The following has extreme spoilers. I want to discuss the outcome of the mystery because I feel strongly about it, but it will ruin the game for you if you do. Please play the game first.
(Spoiler - click to show)
Unfortunately, I learned that most of the gameplay is irrelevant to solving the case. It made me wonder if I did in fact exhaust every puzzle. Perhaps there would be no more hints to give even if they were available. This saddened me because it meant that most of the content that I thought of as important turned out to be more or less a red herring.

This is a detective murder mystery story. The start of the game tantalizes the player by saying, “Explore the area, gather evidence, conduct interviews, and ACCUSE the culprit once you've determined...” which sets the stage for some investigative gameplay. But it turns out that the investigative theme is quite shallow.

I am giving you one more spoiler warning. Turn back if you have not tried attempted to play the game.
(Spoiler - click to show)
What frustrated me was the flimsiness of the evidence used to nail the murderer, Officer Donut. Gum E. Bear was shot by a handgun which can be found in the dumpster. Apparently, Officer Donut is the murderer because he has fingers to pull the trigger of a gun while everyone else lacks the necessary digits to do the same. Sure, Candy Kane, Jawbreaker, Don Toblerone, and Big Hunk do not have fingers. But what about everyone else in Sugar City? We see people (candy people, I guess) everywhere. Do they all lack fingers? I thought that the game would make you work to solve the murder, to find the evidence. Instead, you do not even need to leave the alley to win the game. You just accuse him, and the game does the rest. That saddened me.

I was surprised that the handgun was the only evidence used to solve the murder. There were so many clues that I was trying to investigate. The main “puzzle” I was trying to solve was about the red liquorice candy woman in the bathroom stall. If you open the stall, you see that she is consuming sherbet, which is an addictive substance. It is also the same substance found on Bear’s face. The subject of addictive substances is present throughout Sugar City. A theme for the story, maybe?

Big Hunk, the club bouncer, says, “’The streets are swimming in nose sweetener. Twenty bucks there's someone doing it in the toilets right now. I'd stop it if I could but I've got my hands full out here.’" I thought there was a potential puzzle here. If I managed to get the patrons to leave, Big Hunk could investigate. Perhaps then, and this is where I started to speculate, the player could share their findings about the broken bathroom sink.

The sink has remnants of a strawberry flavored (remember when I said this game uses the taste and smell verbs? yuck) liquid that is present in Bear’s body. Sure, that would just confirm that Bear did in fact trash the bathroom which we knew from Candy Kane. But then maybe that would lead the game in a new direction. I was excited about the possibilities although I probably got ahead of myself.

I am going to wrap up this spoiler-intensive ramble with some questions. I did enjoy this game and will be eager to give it another go if it turns out that I missed things. And I hope I did. If anyone has answers, I would love to hear them.

1: Is there any goal that you have when you talk to Don Toblerone? If yes, is it conversation related or is it solely for acquiring a pack of candy cigarettes?
2: Is there a use for the candy cigarettes?
3: Is it possible to unlock the door/gain access to the VIP lounge?
4: Is it possible to acquire a quarter to buy a newspaper from the newspaper box?
5: Is there any content involving the taffy factory?
6: Or are all these red herrings?


Characters
I did not realize this at first, but Bubble Gumshoe is a female character. We do not have much in terms of backstory, but I loved the character description that says, “You're a street-smart broad with a hard sugar shell but a soft centre.”

The characters, both main NPCs and background characters, are cleverly named with humorous personas. The only downside is that character dialog is limited. Often you are unable to ask a broad range of questions about the murder. Or even their own work or themselves. But they are still fun and interesting to interact with.

Final thoughts
As I started to play the game the experience was going at a solid four stars, but this slid as the (Spoiler - click to show) weak implementation of the player’s investigative choices began to emerge. This did not just affect the gameplay’s depth, but it also dragged the story down. Made it less dynamic. But the humor and creative premise makes it worth a try. In fact, the humor still makes me laugh. And with a protagonist named Bubble Gumshoe, well, you have got to play it.

Please excuse this analogy, but I say this earnestly: Playing this game conjures the idea of planning elaborate, decorative cookies. Stay with me. You have the frosting, and sprinkles, and whatnot planned but you run out of time and only complete the basics without the extras making it into the final product. I am not suggesting that the roughness in the game was because the author ran out of time. Instead, it merely seemed like a well thought out piece that lacked the finish that would have made it a fantastic piece. But kudos for a fun game, nonetheless.

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Hanging by threads, by Carlos Pamies
4 of 4 people found the following review helpful:
A city of webs that is tough to untangle, October 3, 2022

Hanging by threads kicks off with an exciting and clever intro. You and a group of people are traveling to the city of Oban when the tour guide decides to throw a wrench into the game plan: Only one person gets to enter. The decision is made by drawing sticks. This builds the suspense of winning an exclusive and coveted access to the innards of a mysterious realm. Atmosphere has a faint, faint similarity with Willy Wonka & the Chocolate Factory, minus the candy and the kids. Instead, it is a city suspended over a chasm held together by spider webs.

Gameplay
Once you win the sticks drawing (which is a no-brainer) you make an important choice. Do you take a lantern, knife, or binoculars into the city? Each item opens unique content in the gameplay. This also encourages replays to try each item. If you want my take on it, (Spoiler - click to show) the lantern’s content was the most innovative while the knife’s content provides more exposition on the story. Binocular’s content was interesting too but with less pizazz.

After the intro you can explore the business level or the lower level to see some of the locals. Here, the gameplay is descriptive. Life is a tangle of catwalks and ladders. All you have to do is explore.

Story
The overarching story is intriguing. Turns out that Oban is (Spoiler - click to show) slowly falling apart. There is some secrecy about this. You hear quiet conversations in the game room and bar where people discuss an unnamed decision they need to make. An evacuation, maybe? I cannot say for sure.

There is a major weak point that drags everything down. Sudden and abrupt endings. You are puttering around doing this or that when the game ends with (Spoiler - click to show) (see below):

My surroundings seem strange, as if everything is moving and I can't stand, so I sit where I am. There's no doubt now. I don't have time to watch what the others are doing, and being honest I don't care, they should be ready for it, and I shouldn't be living this situation.

____________________________________
End

??? What does it mean by “others” and what did the player do to cause this ending?


The game is fickle. In one playthrough you may step foot somewhere and be fine. In another, you get this message. Experimenting is tricky because you never know when the game will cut you off. Perhaps there is a pattern that I am missing. But after playing and replaying the game, I still ran into the same issue.

Because of this, I have not reached a winning end. Or any end at all besides the one mentioned here.

Characters
I felt like I did not see enough to really experience the other characters. You do get a sense of people’s livelihoods which was interesting. Instead of (Spoiler - click to show) fishing for fish in a body of water people “fish” for birds inside the chasm beneath the city. Surprisingly, we also learn that (Spoiler - click to show) some people are not too concerned about the city falling apart. They just see it as the natural way of things. But when I had the chance to talk one-on-one with another character the game would come in with the abrupt ending.

The protagonist's background is also unexplored. The gameplay is in first person. We know that the PC is male and uses a cane to walk even though he is relatively young. But that does not stop him from braving the floating walkways. He seems ambitious and I would have liked to know more.

Visuals
The game uses a beige background with black text and a black line at the bottom of the screen. It is a simple design, but the game sometimes surprises the player with extra effects.

The most prominent effect occurs when (Spoiler - click to show) visiting the bar by the catwalk with the lantern. The screen and text are black to hide the words from view, but the player’s mouse is surrounded by a halo of “light” represented by rings that conjure up the appearance of a flashlight illuminating a wall quite convincingly. When you scroll over the words they appear. It closely follows the effect found in another Twine game called my father’s long, long legs where (brief spoiler for that game) (Spoiler - click to show) the protagonist uses a flashlight to search underground tunnels. The only difference is that in this game the light is white instead of *yellow. Either way, this is great application of effects to tell a story.
*Correction: I remembered wrong. They are both white.

There are other effects thrown in there, but I will leave those for you to find. The only criticism I have for design is that there are some noticeable spelling errors.

Final thoughts
It has a lot of great things going for it. Compelling beginning, whimsical setting, and the freedom to simply wander. Unfortunately, there are snags that cut the game short. Just as things get going the game decides to jump out and say, "surprise! The end." If this were fixed, I would give this a higher score, without question.

I do think the surreal city setting makes it a game worth playing for a few playthroughs. But playing one that trips you up with random and contextless endings without providing the ability to save weakens the experience.

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The Absence of Miriam Lane, by Abigail Corfman
6 of 6 people found the following review helpful:
Seemingly gone, name forgotten. But maybe there’s hope., October 2, 2022

You are contacted by a man, Mr. Lane, who explains that his wife is missing. For some reason, no one can remember her name. With more questions than answers, you set out to explore the couple’s house to find a seemingly nameless woman.

Note: Obviously, the player already knows the woman’s name. Miriam Lane. It is in the game’s title. Because of this I will openly use her name in this review without tagging it as a spoiler. But uncovering her name in the game to reach the protagonist’s objective requires some work.

Gameplay
This is a longer Twine game. It feels like there are two halves of gameplay. The first is to (Spoiler - click to show) find Miriam while the second is to revive her to the waking world.

In the first half, the player searches the house for abnormal clues to build an understanding about Miriam's living situation. For the most part, this uses a “you can look but not touch” philosophy as you explore. The main mechanic is to use a list of thoughts that are automatically assembled and testing them in areas that seem relevant. It did feel, at times, a bit stagnant when you lose track of where you should look for clues. You end up going over the list for every possible location until you find something that sticks. A strong point (see below) is that it at least keeps track of which prompts you have already used.

Choose a thought:
Light and shadow is acting strangely. / tried
This is unnaturally aged or faded. / tried
There's something here that I can't see.

At the bottom of the screen is a progress bar that measures your “awareness” level. Once the bar is full, (Spoiler - click to show) you discover that she is lying on the bedroom bed in a somewhat comatose state. However, you can only see her silhouette. Your job is not over yet.

The second half of the gameplay is about (Spoiler - click to show) reviving her identity through personal mementos found in the house and recovering her name. Here, the game gives you more freedom to interact with objects. It retains some of the function from the first half, but its application of mechanics is narrowed down. You focus on (Spoiler - click to show) finding meaningful objects. However, the wrong objects can detract from Miriam’s recovery. Things that seem helpful may cause the opposite effect. I found this part to be more challenging to complete but more immersive in its story.

Generally, the puzzles were interesting and creative. My favorite was the flower puzzle where you (Spoiler - click to show) read about flowers and match their descriptions in the flower bed to locate them. It faintly reminded me of Ghosts Within which has themes about flowers and their symbolism. It too features a puzzle involving a guidebook. Another great thing about this game is that uses free range of movement that lets you explore the house and fiddle about with objects within, sharing some attributes with a parser format. Great example of a puzzle-oriented Twine game.

Story
At the end of the game (unless you lost prematurely), you are (Spoiler - click to show) presented with some sentences about her life. Some words in these sentences consist of links that you click on to change them. The goal is to use what you learned from the gameplay to piece together her life. There are multiple endings. (Spoiler - click to show) You do not have to get the answers right 100% to reach a positive ending but every word change has an impact.

As the game progressed it becomes clearer that the (Spoiler - click to show) story is not so much about finding a missing person in the literal sense but recovering a personality that had fallen to the wayside. The game does not end when you find her. It ends when you learn her name and affirm the things she loves. The name is the focal point. And with that comes identity.

Characters
There is not too much about the protagonist, Jane. The player can identify themselves as an investigator, researcher, or someone who just wants to help, but Jane is given only a few characteristics, although the game is in first person. She seems to have an affinity for, if not paranormal, the bizarre and unexplainable. I thought that she was going to have more of an occult-oriented profession, but the game only dips its toes this subject. It keeps things subtle which carries its own charm.

There are few NPCs. Only (Spoiler - click to show) Mr. Lane. Miriam as well, but she is unresponsive for most of the game. We learn about her through her home. You nitpick at everything. It is almost like using a lens and zooming in. You examine the sewing room, then the cork board on the wall, and if you look closer there is the (Spoiler - click to show) hidden bird sketch. That bird sketch is a possession with fond memories but it, just like Miriam’s interests, have been overshadowed by obligations in her life.

Visuals
The game sticks to a black and white colour scheme. Black background, white text, and snazzy black and white graphics. Each location has its own artwork, many having more than one. All of this creates a surreal feel. It does mingle with other visual effects such as a change of font for handwriting without diverting from this theme.

Design wise, the game strives to be user friendly. It has links at the bottom of the page that, when clicked on, result in popup boxes containing the player’s thoughts, inventory, and notes. This was nice since you do not have to flip to a different screen every time you feel like viewing this content. For a Twine game with lots of puzzles this was extremely helpful.

Final thoughts
I have been a huge fan of Abigail Corfman's games for a while. The complexity possible in a Twine game seem to be elevated to the next level whenever I play her games. The Absence of Miriam Lane still has the familiar features found in her work. Free range of movement, unique and stylized use of puzzles (such as the flower puzzle), and a complex character-oriented story.

Based on what I have seen, I think this game will do well in the Comp. Speaking of which… this is the first game I have played for this Comp, and I am thrilled! Have you ever been in an art class where the teacher shows you a rainbow of bright and colourful craft paper that look so appealing you do not know which one to pick first? That is how I feel right now.

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John Kills Jenny, by Blind Nycteris
Did John kill Jenny? No one is sure., September 29, 2022
Related reviews: Sub-Q, Twine

John has been convicted of killing Jenny. He now finds himself restrained a table and hooked up to wires in his brain to self-analyze the murder. Required to play the Rehabilitation Game.

Gameplay
John Kills Jenny uses a third person perspective while you play as John. The gameplay is simple. The player is presented with scenarios about the murder and a list of possible answers in multiple choice form. The player selects A, B, C, or D to input their answer. There is a timer of 60 seconds for each scenario, ticking away at the bottom of the screen. This was a nice touch. Long enough not to overwhelm the player but short enough to create a sense of urgency. If you fail to answer the game chooses for you.

Apparently, in this dystopian world the Rehabilitation Game is the sentence for murder, and the sentence ends once you reach the right ending. Deceptively simple, to put it lightly. The player soon finds themselves in a moral dilemma.

Story
While the gameplay minimizes details about John and his story, the writing sprinkles in hints of the society underlying the story. The game takes place at around 2187. Here and there are mentions of futuristic concepts such as hovercars, household androids, and nanotechnology which add a little worldbuilding. It makes the game a little more immersive.

Implications about the overarching story kick in at the fourth scenario. It asks what John is unable to control, such as the future or past. The reason he cannot change these factors, according to the game, is because he killed Jenny at the first scenario. Everything onwards is shaped by her murder. But the Rehabilitation Game begins question John’s understanding of reality. In having to try different scenarios repeatedly to appease the test he has lost track of what aspects of the murder were real.

The fourth scenario ends with (Spoiler - click to show) “The End” but below it is a link that says, “But the Game’s still there.” Part of me was thinking there was some way of weaseling out of the prompts to find a hidden path or loophole. The game faintly paws at the idea that if somehow this process were interrupted it might allow John to worm around having to murder Jenny in the first scenario. In that case, perhaps a winning (or at least, an alternate) ending could be achieved. Some way to “free” John or reach a conclusion that defies the structure of the Rehabilitation Game.

Okay, so is there a winning ending? After experimenting with different playthroughs I think the answer is (Spoiler - click to show) no. Ironically, the game (Spoiler - click to show) forces the player to replay the entire game just as John does, nonstop until he supposedly reaches the right outcome. John Kills Jenny ends with the Rehabilitation Game (Spoiler - click to show) surprising the player with another scenario: Do they want to reset the test? The only possible answers for the multiple-choice is “Yes.” You are then brought back to the start of the game. It tries to put the player in John's shoes. I think that the game is trying to show an (Spoiler - click to show) exercise in futility. If the Rehabilitation Game is unwinnable, then that leaves John in a rather bleak situation. I was hoping the game would have dived a little deeper down the rabbit hole as it explored these concepts, but as a short Twine piece it still conveys a solid idea.

Visuals
The game uses visuals to paint the picture of being tested at a table. A grey box appears on the screen with a prompt and list of possible answers. This represents the machine piping in scenarios via the brain interface. Below this box are four colourful squares with links that say A, B, C, and D. Such squares are also installed in John’s table. Just as the player clicks on the colourful squares to submit their answer they can imagine John doing the same thing on his table. The game keeps everything else simple. Sticks to a basic black screen, blue links, and white text. No noticeable errors or bugs.

Final thoughts
John Kills Jenny is an intriguing game. Its dystopian themes are paired with a compelling story premise that carries some interesting ideas. It makes you think about John and the points made by the Rehabilitation Game. Content-wise, it does not go too deep, but its structure is consistent and wields some creative visual effects. Worth a few playthroughs.

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That Night at Henry's Place, by Jei D. Marcade
Just a fun party. Right?, September 27, 2022

Your best friend has a change in plans for Friday night. Instead of watching movies like usual you are going to a party hosted by Henry, a former classmate. Henry... Vaguely familiar. No one fully knows why he stopped going to your high school but hey, a party is a party. Everyone will be there.

Gameplay
The player first customizes their best friend with a name and pronouns before the game begins. There is a brief intro that is skippable after your first playthrough. On the drive to the party your friend hits a pale and gangly creature unlike any animal you know. You can then choose (and this is where the gameplay begins when you skip the intro) to either step out of the car to look around or to continue driving to the party. This choice is relatively trivial, but its effects will worm its way into the rest of the gameplay in the form of tiny details.

At the party the player can roam around in three main areas: the barn, the yard, and the house. The game gives the player some free range of moment where it feels like they are strolling from each location. In these areas are some partygoers and light scenery, some of which the player can directly interact with. This is not a puzzle-oriented game, but it does require the player to use creative thinking to find every ending. Its combination of ten endings and short playthroughs make it a game with great replay value. At the time of this review, I managed to reach all but the fifth ending.

There are some rough areas that stood out. If you talk to Henry in the loft, he climbs down the ladder but leaves his thermos and key behind. You can then choose to take either item or simply leave. However, if you (Spoiler - click to show) do the latter and then return to the loft, the game repeats the encounter as if the player never visited with Henry in the first place. This did not give the impression of being purposely designed to cultivate a surreal effect for an otherworldly party. It just seemed like rough implementation. He can also be in different places at once. If you wear the mask, he will be telling a story around the bonfire while waiting in the loft at the same time (unless you previously took the key or the thermos).

Someone is sitting with his legs dangling over the edge, his back to you. It's Henry.

Say hello.

Climb back down to the barn.

The other rough edge that stood out is when content seem to replace each other. If you (Spoiler - click to show) eat five cookies in the kitchen you hear your friend calling you from the basement (and in fact, they are there when you open the door) but if you go to the cornfield instead of opening the door you find them under the suspiciously UFO-looking light in the field which defaults to either ending 8 or ending 7. It is as if the game suddenly rewrote the fact that the NPC was in the basement. This is not commonplace but still dulled the shine a little while I experimented with the gameplay. Nonetheless, it still offered immersive and compelling playthroughs.

Story
One of the strongest aspects of this game is its atmosphere and familiar spooky themes. People telling unsettling stories around a fire, seances, a strange host, mystery beverages, etc. Then there is the odd fact that, when asked, none of the guests can say they know Henry at all. Intriguing. All of this sets a stage for the story.

But the storyline laced through it all almost stops short. The player does not quite feel like they are peeling back a mystery or some deeper layer. Some of the endings have a bit of cliche horror, such as the (Spoiler - click to show) Skin Suit ending. Others are more contemplative or make the player blink and say, “what just happened?” I liked all of these. It is tough to put into words. I sometimes felt like I was just skimming the surface of something more. Then again, horror games do not always need ultra-complex and detailed stories to be effective. Regardless, I still greatly enjoyed this game.

If I were to piece everything together to find the underlying story this is what I think it would be. Also: mega spoilers with yuck factor. (Spoiler - click to show) An evil (perhaps alien considering the UFO over the cornfield) entity killed Henry a while ago- explaining why Henry left high school- and stole his skin as a suit. If you go into the attic you see “Henry” slip out of his skin next to a clothing rack of, you guessed it, other human skins. Of course, the game ends with the entity claiming the protagonist as a new wardrobe piece. The game is not (particularly) graphic. Mostly implied horror (Halloween, anyone?). (Spoiler - click to show) These themes are only explored in endings 3 and 9. The other endings take a more generalized approach to the story. Does anyone have a different take on it?

Visuals
The game sticks to a black screen, blue links, and (almost exclusively) white text. A strength is that the text is evenly spaced and easy to read. I know you are probably thinking, "So? Why are you rambling about this?" Well, text formatting can leave a dent in the game or enhance it. This game, I think, is a good example of a polished but basic look. It has a slightly distinctive look.

The game will occasionally incorporate some text effects to convey an effective atmosphere. This includes light animation and colours. It even dabbles with different font here and there. My favorite effect is when the lights in the den go out and the player has to "search" for the light switch by sweeping their mouse/cursor across the screen until the link appears. This demonstrates how special effects can be used to tell the story.

Final thoughts
That Night at Henry’s Place is a solid and well-fleshed horror Twine game. Despite some rough areas the game effectively draws the player in with its dawning sense of horror and flexibility in free range of movement. The player can stroll freely from location to location but leaving the party entirely is another matter! I enjoyed the atmosphere and was motivated to try for every ending.

Right now, we are getting close to the end of September which means Halloween is coming up. If you are thinking about compiling a personal Halloween IF playlist for October, consider That Night at Henry’s Place. In fact, there are some Halloween references in the game!

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Tripladin Massacre, by Melanie Rees
1 of 1 people found the following review helpful:
Three new moons ago…no, that’s not quite right, September 26, 2022

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

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

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

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

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

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

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

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

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

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

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The Witch's Apprentice, by Craig Dutton
Solve creative puzzles to prove your worthiness, September 24, 2022
Related reviews: Fantasy, Quest

The Witch’s Apprentice follows aspiring apprentice Esme Friggleswick, a young woman wishing to be a student of Madam Ingra. Her task is to retrieve a legendary staff from the villainous sorcerer Zandor.

I was not sure of what to expect when I saw the cover art. It gave the impression that it was going to be a Harry Potter riff but turns out I was wrong. I was surprised at how much I enjoyed this game. Its puzzles require strategic thinking, and its gameplay is well paced. I think many players will like this one.

Gameplay
The Witch’s Apprentice has straightforward yet cruel gameplay. Straightforward in the sense that the gameplay is not too difficult and most puzzles being intuitive (although some tripped me up, such as (Spoiler - click to show) finding the hidden coronet). But cruel in that there are a few instances where the game can become unwinnable. Some of these are instances are semi-obvious because it has to do with wasting resources. Do not eat the (Spoiler - click to show) dewberry, for example.

The central gameplay mechanic is collecting items to make potions. At the same time, there are a lot of puzzles that do not directly involve acquiring ingredients. Solving them does not result in finding an items. Rather it merely gets the player closer to a part of the game where there is a puzzle that does produce potion items. This made the game less linear and more complex.

One of the tricker elements of the game is knowing what potions you will need to use. You are limited to what you can make based on the items you find which helps in determining which potions are possible to create. Still, it is a fairly long list of potions, most of which sound like they could be relevant to the puzzles. Out of all of them you only need to make (Spoiler - click to show) three (and you find a fourth one). There are some red herrings but nothing too unmanageable.

Challenges aside, the creativity in the puzzles makes the game sparkle. They require you to think outside the box. For instance, (Spoiler - click to show) one of the potions requires fish scales. Now, you find a fishing rod in the castle. Your first instinct is to catch a fish in the river with the fishing rod, but it turns out the fishing rod is used for a different purpose. Instead, the fish scales are found from the plate of salmon in the banquet hall.

There are some guess-the-verb issues. The "use [object] on [subject]" syntax is frequently used in this game. For example, in the (Spoiler - click to show) cave you knock out the goblin by collapsing the rotting beam in the roof. The phrase, "Break beam with shovel" does not work but "use shovel on beam" does. Once I figured this out this syntax the guess the verb issues fell to the wayside.

Thoughts on Quest
The Witch’s Apprentice is a Quest game that wields a wide variety of puzzles with varying levels of difficulty. I am always hesitant about trying puzzle-heavy games made with Quest because typically the further I go into the gameplay the slower the game becomes. It can get to the point where it takes five full sections for the game to process a command which is why I try to crank through everything as fast as possible, so I have a chance to reach the end. This is NOT the case with game.

In fact, the funkiness with Quest is probably not even authors’ fault. Perhaps it has to do with the website or a problem on my end. I am not sure. All I know is that Quest games that have graphics or built-in maps (both of which are cool) tend to slow down faster than those without them (such as this one). If you have the same experience as me, know that this game take a while before it starts to lag.

Story
There is not a lot of written story content. Rather than having the game flat-out explain the history with Zandor and his wrath, the player learns bits and pieces through the places they visit. The subtleties of the guarded castle and ruined tower all hint at this story which I liked. It is an example of showing rather than just telling.

I would like to think that the game ends with the protagonist becoming an apprentice, but I must confess I only played 99% of the game. If you are able to save with Quest, make sure you save after you (Spoiler - click to show) retrieve Zandor's staff. When you return to Ingra’s cottage and give her the staff, Zandor appears and destroys the cottage. The game then only gives you one move to respond, or he kills you which immediately ends the game. I played a couple times to try to solve this, but I ran out of ideas. Do not let that deter you from playing, however. This is an excellent game, and I would love to see if anyone can (Spoiler - click to show) defeat Zandor. Please let me know if you do!

Characters
We do not learn much about the protagonist besides her name. The game focuses more on her goal of becoming a witch rather than discussing her backstory. While it would have been interesting to know more, I like how the game does not bog down in details.

There are almost a dozen NPCs including humans, animals, and mythical creatures. Game uses "talk to" command for characters, and dialog is brief and witty. I especially liked the talking Eagle who seemed like a character who could appear in The Lonely Troll by Amanda Walker. Character interactions typically consist of "I'll give you this if you'll give me that" transactions but this is offset by other types of puzzles.

The only character interaction that had some vagueness was meeting (Spoiler - click to show) Madam Elsa. We find her confined in a cell with chains that bind her magical powers. But there is no reaction to her predicament when you enter her cell. When you speak to her there are no dialog options that lets the player ask or acknowledge her imprisonment. Nothing like, “gee, what happened here?” Instead, the dialog only consists of either asking her about Madam Ingra (her cousin) or if she has any advice for the player’s quest. At least, the player can free her.

Final thoughts
I would say that this is one of the best puzzle-heavy Quest games I have played (although I guess I cannot say that I have played many to compare it to). But The Witch’s Apprentice would be a great game regardless of if it were made with Quest or not. I was pleasantly surprised with the story and immersed in the puzzles. I recommend this game to anyone.

And on that note, Halloween, at the time of this review, is on the horizon. Over the next several weeks, this may be a festive game to play if you are in the mood for magic, witches, and other spooky themes.

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

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

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

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

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

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

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

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

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

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

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

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

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

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The Soft Rumor of Spreading Weeds, by Porpentine Charity Heartscape
2 of 2 people found the following review helpful:
A multi-act story that touches on familiar ground, September 17, 2022
Related reviews: Twine, Surreal, Sub-Q

This is a sequel (or maybe a prequel) of sorts for the game With Those We Love Alive. Its description merely says that it is set in the same universe. It is made up of five surreal chapters that can be enjoyed even if you are new to either game.

Gameplay
In the first chapter you play as the Empress, one like the NPC in With Those We Love Alive. You have a limited amount of time to explore the Empress’ apartment before an assassin arrives and stabs you. This is reminiscent of howling dogs where (spoiler if you have not played howling dogs) (Spoiler - click to show) the protagonist is in a VR sequence about an empress taught to die gracefully if assassinated. The way you die (piously, peacefully, or shamefully) in this game depends on your location and influences the writing. To move forward, (Spoiler - click to show) wait for the assassin to kill you in the garden. At the brink of death, the Empress cuts out her own heart to let it fly away. If this occurs elsewhere the assign will squash the heart. Only outside can it escape. This theme appears throughout the game.

Now, the gameplay is story heavy. Some parts of the gameplay have free range of movement, as is the case in chapter one, where the player can travel between rooms. This is an immersive method often featured in Porpentine’s games. It is part of what makes them such a delight to play. But other parts of the game give the player a lot of information to take in. It is full of new events and terminologies that are fascinated but also bewildering. That too is what makes Porpentine’s games shine. The gameplay and story are tightly intertwined and impossible to separate.

Story + Characters
I believe there are only two protagonists in this game. The first is the Empress who, as we know, is assassinated in chapter one. The second protagonist is a worker-convict who is introduced in chapter two and remains the PC for the rest of the game (although themes about the boundaries of individuality make this notion variable).

The story ramps up after the first chapter. I am going to summarize some parts because A, it is an incredibly rich story, and B, I want to see if anyone else had a similar impression. In chapter two (Spoiler - click to show) the protagonist works in a greenhouse that grows advanced perhaps sentient plants. Everyone lives under strict sovereign rules about what plants can be cultivated. The protagonist finds a letter explaining that convicts are now allowed to join the Stamen Vanguard. They jump at the opportunity.

The third and fourth chapters are about the (Spoiler - click to show) protagonist’s service in the Vanguard, the latter of which involves visiting a city where the Empress’ skeleton is on display. The player arrives at a garden where a woman explains that the only way to truly kill an Empress is to kill her heart. She tells the player to do just that, but the player is caught by a guard. Ironically, the Empress’ heart makes unexpected decision. She decides to use the protagonist’s body as her next reincarnation.

In the fifth and final chapter the (Spoiler - click to show) protagonist has been reincarnated into the new Empress. However, the heart often asserts its own consciousness onto the new Empress’ thoughts and actions. The game explains this in a manner that some players may already be familiar with: Dream sequences. These sequences explain how the heart contains the collective soul of all empresses. Even better, they utilize a red gradient background reminiscent of those seen in With Those We Love Alive. The gameplay too also shares some resemblance. Consider asking the Sartorialist to make clothes (below):

Crimson fabric: The better to be stabbed in.
White fabric: For a striking death.
Black: Goes with everything.
Lavender: Your new favorite color.

Look familiar? It is just like crafting items as an artisan in With Those We Love Alive.

The player makes speeches and other duties until the game ends.
I only found (Spoiler - click to show) two endings. The first is where the Empress’ body and the heart seem to reach an understanding with each other. The second involves jumping out of a window in an attempt to regain control over yourself.

Overall, I liked this story because everything comes full circle. The start of the game depicts a (Spoiler - click to show) newly assassinated Empress; At the end, a new one rises to power. And yet, the Empress never really dies. The second protagonist is small and yielding in the face of the empire for most of the game but later becomes a central part in that empire’s leadership, even if they set out to do otherwise. There is a lot to think about.

Visuals
The game has a black background with white text and purple links. A small flower icon is included at the end of some words which was a nice touch given its imagery about plants. I figured that this would remain unchanging, but the game decides to surprise the player more than once. The screen unexpectedly goes white with black text for the scene when you (Spoiler - click to show) cross the desert and uses a gradient red background for the (Spoiler - click to show) dream sequences in chapter five. Having a black screen for most of the game and then, bam, a gradient one has an exciting effect for the player.

Final thoughts
The Soft Rumor of Spreading Weeds is quite an adventure. I encourage you to play this more than once since the story is extensive and always shifting. If you like surreal interactive fiction and Porpentine’s work (especially if you enjoyed With Those We Love Alive) than I highly recommend that you give it a try.

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Casting, by 'trix
1 of 1 people found the following review helpful:
Casted, September 17, 2022
Related reviews: AIF

Normally AIF is not my thing, but they could use reviews anyway, so why not. This one is about being casted in adult film. You receive a letter inviting you to audition at Badger Studios but when you show up you learn that your audition has been canceled. The only option is to try to convince the director, casting director, and producer that you are the right pick for their next film.

Gameplay
The objective is to gain the approval of people who will help you land a role. Puzzles are straight forward and do not require much creativity: Give each character the time of their life based on what they want. The score consists of the tasks that you complete. You do not need a full score to win the game. Heck, I could not figure out how to get a full score, though I came close. Maybe someone else can. I thought the game would (Spoiler - click to show) end once you are casted but there is an endgame where you perform in a film (BSHW2, you will have to play the game if you want to know what that stands for), which was a nice conclusion.

Story + Characters
The only thing we know about the protagonist is that she is unnamed, eighteen years old, and came from England. She has already had a dream of becoming an actress in the adult film industry, but besides that, Casting does not seem like a protagonist-oriented story. Instead, she seems more generalized. There is also a total of six other NPCs that you directly interact with.

The game suffers from lack of atmosphere. I am not talking about “action,” I mean worldbuilding, character building. For example, Anna (film director) is said to be an award-winning director when you first meet her, but you do not see any awards on her office wall. It occurred to me that this would have been an opportunity for character building.

The character dialog is the weakest part of this game. You can talk to characters about hardly anything, even basic things such as Badger Studios. And then you have this:

>ask Anna about audition
"I don't think you've got what it takes to get this part," Anna tells you.

>ask Anna about me
"You've a fairly interesting look," Anna says. "You might have a shot at movies."

It seems like she contradicts herself. When you try to get her to elaborate on these points you get “Anna shrugs.” Well, perhaps dialog is not meant to be the focus in this game. But even if dialog is not how progress in made, it would still have added some depth.

Final thoughts
What else? You can also play the game in commentary mode (Spoiler - click to show) (“cmtry on”) if you want to hear the author’s take on things. I do not have a lot to compare it to, in terms of AIF. As a general IF piece I would say it is a decent game. The puzzles are straightforward and there are no noticeable bugs. It was an interesting experience but not really a game I would return to. But if you are looking for some AIF then yes, I recommend it.

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Andromeda Acolytes, by Wade Clarke
4 of 4 people found the following review helpful:
A dazzling start, September 15, 2022

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

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

Continuing…..

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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The Black Phone, by Oreolek
A choice-based mystery in an apartment setting, September 13, 2022

This is a short mystery game where you search someone’s apartment in their absence for a black phone.

Gameplay
There is a brief intro that is a bit confusing. I will summarize it here to provide some context. It is the dead of night in the apartment. Peter, a possibly a doorman or attendant, hears a stranger loudly ringing at the entrance. This stranger is named Ronald and is the PC for the gameplay. Ronald manages to sneak into the apartment of Anastasia Kozlowa who happens to be away on a trip. By the time the door to the apartment closes, Ronald is already inside. Peter decides to wait in the hallway. That is the intro.

The story is in omniscient third person because it covers the thoughts of both Peter and Ronald. However, Ronald is the only playable character. The gameplay begins in the living room. From there, the player has free range of movement to visit each room and search the items within. Most choice-based games with free range of movement tend to be Twine games (I have a recommended list about it if you want to know more), so it was nice to see this implemented in a different format.

Ultimately there is only one puzzle which is to (Spoiler - click to show) unlock the box containing the phone. The significance of the phone is unclear. It seems to have something to do with Leonard Yakovlev, a painter whose name crops up throughout the game. Everything else is either atmosphere or hints on the (Spoiler - click to show) box’s combination.

Story + Characters
Ronald somehow already knows that (Spoiler - click to show) the phone will be in a box in the bedroom. Some parts of his thoughts and mannerisms suggest that he is an acquaintance of Anastasia, or even a friend. But at other times he feels more like a stalker or someone who only knows her at a distance. She is an exotic dancer and the game hints that she is big enough of a celebrity to be covered in the tabloids. This provides some explanation as to how he knows about mundane things like the clothes that she often wears, but something tells me that he knows her through more than just following the tabloids. Ronald absolutely refuses to search through Anastasia’s lingerie or bathroom out of respect for her privacy. Would a stalker do this? It is hard to say. Ronald remains a mystery throughout the game.

The only criticism I have about this game is the ending comes out of nowhere and makes little sense. When you (Spoiler - click to show) leave the apartment, Ronald turns on the phone. Immediately the phone starts emitting the sound of screeching monkeys. He then spots a body on the ground (Peter, perhaps?). Then the game says, "A QUANTUM MAGICAL SMART PHONE FIESTA." Ronald leaves, and the game ends. This confusion is why I am giving this game four stars rather than five. The gameplay is excellent, and the story is intriguing, but the ending leaves you blinking at the screen in confusion. The only correlations that I can think of is the (Spoiler - click to show) letter on the kitchen table that mentions something about “Quantum audio,” and the bedroom wardrobe is filled with portable audio players. But I do not get the connection. If anyone else does, I would like to know.

Visuals
It plays and looks like an Ink game. If I did not know otherwise, I would have thought it was made with Ink. Instead, it is a combination between Undum and Raconteur, both of which are formats that I am less familiar with, especially Raconteur.

The screen is a dark navy blue that runs a bit lighter at the bottom of the screen. This small contrast adds some depth to the background. The title of a room's location is listed in large text in the lower left hand of the screen. Beneath it are listed the other locations you can visit in the apartment. The text is clean and crisp, and I did not find any spelling errors.

Final thoughts
This was a short and refreshing game. It felt like a gem when I stumbled across it on IFDB, and it did not disappoint. The confusing ending knocked it down a few points but everything else was consistent. It does not take long to play and is a good choice if you are looking for a mystery game.

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Alco's Infinity, by drakirby
1 of 1 people found the following review helpful:
A human, a cyborg, or an AI? A casual look at different definitions, September 11, 2022

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

The premise of the story is that you have been abducted from your house by an alien species who call themselves the Inuop. They put you in a room with instructions to solve the puzzles within. If you solve it correctly, they will not invade Earth. If not, you are sucked into the vacuum of space. Currently I have not completed every puzzle in the game to see this outcome.

There is nothing in the game that flat-out says, “you have been abducted by a UFO,” but the introduction depicts a PC minding their own business in their living room when they are suddenly transported onto an alien vessel. That seems close to the abducted-by-an-UFO trope. I do not know if we ever get to meet the aliens directly in the gameplay. Hopefully they will keep their word about not invading Earth.

Based on what played I have played so far it appears to be a one room escape game, although I cannot say for certain until I finish it. The gameplay begins with a timer permitting the player 11 turns before the airlock opens. This adds some momentary suspense until (Spoiler - click to show) the player finds a way to disarm the timer. After that, there are no time restraints on the gameplay. The room has mostly Earth-familiar objects such as a desk, wardrobe, and couch. Later, this is combined with more alien technology. There are in-game hints, but they cut off when you reach the gameplay with alien gadgets.

I enjoyed the puzzles. They are simple and familiar but still require the player put their puzzle-solving hat on. It is not a difficult game either, but I must admit that I am currently stuck on one puzzle that is preventing me from making any more progress. I am stuck at the part where you (Spoiler - click to show) press the buttons on the panel to reveal the glass container that contains an alien device. Trying to open or break it had no effect. The game does suffer from some light implementation issues. One obstacle was:

>open glass container
It isn't something you can open.

>break glass container
The container remains undamaged. There must be some other way to get it open.

Looks like you are supposed to open it. If only I could figure out how.
Oddly enough, there is (Spoiler - click to show) an eye printed on the glass container. If you stare at the eye it appears to move. Is there a way to communicate with it? The game implements the BLINK command but so far blinking has done nothing towards solving anything. After a while I decided to stop there. If I ever finish it, I may update this review. In the meantime, I still recommend this game. I enjoyed it and it has a nice balance of refining things down to the basics without being sparse.

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Texas Instruments Theater, by Socks Meanie (as Winston Ian Parrish)
2 of 2 people found the following review helpful:
A bit of a mess, but maybe that's the goal, September 9, 2022
Related reviews: Twine

What is this game about? I still have a hard time with understanding the premise but let me do my best in explaining the backstory. While at a New Year’s party you had the impulse of getting a Texas Instruments calculator surgically implanted in your brain. You found some medical staff who worked for Texas Instruments and gave them drinks in exchange for the operation. You wake up in 2003 by a man and a group of children who inform you that Y2K had passed, during which robots enslaved humanity. Since technically you are a cyborg, you supposedly have a better change at overthrowing the robot overlords. I think. I would love to hear from the author or other players about whether I summarized this accurately.

This game describes itself as a "math adventure." It has math themes, not math puzzles. Do not expect something like A Beauty and Cold Austere.

Gameplay
I have always liked Texas Instruments calculators. My first graphing calculator had a screen that displayed things in (gasp) colour! There was nothing revolutionary about this. The only difference was that it was a little more expensive than a black and white one. But still, I liked that I could use colour-coded lines in my graphs. These recollections inspired me to play this game.

The setting appears to take place on a train. As the player defeats and/or interacts with robots, they meet all sorts of creative, though often confusing, character. Usually, the player is presented with two options at a time to advance the story. Each playthrough is short and the game is meant to be played multiple times.

The gameplay consists of clumsy humor. Consider this scene of trying to overthrow a robot in a train car (mild profanity warning):
(Spoiler - click to show)
You point at the calculator jutting out of your head. "I'm not a human anymore. Cyborg. So piss off."

"NEGATORY. *YOU* PISS OFF."


Which I did find humorous at times. I did smile. Maybe not the pinnacle of comedy but the sheer wackiness sometimes draws a laugh. But most of the game’s content is too disjointed to sustain its humor.

Story
Texas Instruments Theater is an entrant in ShuffleComp. Its train setting and storyline of a cyborg protagonist facing off against robot overlords adheres to some of the songs that the game is based on. There are other songs as well but were harder to pick out from the chaotic gameplay.

There are multiple endings (14 total!), which is great, but they feel abrupt without any substantial resolutions to the story. If you click on the “Options” button at the bottom of the screen you can choose to revisit different plot points which makes it easier to experience every ending. One ending (Spoiler - click to show) features a built-in ad for eBay (or least a pretend ad).

Visuals
The game’s appearance is not quite your default Twine look. It has a cream-coloured background with black text and blue links, but the top and bottom of the screen have a black band with large beige links. This provided a bit of a unique look although I had to zoom out of my browser window because the edges were cut off.

Final thoughts
The game is short enough that if you are in the mood for some bizarre story content, I would recommend this. Or if you are curious about a story based on Texas Instruments calculators. After all, that is what drew me to this game. To put it simply: Confusing but unique, with bits of humor.

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Submerge, by Joshua Houk (as Carlos Percival Saldanha)
1 of 1 people found the following review helpful:
A bit confusing but the story stays afloat, September 8, 2022
Related reviews: Twine

This is a story-centered game about returning to an old passion after it slipped away. It follows a protagonist whose view of an ideal life is to live and work on a ship with a close crew. Though the past never guaranteed this lifestyle, a change in life circumstances may make things brighter than they were before.

This is also a ShuffleComp game. It incorporates song lyrics into the radio that the captain listens to on the ship. Not particularly novel but still works.

Gameplay
Submerge begins with the protagonist (I believe they are unnamed) seeing Mira after a long absence. Mira is the ship that was once the protagonist’s home and workplace until it sank. As they set to work with restoring the ship their mind relives flashbacks. Most of the gameplay takes place in the past.

The game has some brief moments of interactivity such as deciding on which part of the ship to examine or choosing how to respond to another character, but it does not go further than that. While none of these choices influences the outcome of the scene or the game’s overarching story, it does add some variety. Expect gameplay that focuses on story rather than player choices.

Story + Characters
The downside was that the story was hard to follow. Even after playing the game four times, I still cannot confidently summarize its key plot points. The flashbacks, though interesting, made the order of events difficult to grasp. There are two story elements that appear in the narrative. The first is about the protagonist’s personal life struggles, while the second covers their experience with their fellow crewmembers on the Mira.

Protagonist: The game does not explain the name or gender of the protagonist. My guess was that they were male, but I do not want to be too hasty in assuming that. I think the story would have been stronger with more attention to protagonist details. What we do know about their story is that they (Spoiler - click to show) lost their job and got in trouble with the law over drug possession. They were assigned to a parole officer with whom they often conflict with. Life deteriorated. Then Leslie, their significant other (spouse, perhaps?), leaves them as the eviction notices and unpaid bills accumulate. But they have already been passionate about the sea. Their best memories are of being employed on a fishing ship. But when (Spoiler - click to show) that disappeared, they feel into despair. Or at least, I think this came after their experience with Mira. Like I said, it was hard to follow.

Crew: When it came to the second story element about Mira’s crew, the game skimps on detail. The gameplay frequently mentions a handful of characters, such as Jamie or Wendy, but we are never really introduced to them. There seems to be some resentment about the ship’s captain. He was slipping in his leadership abilities due to alcoholism, leaving the crew feeling undervalued and overworked. Then (Spoiler - click to show) a storm changed everything. The ship ran into a coastline of sharp rocks. Wendy was swept overboard, and apparently drowned. Everyone else survived but had no plan of what to do next with their lives. I assume this is when the protagonist’s life spiraled down.

The ending is a bit vague but the gist of it is that (Spoiler - click to show) the protagonist runs into Alex, a former crewmember who brings up the idea of regrouping with old acquaintances to retrieve and restore the ship on their own funds. Once completed the ship could open opportunities for self-employment, or simply just provide a sense of closure. The game ends with the protagonist agreeing to this idea and looking forward to a new change in life. Ultimately, I liked aspects of the story and its core messages, but its content lacked substance. It had all the signs of an emotionally charged story but fell short.

Visuals
The game has flashbacks but not the type where the game says, "10 years ago..." Instead, flashbacks are represented by background colours. They pulse in and out in a dreamlike manner, almost like a passing thought. These colour coded backgrounds try to organize the narrative a little more. Pale blue background for the protagonist’s memories with their crewmates on the Mira, light blue green for memories about their own living situation. They fade out and return to the protagonist’s present-day reality of repairing the ship. These scenes are shown in a dark navy-blue background. Occasionally this is paired with changes in text colour. I have seen lots of colourful backgrounds in Twine games, but few experiment with fade in or transitional effects. I like the game’s use of this technique because to creates a daydream feel.

Final thoughts
Submerge is an interesting game but not a particularly memorable one. If anything, its visual effects are the most distinguishing part. Nonetheless the game presents a detailed story and is reasonable in length, about 15 minutes. For me, replaying the game was more inspired by the visual effects rather than experiencing the story. I do not think that this will be the case for all players. Though it is a confusing story it is also an emotional one with the theme of a protagonist trying to land on their own feet after a negative chapter in their life. With that, I encourage players to give this a try.

The game's visuals and subject matter has faint similarities to the Twine game Tangaroa Deep which also features a marine setting (though with completely different gameplay mechanics) and the use of backgrounds with blues and greens.

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Containment, by Kevin Mintmier
1 of 1 people found the following review helpful:
Suspenseful but with snags, September 7, 2022
Related reviews: Inform

Containment touches on a familiar concept, a nuclear plant on the verge of a meltdown. The game pairs this with the trope of a lone security guard who runs into a crisis that they alone can fix. This setting and premise come together to create a story of danger and suspense. You are a security guard working the night shift for the city's RPV-1 power plant. After falling asleep on the job, you are awakened by an alarm that informs you that the plant is in danger. The one technician assigned to your shift is seemingly absent. It is up to you to prevent a disaster.

To ramp up the heat the UNDO command is forbidden. Oh yes, save often.

Gameplay
A coolant line malfunctioned and the reactor is about to go critical. The main objective is to activate the failsafe device but the door to the failsafe room is not functioning. This leaves you with no option but to take the long route by navigating the lower levels of the facility to reach the control room’s back entrance.

Containment centers its gameplay around a single puzzle type of manipulating hatches, valves, and other machinery. Each level has a water reservoir stacked on top of each other, almost like an elevator, and on top of the water sections are walkways that are raised and lowered by turning valves. A reservoir must be filled to a level before it can be explored.

While this concept is straightforward the puzzles were challenging to complete. This was a game where I needed to draw my own map. It was hard to visualize my progress as more hatches and valves were, and as I made small adjustments, I often felt that I was undoing my work. Because of this I became stuck relatively early in the game and had to use the walkthrough. The idea of being the only person in an unstable facility with mysterious circumstances is a thrilling concept, but the technicality of the puzzles sometimes dulled the thrill.

This was my initial progress: (Spoiler - click to show) The first two valves encountered in the gameplay are the drain valve and backflow valve. If both valves are open you can walk across reservoir 1 but not reservoir 2, and the opposite occurs if both valves are closed. But once you make it across reservoir 2, an overflow valve is added to mix. While I could alternate between levels one and two, I could not figure out how to use all three valves raise the water level 3. That is where I resorted to a walkthrough.

There is some roughness of implementation. If you try to open the failsafe room door at the start of the game you get “A door stands defiantly in your path, refusing to open. Something is very wrong here -- your security badge should provide unrestricted access to all areas of the facility. Perhaps a closer look at the door is in order.” If you examine the door, you get the same message, and if you try “x badge” the game says, “You can’t see any such thing.” I feel that a little more attention to these details would refine the gameplay.

Story
The protagonist is gender-neutral and has no other details aside from their job at the facility. The game is not story intensive, and its premise does not need an elaborate storyline. There are five endings. To reach a (Spoiler - click to show) decent one you simply need to fix the failsafe device and leave, but you can improve the outcome if you investigate the whereabouts of the maintenance person who was supposed to share your shift.

There is an inherent build-up of suspense (nuclear plant about to go critical) during the gameplay that makes you eager for an explanation of what caused the malfunction of the failsafe device. But the ending seemed somewhat dismissive. When you are in the failsafe room (Spoiler - click to show) you realize that the door was sabotaged so that it could not be opened on the other side. Your first guess may be that the technician was behind the malfunction. That is, until you open the cabinet and find the technician’s body. This means that some unknown entity was behind the thwarted accident and death of the technician. But who (or what)?

Even with the (Spoiler - click to show) best ending we never know what agents or potential agents are responsible. The protagonist escapes, tells emergency responders about what happened, and become a local hero for preventing a catastrophe. I understand that the game focuses on gameplay mechanics rather than story, but I was expecting a little more context into what happened. The game does not feel incomplete, but it does leave the player with unanswered questions.

Setting
Now, this game has effective ambience of approaching doom. As you burrow into the innerworkings of the facility the game throws out phrases such as "A low rumble in the walls heralds the growing instability of the reactor core" which create a strong sense of urgency. But now that I think of it, is it possible for the plant to go off while you are inside? If you (Spoiler - click to show) leave without activating the failsafe, you get the ending where everyone dies within a mile-plus radius. But if you wait with the intention of running out of time to see what would happen, well, nothing happens. I think part of the thrill is to be racing against the clock. On the other hand, given the technicality of the puzzles it might be frustrating to have to start over because you ran out of time. I wonder what other players think.

Final thoughts
This game is perfect for players interested in fiddly mechanical puzzles. The gameplay has an exciting atmosphere and features multiple endings. For non-technical players you may want to consult a walkthrough halfway through the game to get past stubborn puzzles so you can experience a winning ending. Still, it was fun.

Also: The gameplay in Containment reminded me of the game Oxygen by Benjamin Sokal because it focuses on mechanical puzzles. While Oxygen does not feature a failing nuclear reactor it has another type of crisis: a mining station is running out of oxygen after an explosion, and you need to decide on how to allocate it.

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Survival, by lolz2579
1 of 1 people found the following review helpful:
Not there yet, September 7, 2022
Related reviews: Quest

I was lured in by the cover art. It looked like a surreal, tropical island. In this game you spend the day fishing only to have your boat break down, leaving you stranded on an island. To leave you must fix your boat using materials found on the island.

The gameplay has its merits. There is a health meter which is always an exciting prospect in a game about survival, and I liked some of the scenery, such as the palm tree (I like palm trees in games that take place on an island). But if I am being realistic, implementation drags everything down. Consider:

> x boat
Hmm... it looks like there is something under the boat.

> look under boat
I don't understand your command.

Now, if I click on the link "Broken Boat" (this is Quest, mind you) to access the small menu of options for that object there is an option that says, "Look under the boat." Click on that and the game will let you look underneath, revealing a (Spoiler - click to show) hole poker. In fact, relying on the small menus was quite helpful. I learned that you need to (Spoiler - click to show) fight the bear and to poke the palm tree with the hole poker to get the sap.

Here is my advice: If you want to get anything out of this game USE THE LINKS. TAKE ADVENTAGE OF THE QUEST FORMAT AND CLICK ON THE LINK. Otherwise, you will probably quit out of guess-the-verb related frustration. Not that it eliminated every frustration.

If you try to go north while inside the cave the game says "It's locked! It looks like you need to press letters in the correct order." What is locked? Is there supposed to be a door? Are there buttons? The only thing (Spoiler - click to show) visible in the cave is the bear, and even when the bear is gone there are no doorways or barriers in the room description. Just as I was about to give up, I simply typed “none shall get out,” which was written on the bear after you defeat it. The back of the cave opened, and I was pleasantly surprised that I was able to continue playing.

Some implementation issues merely detract from the polish whereas others simply bring the gameplay to a halt. An example of the former is when the game exclaims that there are fish but when you try to examine the fish the game says there are none. Also, the description of the boat is, "Hmm... it looks like there is something under the boat," even after I (Spoiler - click to show) already retrieved the hole poker. These did not seem so bad. The roadblock I encountered was fixing my boat. (Spoiler - click to show) The back area of the cave has rocks, which seems to be the last material needed to repair the boat (I think). But when I tried to fix it with each material I would get these weird error-like messages and then the material would disappear from my inventory. Eventually I stopped there. It seemed like I was getting close to the end, but I could be wrong about that.

I like the simple puzzles and concept, but I am giving this one star because it is incredibly buggy. It has potential, it really does, but it needs testing and refinement before it can be a finished piece. If an updated version become available, I would love to play it!

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1-555-trouble, by Julien Zamor
2 of 2 people found the following review helpful:
Polished visuals, weak gameplay, September 6, 2022
Related reviews: Ink

It is a casual day at home. You are lounging around and suddenly find yourself in the mood for a cold drink. But when you stand to leave, a vortex opens in the living room and deposits a small creature that starts wrecking everything in sight. You flee to the kitchen which is now your sanctuary. Using resources from your surroundings, you need to find a way to defend yourself.

Gameplay
While hiding in the kitchen you have access to the fridge, counter, and cupboards that have spices and other substances for cooking. Inventory items are listed on the screen. It would have been nice if you could examine things to learn more about them rather than automatically picking them up for the sack of hoarding them in your inventory.

The player can call the protagonist's mom or Alex, an acquaintance. Neither character picks up. The only option is the hotline. Its number is written on a label in the fridge. The player calls the number to ask for help on dealing with the creature. The operator however wants to engage you in random conversation before providing help. There is a phone puzzle where the player answers questions that increase the operator’s willingness to help.

These questions range from whether you any kids or if you play chess. The objective is to respond in a way that makes the operator pleased and entertained. For each response you get right the more helpful the operator begins. The game keeps track of this by adding notes such as "The playful operator is now a little helpful." The challenging part is that a question may have multiple right answers, but the answer that is correct at the moment is difficult to determine since there seems to be not structure to the questions. I think that the game is trying to be humorous with its dialog, but it needs polish. I like the concept of strategically using conversation through trial and error to persuade an NPC, but the phone puzzle is frustrating and lukewarm.

Once the player (Spoiler - click to show) satisfies the operator’s desire for conversation, they are asked to provide three details: the creatures colour, its physique, and its behavior. Using these details, the operator explains a basic recipe for banishing the creature. You can also just (Spoiler - click to show) guess by throwing ingredients into the bowl and flinging them at the creature. When I first played, I brewed and threw a scalding mix of random ingredients and it worked. Probably chance. Still, at least it gives you a chance to test out the kitchen.

Story
There is no explanation behind the creature and the portal, nor is there any discussion about the hotline except that it was found in the fridge. I feel like this left some loose ends. Here you have a normal house setting and suddenly a creature appears out of nowhere. I do not think that this game necessarily needs a broader story, but it could have integrated things a little more. The game is solely focused on the puzzle of finding a concoction that will eradicate the creature. This some potential story about Alex but they never answer when you call their number.

Visuals
1-555-trouble has some spectacular graphics for an Ink game. The backdrop is of different areas in a house, about six total. Not grainy or awkwardly scaled ones but showroom quality. The text space is set against a white semi-transparent background with orange boxes and links. The text is light grey, and the title of the room is shown in a black rectangle that reminds me of those slender sticky notes that you use to mark a page in a book. Everything looks crisp and modern. I encourage Ink authors (or anyone, really) to give this game a look if you are looking for some visual inspiration.

Final thoughts
It is a short, interesting diversion. The game has some interesting ideas, but its presentation is lacking. The phone puzzle could have been smoothed out, for example. Then again there are some polished features. There are no bugs as far as I can tell, and its strongest point is the graphics. It may not be the best of quality, but it is a completed piece.

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Aurora, by katz
1 of 1 people found the following review helpful:
Great beginning but I want to see it finished, September 6, 2022

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

Okay, fair enough. But then:

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

Or

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


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

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

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The Day After Chemo, by cyndisision
A generous account of an author’s chemo experience, September 2, 2022

This is an autobiographical game about undergoing chemo for breast cancer. The game does not go into detail about the chemo treatment itself but instead the aftermath and effects on the author’s daily life when they come home.

Gameplay
The gameplay is in second person. My impression is that you do not play specifically as the author in the but instead as a relatively neutral protagonist who portrays the author’s real-life experiences. I could be wrong about that. Either way the emotions and struggles experienced during chemo shine through and paint a picture of what it is like to manage basic routines in life when you feel sick or have physical and mental fatigue.

The player has tasks that they need to complete such as showering, washing the dishes, meeting with friends, and devoting time to personal projects. As chemo continues, they have less energy to work on these tasks which requires that the player prioritize even though it means leaving other things unfinished. They can also ask their partner for help which demonstrates how a person can be a support system in your life but also conveys how asking for help can make one feel like a burden.

The game rates the protagonist’s state of mind with the phrase “You don't feel much shame about the chaos in your life," which changes as life grows more hectic. Next would be “You feel a little shame about the chaos in your life,” and so forth. I thought that this was effective in demonstrating how the effects of chemo accumulate both in mundane things such as maintaining an apartment but also how it shapes more complex areas in your life, especially self-confidence and anxiety. As chemo advances so does the protagonist.

Story
The writing was heartfelt and descriptive. One that stood out to me was “all of a sudden the big wave of energy you've been riding crests, and washes you up on your sofa like a dead jellyfish.” This illustrated how a moment where you feel uplifted and capable can fall flat because of a new development, such as needing to return to the hospital for another round of chemo despite wanting to spend your day on other things. The writing lets the player glance into this daily experience.

Then there is the (Spoiler - click to show) overwhelming sense of triumph of having gone through chemo and emerging knowing that A, it has helped in assuring that you are cancer-free, and B, that you can now regain your life with renewed enthusiasm. The best part is at the end of the game when the protagonist comes home “The Day After Chemo” (this milestone also shares the title of the game) after the whole chemo ordeal is over. There are no dishes or laundry or chores that need to be done. Just an open block of time. The protagonist decides to use that time to make a Twine game about what it took to reach that point.

Visuals
There are three cycles of chemo that each consist of a few days. The game alternates with different colour backgrounds as each day passes and incorporates colour-coded text with links. Occasionally a few are difficult to read but most were a fun splash of colour. There are occasional text effects which added some movement to the gameplay.

Final thoughts
The Day After Chemo is a candid game about cancer and recovery, and I am glad that the author chose to share this story through a Twine format. Its short gameplay balances the daily struggles of chemo with the rewards of having a good day. It is basic, straightforward, and well worth playing.

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Pageant, by Autumn Chen
2 of 2 people found the following review helpful:
A unique take on a beauty pageant with a complex protagonist, September 2, 2022

Our protagonist is Karen Zhao, a high school junior from Massachusetts. Her full name is Qiuyi (Karen*) Zhao, but she goes by Karen. One day Karen’s mom informs her that she has been signed up for a beauty pageant, with the argument that it would diversify her extracurriculars for college. Karen, knowing that she cannot refuse, has no choice but to add pageant preparation to her long list of responsibilities.

This is a story about being forced to step out of your comfort zone while life adds extra surprises into the mix. As the player you must manage her hectic life and hopefully win the pageant.

*The player can actually choose her English name, but I always found myself sticking to Karen since it is the default. I will refer to her as Karen in this review.

Gameplay
Each week the player has three time slots that they can use on a list of activities including preparing for the pageant or attending Science Olympiad study sessions. There are additional activities on the weekend although those usually deviate from school. This management of responsibilities involves some strategy and provides incentives for replay. The gameplay will have “Introspection” segments where you can check your progress in preparing for the pageant and other goals.

There are no individual (Spoiler - click to show) stand-alone endings. No “Ending 1” or “Ending 2.” Instead, the game assesses the player in different categories such as their performance in Science Olympiad or their final relationship status with one of the characters. The pageant, being the focus of the game, is the closest thing to an overarching ending. You either win it or lose it (although losing it comes in a few different flavors). Based on your performance you may unlock achievements at the end of the game. I liked this format because it feels more flexible in its assessment of the player’s choices.

I only have two technical issues. The first is that if you (Spoiler - click to show) win a slot as co-captain the achievement remains locked on the achievements page. The second issue is that I have been unable to (Spoiler - click to show) win anything other than a bronze medal with Audrey for Science Olympiad. I looked at the source code and saw that it is possible to win a gold metal if you study enough with her. However, even when I spent every study session with her, I would always get bronze. The player has a limited amount of study sessions with Science Olympiad partners. Study sessions are once a week but stop long before the weekend of the competition. This means you need to choose which teammates get more interaction.

Story + Characters
Three main themes kept surfacing: the clash of perspectives between Karen and her parents, the stress of preparing for collage, and her identity as a gay young woman. Anxiety is a major theme. There is anxiety with school and parental expectations, the stress of wondering if you are good enough for your dream collage topped off with being acutely aware that your peers all seem to have the same ambitions as you. But for this review I am going to focus on the other two themes.

Family
Karen was born in China and traveled to the US with her parents. The intersection of parental traditions and her experience as a modern teen are themes that are heavily explored in this game. Sharing family stories is a common activity. (Spoiler - click to show) For Karen, this sometimes cultivates feelings of guilt about the severity of her parents’ upbringing in comparison to her own. Her parents had to worry about things that she takes for granted and yet her struggles are unique to her own experience. Daily life also involves regular interactions with the local Chinese community. Potlucks and get-togethers are typical weekend activities. (Spoiler - click to show) During this the parents chat about their children’s grades and social activities. In these conversations is a traditional sense of what roles children should take. But for young people like Karen, Emily, and Audrey these norms may feel dated. That is not to say that they reject their heritage. One of my favorite parts in the game is when (Spoiler - click to show) Karen and Audrey are encouraged to sing with the adults during Bible study.

There is one loose string that caught my attention. If the player (Spoiler - click to show) interacts with Karen's family enough, they reach an encounter where Karen's father learns that she is gay by noticing the books that she checked out from the library. He tries to talk to her about it, but the situation is so overwhelming that she runs into her room, locking her door. The scene is short and intense enough that you would expect to see a follow up later in the game, but it never happens. Not even at the end of the game where it summarizes her relationship with her family. Given that these topics are a prominent theme in the story I was surprised that the game did not build on the encounter.

Orientation
Karen is gay but hides it from her parents and most people. The game conveys the frustration of having her parents talk casually about marriage and grandchildren when a core aspect of herself completely goes against it. She also interacts with Emily, who is (Spoiler - click to show) transgender and struggles with not being able to be her true self around her parents and their expectations. Emily’s parents know bits and pieces but ultimately, she has not yet come out to them. Emily was one of my favorite characters because she introduces Karen to big questions. Throughout the game Karen and Emily may choose to counsel each other or simply chat. Emily is also one out of three characters that the player can pursue a romantic relationship with.

A defining plot point is if the player makes it to the (Spoiler - click to show) research event called “Emily and the Professor.” Karen participates with research in a lab managed by Professor Chan who is also Emily’s father. In this scene, he brings Emily to watch Karen give a presentation, referring to Emily as his son and asking Karen to teach “him” about science. The player can choose to proceed with the presentation or step down and say that they are not ready. With the latter choice the player chooses not to be a part of Professor Chen’s attempt to force an identity on Emily. Choosing this option is clearly a risk for Karen but it feels empowering. We see the culmination of their friendship in the face of uncomfortable situation. It is an eye-opening moment not just for Karen but for the player as well.

Visuals
The game has a crisp look, almost like the text is written on a piece of stationary or index card. The textbox area is set in a white box sent against a cream background and accented with grey lines and red links. Together it creates a simple but polished appearance. I liked how the game incorporates more than one language. It uses Mandarin characters with italicized translations. This game is made with Dendry which adds some variety to the development systems that I have encountered.

Final thoughts
This was the first game I played by Autumn Chen who is an incredible author. Everything is well-written, concise yet meaningful. Karen is a memorable character who is relatable and unique. Because of this, (Spoiler - click to show) winning the pageant feels more like a victory. I highly recommend the game, especially if you are interested in the slice-of-life genre.

Also: There is also a sequel game called New Year’s Eve, 2019. It features Karen in her senior year. (CORRECTION: Senior year of collage)

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Zombie Blast 2023, by Sam Ursu
1 of 1 people found the following review helpful:
A creative choice-based zombie combat game, September 2, 2022

The zombie apocalypse came and killed your parents. Then it killed your spouse. The only person left is your baby. Using a shack as shelter you will fight tooth and nail to keep the zombies at bay. Hopefully the two of you will survive the night.

Gameplay
This is an incredibly creative use of ChoiceScript. Currently it is the first one that I have encountered where the player has free range of movement to roam around with north, south, east, and west directions. Rather than presenting the player with list of story options such as "Choose to defend the baby" or "Ambush the zombies from the north" the game has the player actively fight the zombies each step of the way. It instead uses “Go north,” “East some food,” or “Fire shotgun” options that require the player to strategize as they defend against each zombie that approaches the house. While the player cannot examine individual things in each area they can scavenge for supplies, rest, or eat. This is such a unique gameplay approach for this story format.

There are four rooms in the house, one room (randomly chosen) containing the baby. The gameplay’s core objective is to protect the baby from the zombies. You go from room to room killing zombies with an axe or shotgun before they can shuffle to the baby’s crib. There is a stats page that tells lists your energy levels, inventory, and number of zombies remaining in the wave. The player "Levels Up" after defeating each wave of zombies. Between each wave you can scavenge for shotgun shells and cans of food. I had fun coordinating these different aspects of gameplay.

There is no way of saving the game nor are there checkpoints that let you return to the previous level. It would have been helpful if these features were available because the gameplay can become repetitive. My initial strategy (Spoiler - click to show) was to shoot zombies when they were three to two steps outside of the house and axe those that entered the house or were right outside the window. I found it helpful that the game alerts the player to the number of steps a zombie has before it enters the house. Each time I cleared a room I would immediately return to the baby’s room to see if any zombies snuck in.

At one point I ran out of energy and could no longer move to other rooms. I also had no food. The only thing I could do was rest. My strategy was to wait in the baby’s room and simply wait for the zombies to come to me. This allowed me to alternate between attacking a zombie with the axe and resting. This was so effective that I continued to do this even when my energy levels were no longer an issue.


Story
The story is your standard zombie apocalypse narrative about a nondescript virus turning people into zombies which results in survivors having to constantly fend off wave of zombie attacks. This familiar storyline in zombie games does not necessarily need too many details to feel like a finished piece, especially if you enjoy the classic elements of the genre but it certainly does not hurt when authors choose to incorporate a more complex story. Zombie Blast 2023 sticks to the basics which is just fine.

The only story is about the protagonist’s desire to protect their baby after losing everyone else. The entire gameplay spans over one night. Once you (Spoiler - click to show) complete Level 9 the game declares that you made it to morning and awards you the “Survive the night” achievement worth 25 points. The game then asks if you want to continue playing or just to end it right there. I believe that this achievement means that you have “won” the game. It definitely felt like an achievement!

Visuals
This is a nicely stylized ChoiceScript game. The top portion for the story text is light orange while the menu choices are shown in black with an orange border. All of this is set against a black background. I liked this look because the colours make it stand out from other ChoiceScript games that I have played. ChoiceScript games are something that can be enjoyed with or without fancy visual effects, but it is always fun to see when authors experiment. The game also uses fun icons to illustrate player choices such as a cereal bowl next to the “Eat some food” option. It adds just a little bit of pizzazz without being distracting.

Final thoughts
This game is a great concept with some novel features but has characteristics that might frustrate players, particularly not being able to save or return to checkpoints. But at the same note it is incredibly entertaining and gives the player a chance to strategize. I recommend Zombie Blast 2023 if you are interested in the zombie genre, looking for gameplay with combat, or curious to see a creative application of ChoiceScript.

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Job Quest, by Chad Comeau
Straightforward concept but weakly implemented, August 31, 2022

You have moved to a new town after landing a new job. There is no sure way to know what is in store for you, so you decide to take it one day at a time. Can you keep a positive attitude?

Gameplay
The gameplay cycles in a loop, with each loop consisting of a single workday. The protagonist wakes up, goes to work, and returns home to spend some free time. The interactivity mostly consists of choosing what to do after work. These choices influence the player’s stats which determines the protagonist’s performance at work the next day. The player manages six stats. These stats are fitness, relationship with friends, relationship with family, time spent working on a personal project, time spend on playing video games to relax, and tiredness.

My main critique is that these stats decrease too quickly. Over the course of five days, you go from (Spoiler - click to show) being “You’re in great shape” to “You've become weak and have visibly gained weight.” Sure, it is probably possible to gain weight in less than a week, but this seems drastic to go from the highest level for this stat down to its lowest level in so little time. Or if you do not check Facebook after a few days the game says, “You're sad about losing contact with your friends,” which is the lowest level for this stat. If the player has too many stats at the lowest level, they lose the game. There is only time for two activities per day (or three at the expense of being more tired) and managing all six stats is an uphill battle. There are also no weekends or days off at all which seems unrealistic for a game that simulates a workplace environment. If you are (Spoiler - click to show) extremely tired, you can sleep in and skip going to work which gives you the entire day to improve your stats. Unfortunately, your boss will fire you which ends the game.

Story
The game does a decent job of capturing the monotony of a job and I like the idea of having random events outside of the protagonist’s job thrown in to make it more realistic. However, the only special event that occurs is (Spoiler - click to show) when your car breaks down, requiring that you get it fixed. I think that the game would have been stronger if it added more of this variation and focused on strategizing with life events rather than leaving the player to drown in managing stats.

The difficulty of managing stats in this game results (Spoiler - click to show) in a poorly implemented ending. Once the player builds up too many low stats the game suddenly says, “You can't sleep because your life sucks. GAME OVER” which is followed by a link called, “Continue?” The game lets you keep playing but it is impossible to improve your situation. This was frustrating and felt sloppy. Perhaps the game is trying to make the point that sometimes it is too overwhelming to manage so many areas of your life all in one go. But the way the game conveys this with its ending is ineffective.

Is it possible to win this game? If you mean in terms of (Spoiler - click to show) the protagonist succeeding at their job than I believe the answer is no. But I did find an ending that could be interpreted as a win. You end up being recruited by a secret organization that sponsors people to win track races. That means quitting your job, which the protagonist gleefully does. The mysterious man who recruits you explains that you will be flown to an island where a new track is being built, the first of its kind. The game then ends on a cliff hanger and says that the story will continue in a game called Job Quest II: Jog Quest. I am not sure if the author is planning to produce this game, but it would be cool to see where the story goes. It also sounds more exciting than the desk job featured in Job Quest. I must admit this secret ending made me smile.

Visual design
The game has a clean visual appearance. It uses black text and blue links inside a white box with a small border against a grey screen. I have seen this colour and format design in other Twine games and it always succeeds in creating a polished look without being overly stylized.

Final thoughts
I like the game’s concept of settling into a new job. The briefness of each day keeps a steady pace and simplifies the gameplay. All you need to do is balance the activities that you do in your free time. The downside is that the implementation of the protagonist’s stats makes the game feel clunky. The player feels like it is impossible to win, and any premature ending feels especially incomplete. Nonetheless, this game is another take of the slice-of-life workplace genre that carries its own charm. If you feel like playing an idle Twine game that (Spoiler - click to show) may or may not have a secret ending than give Job Quest a try.

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Belief, by Justin de Vesine
1 of 1 people found the following review helpful:
A brief journey through limbo, August 30, 2022
Related reviews: Inform

This is a short game about limbo and the afterlife. The protagonist's backstory is vague. All we know is that they died from falling from a great height and now wake up in a reception room that represents limbo. There is brochure on the desk with three coupons for Paradise, Purgatory, and one for a place called Joseph and the Technicolor Discount Afterlife. The Paradise and Purgatory ones are expired, leaving you with the Discount Afterlife coupon. It may be a discount afterlife but at least it is not limbo.

Gameplay
The gameplay consists of discovering how to leave the reception room using items found in your surroundings. The content is minimal and sparse but is consistently implemented. There were no noticeable bugs, and its few puzzles are straightforward. This game took about 15 minutes to play. Initially I thought it was (Spoiler - click to show) a one-room game but technically it takes place in two, though most of the gameplay takes place in the reception room.

Story
The story is brief without much information on the protagonist’s death or the how the afterlife is structured. Once you (Spoiler - click to show) find the hidden bell you can travel to a dock shrouded by black mist. I expected the game to last a few more scenes but it ends once you board the ferry. The ending does leave the player with a stroke of optimism since your journey has finally begun.

The game has the familiar concept of a protagonist thrown into the realm of the afterlife who must find a way to reach their ideal destination. There are also elements that remind me of other games about death and the afterlife. The brochure on a desk reminded me of a few small scenes in All Hope Abandon (spoiler for that game) such as (Spoiler - click to show) the brochure on the pros and cons of Oblivion, and the coupons remind me of the humor in Perdition's Flames. Belief is by far the shortest but still manages to set itself apart from the other games because of its own interpretation of an afterlife, or at least one on discount. It is (Spoiler - click to show) too bad that the game ends so soon. I really was looking forward to experiencing the Technicolor Discount Afterlife…

Final thoughts
It may not be a particularly complex game, but it is a solid work. I noticed that it is an IntroComp game which probably factors into its length. I would love to see an expanded version built on some of these ideas. I like how it draws upon classic imagery, such as (Spoiler - click to show) a figure waiting to boat you across the water to the next stretch of afterlife, and yet has a unique approach with the steps needed to reach that point. This would be a reasonable lunch-break length game if you are in the mood for a game that lightly touches on themes about the afterlife.

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Dining Table, by Leon Arnott
A plain dating sim with an eerie twist, August 30, 2022
Related reviews: Horror, Twine

This is a story about an unusual and awkward dinner date. Actually, “unusual” and “awkward” are grave understatements. A woman named Marcia has roped you into a dinner date with Angie, a recent acquaintance. You just hope that things will not be too weird.

Gameplay
Marcia is introduced as "the host." She gives the impression of setting up two acquaintances on a date in her home and trying to walk them step-by-step through having a good time. Marcia's dialog is shown in extra-large all-caps text in bold to CONVEY THAT MARCIA HAS A STRONG, OVERBEARING, AND OVERLY ENTHUSIASTIC VOICE. Otherwise, things seem normal if tense. The gameplay consists of following Marcia’s cues and shuffling through generic conversation topics. This was not particularly interesting, but gradually new developments arise.

About halfway through the game it becomes apparent that something weird is going on, but it is not until after the date that we get a full explanation. We learn that (Spoiler - click to show) Marcia personally bathes the protagonist and Angie and sews them clothes, with Angie wearing a dress that was "tailored for a doll several inches taller than her." Now you know that these circumstances were abnormal. (Spoiler - click to show) An eyedropper descended to the table, silently offering refills for our glasses, but we both politely declined. Yep, definitely abnormal.

Story + Characters
Here is the twist that had me thinking "whoa, where did THAT come from?" Get ready. After the dinner date, the twist is that (Spoiler - click to show) Marcia's hobby is to sneak around collecting DNA from people to make mini clones that serve as her dolls. The clones manage to retain basic memories of their originals, but the originals are unaware that this is happening. As for the clones, all they can do is suck it up make a life out of their situation. Marcia builds dollhouses for her clones, seven total. The protagonist is a clone. So is Angie. I realized that the appearance of Marcia's dialog was not just to suggest that she has a loud voice. It is to (Spoiler - click to show) highlight the fact that she is a standard sized human (I think) whereas the protagonist and Angie are the dolls dwarfed by Marcia. It almost reminds me of Finding Nemo (random film spoiler) where (Spoiler - click to show) the fish are overwhelmed when children bang on the aquarium glass in the dentist’s office. This added a sci-fi horror element to the story that motivated me replay the game for new insights on details that I overlooked. Sure enough, the implications of (Spoiler - click to show) what goes on during the dinner date are intensified now that you now that the protagonist and Angie are clones designed for Marcia’s entertainment.

The story also throws one last twist at the player: The protagonist is (Spoiler - click to show) secretly in love with Marcia. Obsessed, even. This was not obvious in the gameplay and is only revealed right at the end. The game also says that (Spoiler - click to show) Marcia is planning on making a clone of herself for the other clones to interact with, but the protagonist knows that only the original will do. And on that note, the game ends a bit abruptly. I felt like this was a big development to reveal in the story, but the gameplay stretches just long enough to entertain these thoughts before the protagonist falls asleep. I was almost expecting a “chapter two” to explore this new development. Furthermore, like other Twine games I have encountered, it just ends with a (Spoiler - click to show) frozen screen. There is no "the end" or "credits" that affirm that the game is over. It just ends by saying, "And dream of vast dancing hands and quivering hills of hair until the morning." When this occurs in Twine games I sometimes wonder if I merely stumbled across a broken link. With Dining Table, it is clear enough to determine that the game is finished but this made it feel rough around the edges.

Visual design
The backdrop is an ornamental pattern that reminds me of a cross between outdated wallpaper and elaborately patterned napkins that people only use for special occasions. In this case, perfect for a dinner date. The text is placed on a light cream coloured square through which you can barely see the patterned background, providing a nice contrast. This was a good look for this game that added polish and made it more memorable than if it were just a plain background. It gives the game an extra boost that makes up for weaker areas of the game.

Final thoughts
The gameplay is nothing exceptional. The dinner date is delightfully weird yet lackluster in content. But the underlying horror sci-fi theme of (Spoiler - click to show) secret clones being made into demented Polly Pocket dolls add a dimension that I was not expecting when I went to play this game. I feel that this twist is the strongest part of the game. I also liked how the author conveys (Spoiler - click to show) a story about two characters trying to make a normal situation (going on a dinner date) out of an extremely abnormal one (being observed by a giant woman who controls every interaction). The downside is that the game ends just as the plot thickens. Nonetheless, playing this game has been an interesting experience and I think players out there may appreciate its surreal humor.

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What are you wearing?, by Von Django
Not much substance to it but a lighthearted topic, August 29, 2022

This is a Twiny Jam game of less than 300 words about a parent casting a critical eye over you and your possessions before you leave on an excursion. It reminds me of being in the dead of winter about to leave when your parents interject that your jacket is not warm enough or that those shoes will be painful for your feet halfway through the day (and usually they are right). This game follows a similar concept.

At the start of the game, you select either a mom or a dad to be the parent in the gameplay. When you try to leave your parent stops you and comments on the (Spoiler - click to show) practicality of your clothes, the amount of food you have, how you intend on keeping yourself safe, and whether or not you snatched something sneaky when they were not looking. For each of these prompts the player selects one of three links that influence the dialog. For example, (Spoiler - click to show) when asked about food you may say trout, mushrooms, or rabbit which each result in a different response. This is the height of the interactivity in this game. It is a short game and needs to be because it was submitted to a game jam with specific rules, but it still felt like it could have been more substantial. The game's ending is sweet and sentimental but a little abrupt.

We never get any backstory on the protagonist's journey. I am curious to know why they are inspired to (Spoiler - click to show) don a "rakish hat sporting peacock feathers" or have a "mark of Grun" to ensure their safety. The writing suggests that the protagonist will be weathering the raw elements during the trip and risk the possibility of encountering bandits. There are tiny little details that hint at a surreal world but none of it comes into play.

In conclusion, this is a short and simple Twine game that can be reasonably relatable. There is not really a specific audience in mind or a dominant message but if you are looking for something brief and positive than this game is a good choice.

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I've Attached My CV And Cover Letter, by Jaime Monedero March
2 of 2 people found the following review helpful:
Brilliant visual design, okay gameplay, August 28, 2022

This appears to be a somewhat autobiographical story about a game designer creating a cover letter for a job interview. It is a familiar concept, but the author makes it personal by capturing the struggles that come with trying to create a flawless cover letter to wow your potential employers. The gameplay is short but shows off creative visuals that take the experience to another level.

Now, my understanding is that a CV and a cover letter are two different, though similar, documents prepared in an application. The CV gives the nuts and bolts of one’s skill set and experience whereas a cover letter is a bit more personal. It focuses on providing a statement on the applicant’s intent and motivation for applying. Technically, the game only has the player write a cover letter.

Gameplay
First the gameplay has the player “research” the company that they are applying for: GameHouse. This information is then used to construct a draft that the player edits by clicking on links that cycle through responses. The game really captures the anxiety of trying to sound professional without bragging or trying to impress with your people skills without coming off as fakey.

The links cycle through options that consist of the protagonist fumbling with the writing. This shines a light into the protagonist’s thought process of writing which is a strength in this game since it makes it more relatable. However, the gameplay does not give the player the flexibility to choose the tone or quality of the finished letter. As you (Spoiler - click to show) cycle through each link the quality of the writing may improve until it suddenly cycles back to square one. No matter what you do the cover letter never feels finished. The game has the player manage the protagonist’s scattered thoughts but stops short of allowing the player to build from key ideas, such as the (Spoiler - click to show) protagonist’s experience with working internationally. Being able to explore these experiences and ambitions would have made a different in the gameplay.

Story
The basic story is about the protagonist’s desire to work at GameHouse. The downside is that (Spoiler - click to show) there is no real ending. You submit the statement and that is it. No endings that judge your success or final reflections from the protagonist. The game does not feel incomplete, just that it could have had more of a resolution.

Visuals
I was impressed by the visual design. Simple but incredibly creative. It is identical to the screen that you see when using a word document in Google Drive. Same heading and everything. In fact, the author used a screenshot and designed the gameplay so that the text occurs in the document space. The top of the screen even says, "I've Attached My CV And Cover Letter - a game by Jaime Monedero March" right where the title goes when you name the file. This was clever because it feels like you actually are editing a real document.

When the game began, I had to check twice because for a moment I thought I clicked on the wrong link. There is nothing in this game that says “made with Twine,” but IFDB assured me that I was playing a Twine game. The text links are underlined with the type of red squiggles that you would normally see when you misspell something. Obviously, there is no typing in this game, but this added visual effect made it more convincing.

Final thoughts
If the game used featureless visual effects, such as sticking to black text against a white screen it would not have scored as well. As you can tell from this review, I was smitten with its replica of a word processor’s appearance. That alone does not make a game, but it was effective enough to pull everything together. It is still interactive in the sense that the player edits the text, and the writing was humorous and relatable. I think players will enjoy this game. Maybe not for the richness of the game’s content but for its creativity and candidness.

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The Second Floor, by litrouke
1 of 1 people found the following review helpful:
A choice-based zombie game with fantastic visual effects, August 27, 2022
Related reviews: Horror, Twine

It is the midst of an ongoing zombie apocalypse. Night has fallen and your best option for shelter is a small hotel, perhaps one with resources that you can salvage. But surely it is not empty. You know that everyone you expect to encounter will either be long dead or undead.

Gameplay
After a brief intro the game begins on the second-floor hallway of the hotel, right outside of Rooms 207 and 208. The objective is to quietly go from room-to-room, scavenging for items that will ensure your survival once you leave.

Each room is organized as a grid within which the player shuffles around with a flashlight. Imagine being at the top of the ceiling in a dark room while pointing a medium-powered flashlight at the floor so that a few feet of floor is illuminated. That is what the gameplay looks like. What makes this unique is that the game never says, “you see a coatrack and window.” Instead, objects are represented by single letters such as “C” for coatrack or “W” for window. If someone opened a pack of magnetic letter magnets and spilled them across the floor that would describe how they look in the game.

When you click on a letter, a popup box appears with more information. Within it are links to learn more about the object or to take it and add it to your inventory. The player begins with an empty backpack at the start of the game with a status of 0%. Each time an item is added the percentage increases. If this exceeds 97% the game requires that you lighten the load. To resolve this the player can open their backpack to drop* items. When they are finished with a room they return to the hallway. The game (Spoiler - click to show) ends when you visit Room 202. If you try to enter this room right away the game will say that you need to visit the other rooms first, but in truth all you need is to step into Room 201 for this requirement to be satisfied.

At first the game gives the impression of having puzzles. There are items in every room just waiting for the player to snatch up, and the management of items in the backpack adds a fun challenge. However, (Spoiler - click to show) you do not need a single thing to complete the game. While the protagonist’s identity as an apocalypse survivor provides a reason for ransacking the place, none of the items that you collect have any application. I did not realize this during my first playthrough and I had a great time. Afterwards, however, I was surprised that the game turned out to be mostly puzzle-less. Nonetheless, the game is still worth replaying for its visual effects and atmosphere. Even if objects seem like mere props, the writing and setting carry it through.

Story
There is no backstory about the protagonist or the overarching zombie apocalypse which the game gets away with. Normally I like it when games include background information that explains why their world is in an apocalyptic state, but this game manages to fit into the vaguely-described-zombie-apocalypse trope where you assume it builds from the same mold: an outbreak occurred, zombies attacked, and daily life is now a matter of survival. While I certainly would not have minded if this game were built on an elaborate backstory, it does not seem to be lacking without it. As a zombie piece I enjoyed it.

The final (Spoiler - click to show) segment of gameplay is effectively thrilling and the highlight of the story. When you step into Room 202 there is nothing to click on but a shoe rack. The popup box says,

No shoes by the door. An acrid smell stings through the staleness of the room.

You barely have enough time to read this when the text changes to:

Something in the room just moved.

Then a zombie ambushes you. These pauses were incredibly effective in creating a sense of horror.
Furthermore, the game (Spoiler - click to show) implements a mild jump-scare of angry, quivering descriptions of the zombie as it lunges at you. There are no pictures, just text, but it effectively adds an element of surprise.

The only real criticism I have about the game’s story is that (Spoiler - click to show) there is only one ending and that the gameplay choices have no sway over it. During this final encounter with the zombie a link appears telling the player to “RUN!” I wondered if stalling would result in being eaten but there was no difference. I even deliberately weighed my backpack down to see if that would slow the protagonist down, but that had no effect either. No matter what you do it seems like you always escape the hotel and win the game. Then again, perhaps that is not such a bad thing. I wonder how other players will feel.

Characters
While the game does not say so outright it is suggested that the protagonist is male when the player goes digging through the clothes in the dressers and coatracks in each room. In every other aspect the protagonist is neutral in description and identity.

This is not a zombie hunter game or one with combat. Instead, most of the content on zombies is suggestive. For instance, (Spoiler - click to show) if you try to open Room 205 you will hear a zombie try to break the door down. Even though you never see the zombie from the room the atmosphere and writing convey the horror in this scene. The only time (Spoiler - click to show) you see a zombie is near the end of the game. Otherwise, the player only encounters corpses during the gameplay (speaking of which, be prepared for such things).

Visuals
The visual effects make The Second Floor a bit of a gem because it shows how special effects can be used in a Twine game to tell a story. For this game these effects are notably used to establish setting. Shapes, patterns, colours, and timed pauses work together to portray a grungy and powerless hotel during a zombie apocalypse.

For me the most memorable visual element in this game is the hallway: simple and effective at establishing the setting as a hotel. The hallway consists of a strip of bloodstained carpet running vertically across the screen. On each left and right side is a door that allows access into a room, and at the top and bottom of the screen are arrows that lead to other sections of hallway.

Typically, the game’s screen is black, but the author adds more details for the hotel rooms. There is a thick boarder that creates the illusion of a room’s perimeter. At the bottom of the screen is a backpack icon that keeps track of the player’s inventory percentage levels.

The floorspace is explored in sections with arrows that the player uses to move through the room. Your location is marked with a faint box-shaped yellow that replicates the beam of a flashlight. This block of light provides only a few feet of visibility which really makes it feel as if the protagonist is exploring a room with nothing but a flashlight to guide them. Paired with the player’s freedom to roam around the space, these special effects make everything feel more immersive.

Final thoughts
Most zombie games that I have played are parser games, but this Twine format brings something new to the table. It you like zombie games in general then I highly recommend The Second Floor. It may also be of interest if you are seeking out gameplay where scavenging is a central feature. It is also a great example of a Twine game with free range of movement, allowing the player to navigate the game’s world like a parser game. On top of that it has great atmosphere and successfully incorporates horror elements, especially with its (Spoiler - click to show) text version of a (sort of) jump-scare. I can see myself returning to this game in the future.

Also: If you enjoyed this game, consider playing my father's long, long legs. It is also made with Twine and has similar horror vibes. Both games share the visual technique of navigating a space with a flashlight but successfully use this concept in a unique way that sets each game apart.

*Rather than (Spoiler - click to show) dropping the food it would be nice if the protagonist could at least eat some off it. This is the zombie apocalypse, after all. Wasting food probably is not the best idea.

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A Walk in the Country, by Ian Martin
1 of 1 people found the following review helpful:
A search for a horsehair extension in the countryside, August 26, 2022
Related reviews: Twine

You are strolling along the countryside with the intention of finding a horsehair extension. Apparently, horsehair extensions are made from hair collected from horses and processed into hair pieces that can be worn by both humans and horses. In this game, you looking to acquire one for a horse.

Gameplay
The game begins with the protagonist strolling across a field when they see the words “HORSE HAIR EXTENSION” scrawled across a wall. This turns out to be a trail of messages leading the player towards the possibility of finding an extension. The player passes a farmhouse and reaches a branching road. Since the game ends when the player takes the first path down the road the other paths are the focus of the gameplay.

One of the roads leads (Spoiler - click to show) to a ditch with a hole that runs to a sewage tunnel. Inside the tunnel is a merchant who sells extensions for $5. There are two ways to acquire $5 which adds a little variety to the gameplay. Since the merchant will only sell one extension per customer the protagonist uses the extra $5 to buy ice cream at the end of the game.

Characters
The gameplay is mostly NPC-less. There are no defining characteristics about the protagonist, they are neutral. There are (Spoiler - click to show) two other characters. The first is a horse that you find on the second path at the branching road. If you search the bush a horse will appear and follow you for the rest of the game. This part is optional but influences the ending. The second character is the mysterious shadowy merchant who sells horsehair extensions in the sewer tunnel.

Story
The first part of the game has an ominous atmosphere. There are messages about horsehair extensions in your surroundings. When you (Spoiler - click to show) enter the farmhouse the game says,

You find the inside of the ruined farmhouse rather melancholic. The space appears to be completely devoid of horses, large or otherwise.

This is deeply disturbing to you.

Leave this place


This was effective in making me wonder about the backstory, especially about the farmhouse. The horses are gone but someone has engraved brief messages about horses on the surroundings, almost like a trail.
I was eager for an answer on why the messages were left behind. It is eerie and makes you anticipate when you reach the end of this trail of odd messages. But the (Spoiler - click to show) messages only lead to the branching road and then they stop without any further explanation. The farmhouse too is never revisited, except for the clutter outside.

We also never learn why the protagonist needs a horsehair extension. It seems like the protagonist’s goal is simply to acquire a horsehair extension and then attach it to a horse, but the implementation of this goal is flimsy. If the player (Spoiler - click to show) takes the first road without finding an extension the game just ends. All it says is that you walk until you lose track of the road that you came from. Then you forget about horsehair extensions altogether. Providing some exposition would have sculpted the story a bit more for the player. No matter what, there are no comments about the protagonist’s reason for seeking out a horsehair extension in the first place. And even the outcome of finding an extension is lackluster. The overall effect is that it feels like random gameplay.

The endings are nothing spectacular but there are multiple ones, which adds some replay value. I can recall (Spoiler - click to show) 8 ending variations. The optimal ending is (Spoiler - click to show) to buy a horsehair extension, clip the extension onto the horse, and then buy ice cream.

Visuals
The game's strength is its simple background graphics. Set against a light grey background are basic sketches of nature in what reminds me of a thin black sharpie marker. The wheat field design was my favorite because it conveyed a basic yet polished look. When I first saw a screenshot of the game in its cover art, I was compelled to play it. The gameplay with the (Spoiler - click to show) underground merchant deviates from this design. These scenes have a black screen with a white spiral pattern. The only downside is that the font, which is different from the rest of the game, is a bit hard to read. Otherwise, it captures a "down the rabbit hole" feeling that was appropriate for the setting.

Final thoughts
The game has some interesting ideas but feels unfocused without providing any insight on the protagonist's objective of finding a horsehair extension. I recommend this game if you like short and surreal Twine games that rely on atmosphere rather than story content. You may also like it if you are a fan of horses. The graphics are nice to look at and I can see this being a good potential "lunch break length" game.

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Orpheus: A Tragicomedy in Six Parts, by chromaticchaos
1 of 1 people found the following review helpful:
A humorous Twine take on the story of Orpheus and Eurydice, August 25, 2022
Related reviews: Mythology, Twine

Review title: A humorous Twine take on the story of Orpheus and Eurydice
This game is a fanciful retelling of the Greek story of Orpheus and Eurydice where you play as Orpheus in his quest to revive Eurydice. The game takes about 25-30 minutes to play, and its gameplay features some replay value.

Background
Here is some background context for this game. Some may not consider these as spoilers, but I will still tag key plot points. In Greek mythology a man named Orpheus loses Eurydice, his wife, when she is bitten by a snake. Orpheus decides to go to the Underworld to bring her back. He is extremely skilled at the lyre and (Spoiler - click to show) plays such a bittersweet song about Eurydice's death that even Hades and Persephone, gods of the Underworld, agree to give him a second chance. They allow Orpheus to lead Eurydice out of the Underworld with the condition that he does not look back until they both reach the realm of the living. Along the way, however, he grows suspicious because he cannot hear the footsteps of anyone behind him. He turns, only to see his wife, and loses her a second time. But upon his death Orpheus is reunited with Eurydice once again.

As is the case with most Greek mythology there are variations in a story, but the story of Eurydice and Orpheus always seems to share the same theme: that (Spoiler - click to show) love can endure in life and death even if two individuals reside in separate realms. Orpheus: A Tragicomedy in Six Parts sticks (mostly) to this storyline but adds a comedic twist.

Gameplay
As explained in the title the game is broken into six acts, all of which are evenly paced. The gameplay begins after Eurydice has died. After moping around Orpheus decides to go to the Underworld.

Whenever I read about Greek mythology there seems to be a process for reaching the Underworld. Usually, you are required to take a boat across a sea before reaching the gates of the Underworld. In this game (Spoiler - click to show) the player can throw caution and planning to the wind. They travel to the Underworld on their terms, completely contradicting the original story in a humorous and creative way. The player can even try to kill off Orpheus, but the game always has some humorous way to keep this from happening. No matter what, he never wavers from his goal.

While the gameplay in the Underworld is (Spoiler - click to show) influenced by your previous choices the game still presents you with three characters, one of which you can ask for help. You can choose either Heracles, Achilles, or Sisyphus. Each character brings unique dialog which adds replay value.

The game may not be accurate from a historical standpoint but that is the main defining feature in Orpheus: A Tragicomedy in Six Parts. It is a humorous and outlandish take on a traditional story while also sticking with familiar characters and key plot points.

Story
The writing is hilarious. My favorite part is when (Spoiler - click to show) Orpheus tries to talk to Persephone and Hades only for them to act as if the encounter is nothing more than someone trying to make an appointment at the hair salon.

Hades grabs a dayplanner off his sidetable and starts pawing through it. "Yes... this afternoon. Though it looks like we're double-booked. Unless..." Hades starts scribbling something down in his dayplanner, apparently forgetting that you're there.

Who would have thought that Hades, God of the Underworld, would use a planner to manage his kingdom?
There are multiple dialog options that let you choose the tone of the conversation, but the (Spoiler - click to show) outcome remains the same. Hades and Persephone will initially turn Orpheus away until he whips out his lyre and proceeds to wow them with his music. This is also the case in the original story.

The game captures Orpheus' uncertainty as the player (Spoiler - click to show) clicks on the "Don't look back" command. But no longer how long the player clicks on the button they do not reach the exit of the Underworld. They only have one other option: "Look back.” Orpheus loses Eurydice and the player is presented with two choices that determine the ending.

The player can choose to (Spoiler - click to show) kill themselves or keep living without Eurydice. Choosing to continue living leads to the happy ending because when Orpheus does die, he is reunited with Eurydice in a joyful manner. If the player chooses for Orpheus to kill himself, he is reunited with Eurydice but in less-than-ideal conditions where loneliness pervades.

Visuals
I love the stylizing of this game. It uses a black background with mustard yellow text and accents. Sometimes characters will also use their own font. The top and bottom of the screen have a basic maze-like appearance and the game occasionally includes graphics of the characters. Some are portrayed in mustard yellow against the black screen while others are more ornate. These visuals were one of the best parts of the game and created a polished look.

Links that are tan and underlined result in popup boxes containing a few verses that the protagonist players. I am pretty sure that they are NOT actual verses from real-life texts but instead a simplified version with a joking undertone. I felt that these boxes added a little more interactivity and a splash of humor. The game also has links that lead to YouTube videos some music mentioned in the game. My only complaint was that these links are dark blue and difficult to read against the black screen.

Final thoughts
This is a great game if you are hungry for something with Greek mythology, especially one that strives to be a funny retelling rather than going for historical accuracy. It is fairly short game and has simple yet detailed visuals.

Another game I recommend from IFDB is called Eurydice by an anonymous author. It is a parser game uses a modern and much more somber take on the classic story. It is one of my favorite games and is a nice way of demonstrating how different authors can make a unique game based on the same concept.

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Star Hunter, by Chris Kenworthy
1 of 1 people found the following review helpful:
An absolute marathon of an empty game, August 23, 2022

Star Hunter begins with "You wake up, ready to make yourself incredibly rich in the forgotten ruins of the Tartuest sector." Sounds like fun. Unfortunately, it is not a particularly fun game. So many rooms. Large locations that are mostly empty and devoid of any story content.

There are only a few cases where the exciting feeling of plundering abandoned alien worlds does emerge, briefly. The author has the right idea, but the implementation is lacking. The walkthrough will make your head spin. If you are going to attempt this game, I recommend that you use it.

Gameplay
You have a small personal spaceship called Atlantis, just large enough for you and the treasures you uncover. A central gameplay mechanic is the management of navigation tapes and transit bubble chips for travelling. Navigation tapes allow your ship to travel to other planets whereas chips enable you to beam down (Spoiler - click to show) (bring your gizmo with you to avoid an unwinnable state) to the surface.

The game has a Robot Bazaar where you trade items with androids. This sounds like a cool concept except that these are the stingiest androids you will ever find. They want chunks of your inventory for most items, and it is extremely difficult to know which items you will need later down the road. Many of the items on sale are red herrings. Things that look like they would be helpful only end up being a waste of precious tradeable items.

There is a pattern of going to a planet to find valuables and returning to the Bazaar to trade those valuables for other items and then going to another planet to repeat the process. After a while it became tedious. If you are not using the walkthrough I recommend saving whenever trading your items.

When it comes to scavenging objects are often found in the most random of locations such as a (Spoiler - click to show) milkshake in the middle of a transit alcove at the Bazaar. They have little context for their placement. I can understand finding a (Spoiler - click to show) discarded spoon in a campsite but a navigation tape conveniently on the ground or a chip in a deep mine shaft? It seems too random and happens throughout the game.

One last note on gameplay: When the player tries to dig deeper and go off the beaten path the game totally leaves them to fend for themself. For example, the (Spoiler - click to show) purple barrier in the bazaar that is said to be off limits but there is a Saxon disc being sold by the black android. So of course, I tried buy it hoping to find something interesting. This is what happened:

Saxon's transit alcove
You are standing in a bare and cramped chamber. Were you expecting something more exciting after all the trouble to get inside?

(yes, yes I was)

I should have known better that the game would not offer anything.
Naturally, this also meant that I was in an unwinnable state since I had to sell most of my stuff to get the disc.

Setting
Some places are more engaging than others. Lack of a detail-heavy narrative can give the player an opportunity to just explore and experiment with their environment. Unfortunately, there is usually little to interact with. These are just my thoughts on each of the locations in case you want to compare your impressions with them. This whole area is one big spoiler so I will just put it all under a spoiler tag. Besides the Android Bazaar there are six other locations.
(Spoiler - click to show)
Survey site: An abandoned archeological site and the first location in the game. Mildly interesting and carries as strong “scavenger vibe.” What ticks me off is that the player must purchase the hatched tape to return to this location. But this is where the game begins how did the protagonist manage to travel to I without having the hatched tape in the first place?

Statue: This was a cool idea but extremely sparse. You wander through a giant statue of a warrior. Sadly, you cannot even examine the city ruins that are visible from the top of the statue or explore any of the details in the abandoned train station under the trap door.

Observatory: This is an abandoned house with an observatory. The rooms tend to have more scenery even if they player is unable to interact with it. The nice thing is that the valuables are easy to find, and at least it shares the same tape (striped) as the Robot Bazaar. All you need is the OBSR chip to get to the surface.

Mine: I do think the game captures the feeling of being deep underground, especially the surprise that the bottom of the shaft is not the true bottom. Here, you look for things that have hardly seen the light of day. This one is also touchy. MAKE SURE YOU SAVE BEFORE YOU EXPLORE THE MINES! There is an absolute trap. The mine shaft platform has a lever for going up and a lever for going down. When you first arrive, it is so easy to pull one of the levers thinking that you are in the platform area that moves. Suddenly the thing will start descending with both levers on it and before you realize it you are in an unwinnable state (you cannot “undo” twice in a row). Same principle goes if you are standing at the bottom of the shaft.

Cube maze: This is one is probably the worst in quality. You arrive outside a giant cubic structure in an alien grassy field, which had cool atmosphere. But when you step into the structure all you find is an endless maze of dark rooms. Without the walkthrough it is impossible to know how many items you need to find. When the player searches the maze, their will likely find a chip and white cube* without much hassle, and then leave (like I did). But there is another precious item, a crystal cat shoe, that is hidden deep in the maze on the third floor. This gets the player worrying if there is anything else that they missed (the walkthrough says no), making the gameplay frustrating. The two redeeming qualities is that one, it is easy to exit the structure (stumbling around usually does it), and two, you only need to visit this location once. *The white cube is interesting but none of the androids seem to know what it is. Perhaps it is a red herring?

Garden world: This was the nicest location with its flowers (smell is implemented for the flowers) and streams. But I have a complaint about the gate. The key to unlock it is found on the planet with the observatory. What is the likelihood that the rusty key happens to unlock the gate in a mystical garden world? The fact that the key was found in an overgrown garden serves as a subtle hint, but it is still hard to believe logistically. You must be careful too. To buy the tower disc you give the black android nearly all your transit chips. If you do this without having found the key in the observatory you end up in an unwinnable state because you can no longer go back to retrieve it. Right when you are almost at the end of the game!


Story
Apparently, the whole point of the game is to find the “fabled lying bear of Deneb.” But the game never mentions it aside from a short sentence (and in the IFDB blurb) if you ask for help. There is no story about the bear or why it is so legendary. It is only after you (Spoiler - click to show) find the bear that the game has anything to say about it. The only indicator of its location is if you ask the blue android about the rainbowed tape. The android will explain that it leads to “Deneb Eta.” But there are no legends or bits of information that fuel the protagonist’s drive to find it. Having some story background would be immensely helpful in focusing the player’s objectives. It makes things less meaningful. There is simply no story tying everything together.

The game ends with (Spoiler - click to show) finding the bear in the tower on the garden planet. But after all that effort put in to find the bear the player is rewarded with a flimsy ending. It reads, "After a moment's consideration, you take the lying bear, which is worth the fortune that you were looking for, and the unfamiliar transporter chip. Will it take you somewhere that you can make the sale??" Game finished. It left me thinking “that’s it?!” We never learn what is so significant about the bear, only that the protagonist is tempted to sell it. The only part I liked was (Spoiler - click to show) that the bear comes with a NEXT chip which hints at a future adventure.

Characters
It was not until after I played the game that I realized that it is almost NPC-less. The only other characters are the androids at the Bazaar. The protagonist has no defining details aside from the fact that they are called “Sir” by the androids and the Atlantis onboard computer.

There is an inkling of a story with the protagonist but the game reveals little. If you examine the (Spoiler - click to show) rusty pipe from the mine the game says, "Something about the pipe tugs at your memory." The description of the cap from the tower in the garden world is "Something about the hat seems very familiar, and you remember wearing it.." A similar thing occurs if you examine the white candy on the statue planet. I actually thought that there was something to be discovered but sadly interacting with the objects did nothing.

Final thoughts
This is a long game. Really long. But I am rating this game with two stars because I did enjoy bits and pieces of it, however small. I think the game would have greatly benefitted from a smaller map with more detail rather than using vast and weakly-implemented locations. On top of that the forgiveness rating is cruel. There are so many ways to make the game unwinnable. This game has all the potential of being an exciting treasure hunt game with a sci-fi setting but instead the gameplay is confusing and leaves the player anxiously wondering if they traded the wrong item or made the game unwinnable.

Was this game ever tested? I found no tester credits. That said, it is not a particularly buggy game. If you enjoy excessively long and technical treasure hunt games this might be an interesting piece to try. I do believe some people might like this game. But if anything, play it with the walkthrough.

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Afflicted, by Doug Egan
1 of 1 people found the following review helpful:
Mm-mmm (or maybe not), August 21, 2022
Related reviews: IFComp, Inform, Horror

You are a health inspector conducting your rounds in the city’s dining establishments. Today on the list is Nikolai’s Bar and Grill, an unsavory restaurant with some not-so-hidden secrets. Will you finish your inspection and leave, or will you dig deeper?

Gameplay
The player jots down citations with their notepad. The immediate goal is to gather enough citations to condemn the restaurant. But simply getting in your car and driving away feels like a premature ending. The game has the player to look beyond their health inspector duties and rewards them, rather gruesomely, for it by advancing the story. And another detail: Even though the game has the time listed at the top of the screen (Spoiler - click to show) time does not seem to matter. You can wait until 2:00 am and nothing changes. I am not sure if there is anything significant about it.

Yes, there is gore but much of the grossness is atmospheric. Things like mold and cockroaches. It focuses on what is needed to tell the story. The content is woven into the protagonist's reason for being at the restaurant. As a health inspector, the protagonist is required to conduct a thorough investigation of the restaurant, giving the player a reason to go digging in the trash where moldy leftovers and (Spoiler - click to show) severed body parts are found. That said, this game has its moments. (Spoiler - click to show) Reaching inside the meat grinder was probably the worst part. Even more so than the vampire-body-part-scavenger game. Play the game a bit to see if it is to your liking.

For a health inspector the protagonist does not seem terribly worried about finding (Spoiler - click to show) human body parts hidden in Nikolai’s restaurant. A (Spoiler - click to show) human foot in the soup cauldron sounds like a notable health code violation, but the protagonist does not bother with jotting it down (although the game does add it to your score). And then there is this: (Spoiler - click to show)

>note corpse
You see nothing noteworthy about the mutilated corpse.

Why is it that you can (Spoiler - click to show) note the mold on the floor in your notebook of health violations but not the corpse in the crypt? This sounds noteworthy. If anyone is interested my record for the lowest sanitation score is (Spoiler - click to show) -119.

My only real criticism is that the game sometimes glosses over gameplay details in the endings. If you (Spoiler - click to show) discover the corpse, finish your inspection, and leave by car the game says, "You enter your car and drive away, satisfied that you have gathered enough observations to have Nikolai's Bar and Grill condemned. And yet, you feel as if there is still some mystery in that building which you left unsolved." Perhaps that corpse you found in the crypt? It does not acknowledge that the protagonist saw the corpse and/or the body parts scattered in the restaurant. Also, if the player (Spoiler - click to show) breaks a window and waits in the crypt for the police to arrive, they still somehow manage to miss the corpse.

Story
The blurb gives the impression that this is a murder mystery about a missing woman. Not exactly. It is not a mystery game where you (Spoiler - click to show) try to uncover the story behind the missing woman by talking to suspects and investigating different leads. There is no “mystery” to solve, at least not in the classic sense. Once you notice the body parts hidden in the restaurant you have pretty good idea of what is going on, and it does not take long to match the missing woman in the newspaper with the corpse in the crypt. But that is what gives the game a unique twist. Rather than solving a murder this game is about weathering a territory dispute between two ruthless vampires. There are tiny little hints that suggest “vampire” even before the player finds Sofia such as the vampire book in Nikolai’s office, the anemic waitress, and Angela and Nikolai’s unease when you ask them about vampires. It does not take long for the story to reveal itself.

I thought it was interesting how the author incorporated some (Spoiler - click to show) vampire lore into the story. According to the (Spoiler - click to show) handy guidebook in Nikolai’s office there are different groups of vampires with unique behaviors, specifically Bratislavan and Transylvanian vampires. Bratislavan vampires are always engaged in territorial disputes, whereas Transylvanian vampires prefer to fly solo. Sofia Kozyar and Nikolai are Bratislavan vampires, and the protagonist gets caught up in their mess. For a while Nikolai was the dominant vampire in the area but that changed as his health deteriorated due to diabetes. This weakened him until Sofia became a serious threat, so he had her abducted and killed. But killing a vampire is easier said than done. As the player knows, all it takes is (Spoiler - click to show) some neutral party to gather up the scattered remains to reform a “dead” vampire.

This has one of the highest replay values for a parser interactive fiction game. It is short with light puzzles and has a lot of endings. Finding new endings was exciting because you had to strategize, and that is where the replay value comes in. The game's hint section says, "The game features about seventeen distinct endings." SEVENTEEN! So far, I only managed to find twelve. I would love to know if anyone finds all of them.

Characters
What does it mean to be afflicted? According to Angela, Nikolai’s affliction is (Spoiler - click to show) diabetes. For the protagonist it is (Spoiler - click to show) being bitten by Sofia and turned into a vampire. The protagonist is unnamed and is only cynically described as Mr. Health Inspector by Nikolai. The protagonist’s background is an unusual one. I cannot recall ever playing any other game where the protagonist works for city sanitation, but this background only Afflicted more memorable. There are also other small details, such as a nostalgic love for disco, that make the protagonist more multi-dimensional.

Nikolai’s character is bold but also stagnates. He (Spoiler - click to show) denies the existence of vampires and Sofia’s corpse in the crypt but continues doing so even when the player catches him drinking Angela dry. Even when Sofia confirms that he is a vampire after her voice is restored. At this point Nikolai does not seem to bother (Spoiler - click to show) hiding the fact that he is a vampire. He locks the door and tells the player that they are next to be eaten. Sofia tells us about the territorial dispute between her and Nikolai, I thought this would be an opportunity to hear his side of the story. But instead, he keeps denying it. I wish there was a way to (Spoiler - click to show) stop Nikolai AND save Angela.

Final thoughts
This is one of my favorite (Spoiler - click to show) vampire games (not sure if this counts as a spoiler but I will mark it anyway). It is short with a high replay value and has an icky atmosphere (perhaps an option during Halloween) yet retains a sense of humor.

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Ataraxia, by Lauren O'Donoghue
3 of 3 people found the following review helpful:
A notably polished RPG Twine game about joining an island community, August 21, 2022
Related reviews: Fantasy, Twine

The story is one of finding a place in a welcoming community. You have been granted a cottage in a town on a new island and have access to a range of locations and townspeople. With this new start, you find ways of making the cottage your home.

There is one thing I want to say about content. When I first played this game on itchio it came with one of those “You must be 18+ to view this content” popup warnings but there is little explicit content to be worried about. The game’s content warning includes (Spoiler - click to show) language, violent events, and brief blood, which is true. However, after playing the game I sincerely feel that the content implemented is nowhere near an 18+ rating. I am only saying this because the +18 rating may discourage some players from even trying it which would mean missing out on an excellent and light-hearted game. That is my take on it. I would describe this game as not for kids but reasonable for most ages.

Gameplay
The gameplay is broken into days. Each day begins at the player’s cottage. At the start of each day the player can travel, harvest their garden, craft items, read books, and invite people over if they have a good enough relationship. Sometimes the player will get notifications in their mailbox about events and festivals held by the island community.

The travel locations are the town, forest, coast, and river, each having one main character that the player can build a relationship with (and possibly pursue romance). At each location the player can scavenge for raw materials and then craft items from them. You can then sell these creations at the market or give them to other characters as gifts. Sometimes new locations will briefly be available, such as (Spoiler - click to show) a shipwreck.

You can sell and buy things at the market which was exciting at first. However, it does not take long for you to buy out everything in the market. It also felt unrealistic that you can harvest a fresh crop from your garden every single day. Selling all that produce contributed to the excess of coins that I accumulated. I was surprised there was no way to customize your cottage beyond books and plants. A room extension or remodeling would burn off those extra coins.

One of the biggest strengths in this game is that quests are smoothly implemented. Quests usually involve finding and talking to new characters for information or crafting special items. Even though quests follow a similar model they avoid feeling repetitive. Sometimes they overlap which makes the game’s world more fluid.

Story
The ultimate goal is to become a happy member of the community but there is no variation in endings. The only ending is to (Spoiler - click to show) complete every task and achievement which is shown in a list. Because of this, players may not be compelled to replay it. I could see this as a game that you play again several months later when you stumble across it and decide to revisit it.

Characters
The game requires that the player become friends with the other characters. The only way to move forward in character interactions is to (Spoiler - click to show) alternate between giving them gifts and talking to them. It feels sort of awkward to have a heated interaction with a character and then earning points with them by giving them things out of nowhere. It is like in the Sims games where you give someone a high five until they become your best friend. Nonetheless, characters are richly implemented. They may be found strolling along in locations you normally would not find them, giving you an opportunity to chat. I also liked the idea of (Spoiler - click to show) recruiting the characters as teachers if you decide to turn the abandoned house into a school because it ties back to the theme of community building.

There is also a mild stat system that is used in character dialog. Gameplay choices affect your Sanguine, Melancholic, Choleric, and Phlegmatic levels. There is no way of checking your stat levels and it is not clear on what choices contribute to a particular stat, but it does add some extra depth. You might be presented with a list of options such as these: Here is an example of three links you could click on to respond to a character:

'Sorry. I didn't mean to intrude.'
'You left your door open.'
(Choleric) 'Looking around. Who are you?'


Each one of these would be a response to a character. If you did not have a high enough Choleric stat for the last option, it would be crossed out. Using stats in Twine games always adds a little complexity to the gameplay and Ataraxia is no exception.

Visuals
Game uses a simple colour scheme of teal background and orange text with occasional text effects in some of the quests. Everything is easy to read and navigate which is especially helpful in an RPG game where you are constantly flipping through inventories and stat statistics. I think its appearance is one of the game’s strongest points.

Final thoughts
Ataraxia is a nice ambient game with lighthearted themes of aspiration and productive community-building (along with just a touch of fantasy). Its gameplay is complex but not puzzle heavy and is an excellent example of a choice-based RPG.

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Swedish Dads, by Xian Xian
Catchy start on an important topic but sadly incomplete, August 20, 2022

Paid parental leave in Sweden has led to a change in parenting methods. Many fathers are now considered as "Stay-At-Home" dads, a concept that is rather novel in places like the U.S. In this game you are a father named Björn. The game begins in your kitchen where you are drinking juice and thinking about yourself as a parent. Note: This game came out in 2016. No doubt the landscape of childcare has evolved (for better or worse) since then.

Gameplay
The gameplay is shaped by your choice of perceiving the world with either a realist perspective or an optimist perspective that offer two separate paths. I liked how the game presents two simple but clearcut ways of experimenting with the story. Unfortunately, both paths end abruptly with the realist path being slightly longer.

Optimist path
In this first path Björn is reflecting on when he first met his wife Agatha at an office, thinking about how attractive she was. Then he moves on to when they bought their first house which has started to feel like a home. Suddenly (Spoiler - click to show) the game interjects with "WHAT COULD BE ANY BETTER THAN THAT?!" Then the credits appear. This path does nothing towards portraying the subject of paid parental leave. It is just feels like a brief fantasy trip.

Realist path
At least this path does briefly look at paid parental leave. It covers Björn’s daily routine with his daughter Abby. His wife, Agatha, works in finance in another area. He drives Abby to school tries to complete basic tasks such as grocery shopping. Before paid parental leave he worked in a nut processing factory. Because the factory is not particularly exciting, he decides to apply for a new job. (Spoiler - click to show) Unfortunately, the game randomly ends with him thinking about different types of nuts without further exploring the topics of childcare.

Discussion
The game describes itself as being about "Swedish fathers with a lot of time on their hands," which we never learn about. In both the optimist and realist paths the game never breaks down how fathers commit themselves to childcare or how they manage their free time, especially over longer time periods than the ones shown in the game. For instance, how have societal factors influenced fathers’ role in childcare that resulted in the wave of stay-at-home dads? At least the realist route skims the surface of the subject. It mentions grocery shopping and applying for jobs but discussion of the subject ends before it can begin. I was not expecting a vast Twine piece that covered every aspect of paid parental leave. But when I saw the game, I thought it would have gone into greater detail.

Visuals
The visual design is one of the strong points in this game. It features beautiful gradient backgrounds with large glowing text that is easy to read and creates a nicely stylized effect. The glowing text is subtle without being hard to read. The optimist and realist paths each have a unique gradient background that was aesthetically pleasing. If this were a blog, I would upload a screenshot of the background. Since that is not possible you will have to play the game to see them for yourself.

Final thoughts
Despite its incompleteness there are two reasons why I would recommend the game: A, it has information on parental paid leave in Sweden at the end of the game and B, shows some nice examples of gradient backgrounds used in Twine. This too is mentioned at the end.

Even though I have multiple criticisms about the game I am glad that the author chose this topic because parenting is always a relevant topic. Based on my experience (other players may feel otherwise) with interactive fiction I have encountered more games about motherhood than about fatherhood, and I think that this game is a nice addition to the mix.

(Note: If you click on the link to the article in the credits page, you may be hit with a paywall. But if you type in the name of the article "In Sweden, Men Can Have It All" into a search engine you will still find some interesting and relevant material on the subject.)

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Space Cruiser Panic, by Alex Beauchesne
1 of 1 people found the following review helpful:
Panic at your own risk, August 20, 2022

You are a passenger on a ship called the Space Cruiser DONTPANIC. It is just a basic business trip until an alarm goes off while you are asleep. One step outside of your quarters reveals that the ship is in a state of emergency, leaving you with no choice but to go to the control room to radio for help. But ground control has other plans.

In the control room you learn that ground control has gleefully nominated you to be the first human to enter a black hole. The player than can choose from a short list of outlandish survival options before they are swallowed by the event horizon (that is, the point of no return, where even light cannot escape). For atmosphere, consider looking up NASA’s first picture of a black hole. While I cannot claim that this game is an accurate depiction of what it would be like to fall into a black hole, the concept is still an interesting one to contemplate.

I am giving this game a rating of two stars because there not much substance to the gameplay. It is meant to be humorous and comical, but it does not offer much in terms of interactivity or variation. Initially, I thought it would have been one of those games where each time you die you learn something new that will let you get a litter farther in the next playthrough. However, the game usually results in the same outcome and the player’s choices do not seem to matter.

Most of the endings (Spoiler - click to show) lead to same thing: The player entering the event horizon and watching the first forms of life in the universe coming into creation. There is no explanation as to why ground control chose to sabotage the protagonist, nor is there any mention of any other characters on the ship because the layout of the ship suggests that this was a multi-person ship. There are only (Spoiler - click to show) two other endings: falling asleep after the alarm wakes you up and trying to teleport yourself out of the ship. The second one was probably the most interesting. I could not help but think that it would have been kind of cool to see a CerebroVat in action.

I often like to briefly acknowledge the visuals of Twine games. This one is basic but shows how a few style choices can add some uniqueness. Its appearance is a slightly more stylized than the typical white text and black screen. The text is set in a dark-grey rectangle with round corners against a black screen. Links are enclosed with a slightly lighter-gray rounded rectangle. I felt like this was a nice example of a basic Twine design.

In conclusion, the game may not be particularly substantial, but it still has merits. It is a brief and humorous diversion, and I recommend it to players who enjoy the disaster-in-space genre.

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FIELD WORK, by Carl Burton
1 of 1 people found the following review helpful:
Fascinating, August 19, 2022

This is a surreal game about a branching train of thought inspired by field research in a rainforest. Everything is sensory. The smell of the forest, the moisture in the air, and the sound of the wildlife are all captured in succinct but vivid detail, which is why this game captured my attention.

You are an unnamed and undescribed (presumably human) protagonist who wanders the forest until you reach as group of researchers with a makeshift ecology lab. The researchers, unbothered by the fact that you are rummaging around in their equipment are studying plants, birds, insects, trees, the ocean, and other parts of the forest. Maybe they are even studying you.

Either way, the gameplay consists of clicking on links that lead to one
When the protagonist observes the scientists’ field work, they ponder the different forms of research that humans have conducted about life and proceeds to bounce between identities. (Spoiler - click to show) First, you are a scientist studying ecology in Biosphere 2, a real-world facility that studies closed ecosystems. Suddenly you are analyzing messages sent by a radio dish to another solar system with instructions on how to reach Earth. Then you are an alien landing on Earth for the first time. These rapid changes are all smoothly implemented so that it forms a blended narrative. Games with this structure run the risk of being tricky to follow but FIELD WORK was streamlined and easy to understand.

The end of the story is a slightly unexpected but interesting outcome. Eventually, (Spoiler - click to show) your mind snaps back to reality. Rather than merely collecting samples to ship off to a lab, the researchers explain that they are actually studying the forest to form a musical composition by using technology that takes microscopic samples and transfer their structure into sound. The game then ends with (Spoiler - click to show) the protagonist listening to the sounds in silent reflection which felt like a thoughtful conclusion.

The visuals are sleek and polished. For most of the game the text body is contained in a white square with rounded corners against a slightly darker white background. It uses black and white text with green links and symbols. The game uses basic visual effects in creative ways. For example, I like how (Spoiler - click to show) the text box darkened so that it was reduced to a white circle that simulated the view of looking through a microscope. The downside is that the box containing the text is incredibly small and is swallowed by the back screen. There are some cases where the black text is somewhat faded and difficult to read against the white screen. In addition, the text size may be hard to read which may discourage some players.

The cover art and title lured me in with the promise of an immersive sci-fi adventure and I am pleased to say that I found a unique Twine game that incorporates current areas of research into a short story. It is surreal but not too intensive or too long. It also has a cool trailer on its itchio page that contains some of the locations mentioned in the game. If you like the themes mentioned in the trailer (or this review) then this game may be of interest.

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The Naughty Neural Net, by Julius Tarng
1 of 1 people found the following review helpful:
A sci-fi take on Santa gift-giving, August 19, 2022

It is the near future. Earth’s population is nearly 10 billion and the old days of flying in gifts via reindeer have become obsolete. Instead, Santa has installed 3D printers in every household. At precisely Christmas Day the printers print gifts appropriate of each child's behavior with machine-learning software that determines if they were naughty or nice. But when the Neural Network malfunctions, Santa may have to reevaluate the way gift-giving is managed.

Gameplay
In this game, the traditional take on Santa Claus has turned cyberpunk. Instead of snowmen and polar bears the North Pole is now biometric scanners, DNA analyzers, and computer labs. And of course, the Neural Network. These themes are heavily portrayed the game. One of my favorite moments is (Spoiler - click to show) trying to bypass a door’s verification steps to enter the Ratings Department:

> PLEASE COMPLETE THIS CAPTCHA

"What. Ugh. Of all the times."

The display shows a grid of 4 kids in naughty or nice acts.

> SELECT THE NICE KIDS

(What follows is then a list of kids doing nice or naughty behavior)


You play as Santa watching as the first presents are being printed on Christmas Day. Unfortunately, the nice kids are receiving coal while the naughty kids are getting the good presents. You soon realize that the Ratings Department has a faulty “Naughty or Nice Rater,” causing kids for getting the wrong presents. Fixing the faulty Network is only one step. You must figure out who is responsible for the error.

Story
Previously, elves would train the Neural Network by taking logged examples of kids’ behavior and assigning a rating, giving the Network an understanding of how a rating coincides with a behavior. But it is (Spoiler - click to show) soon revealed that raters were training the Network with intentionally false ratings to give it a skewed perspective. Few elves who trained the Network remain employed at the North Pole. One elf, Popeep O. Werbles, is summoned into your office for questioning.

Popeep explains that these raters were protesting the loss of elf worker jobs due to the installment of the Neural Network. Once it was trained and implemented, millions of elves were laid off.
The player can then decide on how to (Spoiler - click to show) punish (if at all) the raters responsible for sabotaging the system. My only criticism is that the game (Spoiler - click to show) ends abruptly. Once Popeep leaves after your decision, that is it. It feels like there should be some implementation of your final choice or something other than just sitting in your office staring at screens.

Final thoughts
Nonetheless, this is a humorous and festive Ink game with a unique twist on the holiday season. It is about ten minutes long and is worth playing if you are looking for a Christmas game or a game that uses the concept of machine-learning in a creative way.

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Recess At Last, by Gerald Aungst
...yay?, August 19, 2022

The school year is currently in the dead of winter. Most recesses have been spent indoors but today's sunshine changes that. Today will be an outdoor recess. Even better, this will be a much-anticipated chance to test out your brand-new pair of sneakers. But at the last minute the teacher calls you back, saying that you cannot go outside because of a missing assignment.

Gameplay
You play as a fourth-grade student named Jamie Nelson. You need to turn in an "Explorer worksheet" about Vasco da Gama. There are two paths to approach this. If you look at the (Spoiler - click to show) blue folder in your desk you will discover that you have Daniel’s (your younger brother) schoolwork folder. This means Daniel must have your schoolwork folder containing the Explorer worksheet that you had already completed. The gameplay then consists of tracking down this folder to retrieve the missing assignment.

The other path is to (Spoiler - click to show) ask the teacher for a blank copy of the worksheet and fill in the answers. With this path you can consult the library for help. Neither of these paths are particularly exciting but at least it allows you to choose. This is followed by a puzzle about (Spoiler - click to show) finding some mittens, a coat, and a hat so the teachers allow you to go outside. This too is lackluster but does not take long to complete.

Story
In the “about/introduction” section the game says, "The daily school routine of going out to recess, transformed into an epic quest." There is nothing epic about the gameplay although I like the author’s enthusiasm. The conflict is being unable to go outside because of a missing assignment but completing gameplay objectives does not reveal any plat developments or build upon the story. The result is that it does not always feel like a game. But, in all fairness, the game ensures that there are no lose ends or questions left unanswered. It may lack pizazz but at least it presents a consistent and laid-back story.

Characters
Jamie’s personality does shine a little bit. I liked the feeling of rebellion that occurs when he dares to open the door to the bus circle which is forbidden until the end of the school day. The rush and exhilaration of such an act is humorously described, especially since Jamie is normally well-behaved and would shy away from this behavior. The other characters are not particularly interesting, but Jamie’s descriptions of his teachers strongly convey the perspective of a young student.

Final thoughts
It is bland but has no bugs. Everything is smooth and reasonably short. But there are still some upsides. In the credits section the author explains that he based this game off childhood memories, and this earnestness shows. And it might appeal to you if you are looking for a realistic school setting with a younger protagonist.

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Snowed In, by Jason Self
Underdeveloped but nice suspenseful atmosphere, August 19, 2022
Related reviews: Horror, Inform

Snowed In is a cat-and-mouse-get-eaten-by-a-grue game. While on vacation the protagonist visits a forest and becomes stuck in a blizzard on their way back to their hotel. In the forest they find a recently abandoned cabin that they take shelter in, although it becomes apparent that the blizzard is not the only threat that they need to hide from.

Gameplay
The game begins with the player already standing inside the cabin. The place has been ransacked and there are bullet holes in the walls and furniture. Almost immediately the player hears weird noises and the sound of something trying to bash its way in. A grue.

The player is safe from the grue if they have a light source. But when the power goes out the player must (Spoiler - click to show) fend off the grue with a lantern. The gameplay’s main mechanic consists of scavenging for light sources until you reach safety. Eventually (Spoiler - click to show) the lantern runs out of juice, which forces the player to leave the cabin and seek sanctuary before they are left in the dark.

There is a strong sense of urgency in the opening segment of the game. The player gathers as many resources as possible they can before they flee the compromised safety of the cabin, knowing that they are being hounded by a grue in the middle of a blizzard. Even more exciting is (Spoiler - click to show) the presence of an unknown figure in the distance who seems to be in leagues with the grue.

While trudging through the snow outside of the cabin (Spoiler - click to show) the game says, "Out of the corner of your eye, you spot a tall, shadowy figure lingering at the edge of your vision. When you turn to look at it directly, however, it disappears." Eerie. If you have your lantern on the figure will throw a rock at it to break it. With this, timing in everything. If the player (Spoiler - click to show) steps outside too early with the lantern, they are sabotaged when "somewhere off in the dark distance, far away from the light, a rock is hurled in your direction. It hits the lantern, breaking it, and putting it out of commission." Clearly this mysterious person is helping the grue but their identity is unknown.

After escaping the cabin, the player essentially wanders around the forest until (Spoiler - click to show) they find a hotel, fighting off darkness and the freezing cold along the way. The only (Spoiler - click to show) plot development in this part is "Out of the corner of your eye, you spot a tall, shadowy figure lingering at the edge of your vision. When you turn to look at it directly, however, it disappears." Sadly, that is all that we hear about this mysterious figure and their motives.

Story/Characters
Game hints at a complex story but does not go anywhere with it. The protagonist's backstory is simple and clean-cut: A tourist who wanders the wrong way in a forest after dark, which works fine. The compelling story is about the former occupant of the cabin because there are hints and clues in the cabin that paint a picture of what happened to them and why they deserted their cabin. These clues also indicate that the forces behind this are still lurking in the forest which adds to the gameplay's atmosphere.

The cabin owner (Spoiler - click to show) left a message on the office computer explaining that they were hunted by a grue outside their cabin for days until they ran low on supplies, prompting them to abandon their home in search of help. There is also a business card and receipt listing a company called Lasting Solutions which seems to be the cabin owner's employer. Initially I wondered if Lasting Solutions had something to do with the grue, especially due to the lurking figure in the forest who seemed to oversee the grue's assault. Even though the business card and receipt do not mention any explicit danger my guess was that the cabin owner did something to tick off their employer. However, there is no follow up on this possibility.

The player does learn about the cabin owner's (Spoiler - click to show) fate, but nothing about the grue, the figure in the forest, or Lasting Solutions. In the forest the player finds a blood-soaked backpack with the initials CE, the same initials on the snowsuit in the cabin. It is probably safe to say that they were eaten by a grue while trying to escape but there is nothing more to learn about their story. When the player staggers into their hotel staff rush to greet them and the game ends without further discussion.

Design
Snowed In reminded me of It is Pitch Black, a Twine game where the player also fends off a grue using failing light sources scavenged from their surroundings. The goal is to survive long enough until help arrives or until the player reaches safety. It is Pitch Black has a short but compelling story that creates a feeling of overwhelming suspense. It is also backed up by excellent gameplay, creating a strong piece. Snowed In has a similar gameplay concept of fending off a lurking threat but lacks in story structure and plot, especially near the end where there is no follow up on some of the key plot points that the player encountered. Despite this the game is still exciting to play and there is no denying its suspense. It just leaves the player wishing for more.

Final thoughts
This review strives to provides constructive criticism for a game that is flawed but built on a solid idea. The game has suspense. You hear something trying to break down the door. You only have a matter of time to escape. The light in your lantern is failing and if you try to turn it off to conserve power you hear the grue scrambling around nearby. (Spoiler - click to show) There is a mysterious figure in the distance. All these elements create a suspense ridden horror game. In fact, despite the bugs that trip up the gameplay Snowed In has some of the most suspenseful moments I have encountered in interactive fiction. It short enough that I would recommend it to anyone.

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Anonymous Connection, by moniker ersatz
2 of 2 people found the following review helpful:
Making anonymous connections in the strangest of situations, August 17, 2022

This game is about the feasibility of forging human connection during extreme and anonymity-strict reality with special attention on how connection can in fact bloom in unexpected ways.

Earth has been taken advantage of by an alien hive mind that makes life on the surface hostile for humans. A xeno-intellect, known as the Hive. No one knows its reasons, but the Hive detests human interaction. It does not want to see people gathered in groups socializing and forming connections. To protect themselves, people now spend their time in bunkers, hardly daring to leave at the risk of being killed by the Hive. People are scared to question it. But does that deter them from seeking connections anyway? No, it does not. Without any opportunities to meet with people face to face, interactions are now done through anonymous digital avenues.

Gameplay
But first, a quick note on content: The gameplay consists of (Spoiler - click to show) two characters engaging in roleplaying with kissing and similar activities. I would not call this a graphic game. Some of the content just starts to cross the threshold before the game reels it all in. There is language but it is often blotted out with the * symbol. While the game is more focused on the (Spoiler - click to show) Hive's control of interactions than of sexual content it would be safe to approach it with an 18+ rating.

The player first chooses from a list of callsigns is that is used to interact with users and assures anonymity. I experimented with all of them, and they did not have a noticeable effect on the gameplay. The conversation is always with Topaz, a user who has been having chats with the protagonist for some time.

The player usually has two to three dialog options for each turn, some of which upset the Hive. Your dialog options are shown in green text except for a few that are green and red. These (Spoiler - click to show) end the encounter with Topaz either because they terminate it, or you do. When this happens the Hive intervenes, its text appearing in red. It seems dismayed by the outcome of the conversation and inflects its will on it to reverse the player’s previous choice. Here is an example of a response that occurred when I clicked on one of those links (The player callsign I used in this playthrough is ICEBERG):
(Spoiler - click to show)
HIVE> WE DO NOT UNDERSTAND
HIVE> THIS WAS NOT THE DEMONSTRATION WE WERE PROMISED
HIVE> ICEBERG ABORTED THE ATTEMPT TO INTERFACE WITH TOPAZ
HIVE> DELIBERATE SABOTAGE POSSIBLE
HIVE> TEMPORAL REWIND...

Immediately afterwards (Spoiler - click to show) Topaz returns online and resumes as if the exchange never happened. The only thing Topaz says is, "sorry, connection dropped" or they blame it on a glitch. When I first played this game, I wondered if Topaz was a simulation or maybe even the player. But now after playing the game a few times (Spoiler - click to show) I think that these two characters are real and that the Hive simply possesses some serious capabilities that allow it to discretely influence human interaction, such as the ability to adjust time, further hinting at its omnipresence over Earth.

I still have questions about the (Spoiler - click to show) meaning behind the Hive’s response. The Hive seems to be analyzing the conversation with an expected outcome. The discontinuation of the conversation clearly goes against these expectations, prompting the Hive to intervene. But if the Hive is so against human interaction, why is it angry that such an interaction ended? It is almost as if the Hive makes a breakthrough on the nature of human connection without fully realizing it. My only complaint is that the game could have explored this development in greater detail.

Story
One reoccurring concept is what the game calls “digital hygiene,” which involves painstakingly avoiding sharing any sort of defining information about yourself, especially location. Your name, age, gender, religious beliefs, and even hobbies are all considered to be poor digital hygiene because it could catch the Hive’s attention. For instance, (Spoiler - click to show) when Topaz shares that they found a bottle of whiskey outside of an empty 7/11 the player can choose to remind them that even mentioning a 7/11 was risky because the Hive could choose to search every 7/11 in an area to narrow down Topaz’s location. This uncertainty is a reminder of the Hive’s ever-present influence on daily life. The practice of digital hygiene is a concept that we see throughout the game.

Near the end of the game Topaz asks the question of what is required to make a meaningful human connection and what happens when anonymity strips it away. It seems like the protagonist has successfully built a connection with Topaz and yet it manages to be both genuine and flimsy. Genuine because they enjoy engaging with each other. Flimsy because digital hygiene ensures that you never really get to know them. What surprises me is (Spoiler - click to show) that the game lists itself as a romance piece. While the game features romance-like activities, such as kissing, the gameplay did not give the impression of being about romance. I think that some of that is up to the player to interpret, especially since the game is not long enough to really dive into these ideas.

As the game ends the conversation draws to a close and both characters log off. Afterward (Spoiler - click to show) the Hive is stumped about the interaction that took place. It views the two characters as being small and insignificant and yet it is baffled that they are willing to spend time and energy into seeking a connection, even if that connection is only a shadow of what human interaction once looked like. This is followed by an archivist's note that adds an unexpected twist to the story. The end of the game portrays the characters’ dialog as an archived sample from the past by leaving an archivist’s note. The player realizes that the gameplay was a glimpse of a past conversation. It then raises the question of the fate of the characters and their society.

The archivist explains that “It is unlikely the events recorded contributed to the xeno-intellect's decision to withdraw their consciousness from this universe, but the possibility cannot be entirely discounted." What does one make of this? Were the contents of the conversation enough to sway the Hive’s decision to execute Topaz and the protagonist? Is withdrawing consciousness the same as execution? There is also the suggestion that the Hive was eradicated when the note says, “a dormant processing node retrieved from the husk of the xeno-intellect.” The word “husk” forms the image of it being a dead carcass rather than the beast that hear about in the gameplay.
There are no clear answers but is interesting to contemplate.

Characters
We learn little about Topaz and the protagonist which falls in line with the themes of anonymity. The Hive, on the other hand, is the overshadowing antagonist, but we never learn much about it. The gist is that (Spoiler - click to show) it is an alien lifeform that supposedly invaded Earth and took up residence in the atmosphere. If someone decides to risk their life and explore the Earth’s surface they know better to glance up at the sky. Its history with humanity is not explained in detail, just that it has an iron grip on humanity and is responsible for many deaths. There are some suggestions on why it is opposed to the gathering of people. Topaz and the protagonist ponder if the Hive understands the notion of individuality and how unique connections can be formed between individuals that is not shared with the broader population. The game only brushes the ethical implications of such a being and does not elaborate on its physical and mental composition that causes these qualities.

Visuals
This is one of the most visually stylized Ink game I have played. It uses a black screen with mostly green and red text. It creates a “digital” look that adds atmosphere. The Hive’s text even trembles slightly to convey a charged and angry energy.

This game uses a lot of fade-in text effects but implements them well. Choice-based games sometimes fall into a trap with fade-ins, often when it is portraying chatrooms or similar forms of communication. Text fade-ins and pauses may be small, but they can slow the gameplay if it takes a full second and a half for the text to appear. That may not sound like much, but it adds up, especially with replays. This game manages to avoid that, using appropriate pauses to simulate conversation while also keeping a steady pace.

Final thoughts
The game is linear and takes about 15 minutes to play. Even though (Spoiler - click to show) it wraps up the same way the gameplay has enough variation to encourage multiple playthroughs. It is a fantastic use of Ink both visually and in gameplay quality. If you like chat interfaces in choice-based interactive fiction games or dystopian sci-fi settings than you might enjoy this game.

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Let's Explore Geography! Canadian Commodities Trader Simulation Exercise, by Carter Sande
Fun but insubstantial, August 17, 2022
Related reviews: IFComp, Simulation

The story behind this game is that you are board of your cushy job. You work as a commodities trader at a bank. It pays well but the most action that you get is managing paperwork and spreadsheets in a cubicle. Now, you are inspired to seek out the adventure aspect of trading by renting a truck and hitting the road. Along the way you hope to experience Canadian geography.

Gameplay
You begin in Toronto Ontario with a million dollars and your truck. The game ends after 30 days unless you reach an earlier ending. In fact, 30 days lasts awhile in this game. At each main stop the player can sell or buy goods, rest at a hotel, refuel, and sightsee. Between destinations are smaller stops where the only options are to rest and refuel. The strategy comes in the form of managing these resources while you travel.
The gameplay is built consistently and is bug free (as far as I could tell). But it is also repetitive and bland and would have benefited from some variation. There are no surprise events or sub-storylines to build upon the game's portrayal of a cross-county journey. You just do the same action of shuffling from one location to another. The closest to a storyline is (Spoiler - click to show) if you pursue is the Iqaluit ending. In fact, you can skip trading all together because you have more than enough money to pay for gas and hotels. The Iqaluit ending is the most interesting one to pursue but also involves the most backtracking since it is tied to specific locations rather than the money you accumulate. You visit Fredericton and High Level to acquire a wooden nickel and Spider-Man comic book before traveling to Inuvik. With these items you can then drive to the Arctic Circle and end up in Iqaluit, ending the game.

The author provides a helpful map and "teacher's guide" walkthrough that I strongly recommend using. The walkthrough includes a chart of buyable and sellable items at each destination. You will find it helpful in deciding where to visit rather than hoping that the next stop will allow you to unload those excess engine pallets that you have been hauling around for the past ten days. The supplemental map drastically makes the game easy to play. Without it the player is stuck visualizing the location in their head. I would end up travelling in a circle without branching into the other areas. The map allows you to gauge your location and where you want to go. While it would have been cool if the game came with map graphics built into the gameplay the supplemental map is easy to read and adds a hint of realism.

Design
Desmos Activity Builder.... Never heard of that one before. I just had to play it. I love seeing how people can make interactive fiction in unexpected ways. Of course, no matter what format you choose the game should strive for quality. Let’s Explore Geography may be light on substance, but it does feel like a completed piece. The draw is its unique development system. Though the content is unremarkable playing a game made by “Desmos Activity Builder” software is its own memorable experience.

I played the post-comp version that opens when you click the “Play Me” button on the IFDB page. The competition version is nearly identical except for the class registration steps. It involves using a class code to access the game on the Desmos website. You do not actually have to sign up for anything, but the game’s instruction sheet gives you gives the impression that it is more than just an interactive fiction game. When I saw, “Thank you for purchasing Let's Explore Geography! Canadian Commodities Trader Simulation Exercise. We're certain your students will enjoy this engaging, interactive virtual activity,” I had to look twice since it really does look like a teacher email. I prefer the post-comp version because it is faster, but if you want to take advantage of the immersion than consider the original.

Its appearance is a simple beige (or white if you play the original) page with a multiple-choice format, just like taking a test. I am not sure about design limitations in Desmos software, but the game could have greatly benefitted with some visuals, particularly photographs of locations. This visual aid would alleviate some of the repetitiveness in the gameplay while also staying true to its focus on learning about Canadian geography.

Content
Is it educational? Sort of. Not in terms of understanding trade and economics, but it does sprinkle some Canadian history and culture into the gameplay. The education part comes from each main stop having a landmark of Canadian culture for the player to experience such as going fishing at Grand Rapids. This was a clever idea, though there is not much meat on the bones in terms of content. And if you use the handy supplemental map, it gives you a basic familiarity with geography. If anything, it is more of a sight-seeing simulator than an educational tool.

Final thoughts
The game does have strong points. There are multiple endings, and the gameplay is bug free. The author makes up for some deficiencies with genuinely helpful supplemental materials. The downside is that the gameplay is nothing remarkable. Nonetheless I still think it is worth a try. If anything, give it a go because it is something new.

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The Impossible Stairs, by Mathbrush
4 of 4 people found the following review helpful:
Delightful puzzles, easy gameplay, and a touching ending, August 15, 2022

You are CJ, a young man standing outside of the family house surveying the damage from a storm when a mysterious woman throws a paper airplane at your feet. Printed on it is a list of chores. Some of the chores seem a downright impossible, possible only in another timeline. Fortunately for you, the stairs in your house are far from being ordinary stairs. They will allow you to visit and influence different decades of family history so you can fulfill every task on the chores list.

This game is an authorized sequel to The Impossible Bottle by Linus Åkesson and uses a slightly different (but as equally creative) gameplay mechanic. To keep it brief, The Impossible Bottle had the player manipulate the setting through the protagonist's toys. Adjusting toys, such as a dollhouse, adjusted the house in response and the things within it. The Impossible Stairs also focuses on influencing the setting through small but direct adjustments made by the player. However, the cause and effect in The Impossible Stairs is spread across a temporal range. In other words, what sets it apart from The Impossible Bottle is its use of time travel to structure the gameplay.

Gameplay
When I think of a time travel game, I often get the impression that it will be filled with a lot of technical puzzles (even though I have played time travel games that are not like that). But this game does not have time machines or puzzles required to move to different time periods. Not at all. Time travel is as simple as walking up and down a set of stairs, and this concept is well-implemented. Each level is interspaced with 20 years, the earliest starting in 1961, then 1981, 2001, 2021, and 2041. The floorplan is the same along with most objects and characters. But the differences are there, and the player uses them to adjust parameters that change the timeline. This is then used to produce the circumstances needed to complete the chores.

For instance, the game begins in 2001. A hurricane has occurred, and a large tree had smashed the garage. The garage is (Spoiler - click to show) where Ada, CJ's cousin, works on her projects. In the timeline established at the start of the game, Ada left home because she was devastated that the accident destroyed her work. But if you go back to 1961 and ensure that the tree was never planted close to the house the garage will be intact in the future. Suddenly Ada will be in the 2001 garage and onwards.

The player also gets a nudge from the game when an action influences the timeline with notifications such as, "Your Grandma's future has slightly changed" or "You feel your future career slightly change" that guide the gameplay. It makes it easy to piece together the cause and effect while still maintaining a level of complexity for the player since the puzzles vary in length and subtlety.

The protagonist's (Spoiler - click to show) future career is determined by the object placed on the pedestal in the 2001 office while his grandmother's future is based on the TV channel that she is watching in the 1961 living room. The pedestal puzzle was fairly obvious because its description flat-out explains this, providing a clear way of experiencing cause and effect. For example, if you put the sapling on the pedestal in 2001 you are going to find some paintings of it in the office in 2021. This then ties in with another puzzle that requires a certain painting, moving the gameplay forward.

The puzzle for the (Spoiler - click to show) grandmother is more subtle. Changing the TV channel in 1961 influences her interests and the products she buys. This allows the player to alter the items found in the 1981 house. With the right TV channel, the player will find cinnamon in the pantry which is a needed ingredient for the baklava recipe. I felt that this puzzle was a little less obvious than the career puzzle (then again, that could be just my take on it) but they both demonstrate the same gameplay concept. This is just another example of how cause and effect can be incorporated as a puzzle, and this game has plenty of them.

Story/Characters
The characters are all memorable and likable, especially Ada. She is a fun vibrant character with an endearing relationship with the protagonist. While the Ada puzzle seemed lengthy in comparison to the rest of the game, it was also my favorite puzzle. In fact, my favorite moment in the entire game is when (Spoiler - click to show) she finally completes her robot, and you realize that she created Uncle Rob! It is an excellent conclusion to the puzzle especially since the player can interact with Uncle Rob as he follows you around.

Everything was thoughtful. The memory board changes as family members die (after all in 2041 CJ would have outlived everyone except Ada) but there is always the option of visiting them in earlier time periods. (Spoiler - click to show) His grandpa and mom are exceptions. The grandfather died before CJ was born, and his mom while he was young, but the game takes a lighthearted approach to remembering them. I liked finding the recipe card on the memory board because it is closely tied to the protagonist's memory with his mother. And at the end of the game all the family members come together for a party that makes a nice resolution.

Conclusion
If you enjoy this game, I strongly encourage you to check out The Impossible Bottle. It is just as fun and whimsical (both games are also made with Dialog). Likewise, if you are reading this and have only played The Impossible Bottle than I urge you to try The Impossible Stairs. They have similar strengths but with differences in the story and gameplay that make them unique. And the (Spoiler - click to show) crossover with The Impossible Bottle at the end was perfect.

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Escape from Cluster Zeta, by Paolo Jose Cruz
Creative concept but lacking in design, August 14, 2022

You are an Ensign on a ship called the Invisible Hand. Its mission is to ferry goods to different locations, but the last job ran into some issues. The cargo is a sentient gelatinous substance call Lumen Fish. It is extremely valuable which means the reward for delivering the cargo will be high. Unfortunately, a group called the Lex Evisceratum heard about this and now hunting the Invisible Hand. To make things worse the ship's FTL (faster than light) drive has been damaged, leaving the ship vulnerable in space.

Gameplay
The goal of the game is to fix the drive. The player can explore different rooms on the ship although the rooms themselves are usually minimal in interactivity. Most locations consist of a room redescription and a character although a few have objects you can interact with. Some characters have prerequisites for interacting with them, or for entering their spaces, which form most puzzles. A fun bonus is the achievements at the end of the game which is nice since it gives incentive to replay.

The weak point of the game is its premature endings. The first one that left me confused is (Spoiler - click to show) the Bio-Purification Unit in the infirmary. If you examine it the game ends without describing it or explaining its function. Is it a human-sized version of a garbage disposal? The protagonist just keels over in pain and that is that.

Similarly, the game (Spoiler - click to show) randomly ends if you examine the beast in the lab. There is not even an option to return to a checkpoint. Nor is there anything that says, "the end" or "game over." It gives the impression of a broken link. If it is meant to an official ending is extremely under clued. All you did was examine the beast. It escapes and causes chaos but there is no story structure behind its escape. It has absolutely nothing to do with repairing the drive or delivering the cargo and could have been implemented more smoothly.

Story
The story is a bit one-dimensional. It follows a familiar model of the genre: recognizable archetypes of crew members, a premise of transporting strange cargo, and a dispute between galactic powers, in this case being the Laissez-Faire Trade Federation vs the Lex Evisceratum. Then again, that model is also part of the allure. It may be familiar, but the author can always add a unique twist.

Escape from Cluster Zeta is light on background material. It does not weigh the player down with detail about planets, politics, and logistics. Such detail is desirable but for small games it can be overwhelming. This game balances length with background content. The immediate story could have been more fleshed out. There is not much content on the protagonist or any elaboration on the cargo's bounty and the Lex Evisceratum, but it is still enough to make the player curious enough to play. There are also Star Wars and interactive fiction references (plus other subjects) sprinkled about. If you enjoy these things, you may find humor in this game.

Visuals
This Twine game uses a black screen with simple white text. A notable feature is the awesome photos of characters. The editing for most of the alien species looks a bit corny and overedited but I appreciate the effort of making them more diverse than just having humans with secondary alien characteristics. The stylizing for the human characters, on the other hand, adds just enough flair without overdoing it. I am curious to know how the author produced the graphics.

Conclusion
Its strong points do not quite make up for its weaknesses but is still an interesting piece none the less. If the game focused more on story structure and the cause and effect of player choices the piece would much stronger. Though it is rough around the edges it is not a sloppy piece. The author clearly has clearly put much care into its creation and the eagerness shows. I would be curious to know if they ever produce a game in the future.

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A Day for Soft Food, by Tod Levi
Not your typical housecat, August 13, 2022

You are a housecat hungry- no, ravenous- for soft cat food. Usually, you turn to your owner for such things, but he has not been himself recently. It seems like everything annoys him and when he does feed you it is mostly boring dry food. Instead of waiting for him you decide to take initiative and acquire some soft food.

Gameplay
You start the day curled up on the windowsill inside a one-story cottage. Your Provider* is asleep but will move about independently as the day moves on. He is one of a handful of independent NPCs that you will encounter. The initial goal is to satisfy your immediate hunger before addressing your hankering for soft food. The gameplay consists of tiptoeing around the cottage and surrounding forest in search of ways to reach this goal.

The puzzles are not always intuitive. In fact, some of them left me scratching my head. (Spoiler - click to show) Rolling in ash to disguise yourself so you pounce on a bird makes sense. And I liked the puzzle where you wake up the Provider without him knowing that you are trying to do so. But (Spoiler - click to show) tying the shiny egg* to the balloon and releasing it from the roof of the cottage so it could float down to the little boy was something I needed the walkthrough for.

I like how there are (Spoiler - click to show) two solutions for removing the Rival when he comes back for revenge. You can lure him into the road where he gets hit by a car or, and I prefer this one, dump the sack of dry cat food on him so he leaves. Perhaps that way someone will find him and give him a home. But I must say that the author really replicates the finicky nature of cats squabbling over territory (and the preposterousness of sharing a food bowl). Similarly, (Spoiler - click to show) I am glad that it is possible to reach a peaceful resolution with the Provider. He goes from throwing the cat outside to cuddling the cat during excursions in the forest. Both cat and Provider reach a sense of contentedness which made for a satisfying ending.

Story/Writing
Though the puzzles can sometimes muddle up the pacing, the game makes up for it by capturing the player's attention with humor and descriptiveness. Take the description of the beast* in the garage as an example: "You've heard such beasts rumble, sigh, bleat, and stampede. This one is quiet, and perhaps ill. He appears to be bleeding from his underside." Through the cat's perspective it takes a cold and static piece of human technology and turns it into something living. A car leaking away in a garage is suddenly a wounded creature biding its time. This formed a more vivid image in my head than if the game simply said, "a human vehicle is in a garage. It is leaking fluid." It adds extra dimension.

This game really does give a cat's-eye-view of a hungry feline in a forest setting. There are so many scents and things to climb. The alarm of encountering a strange cat, the surprise of an unexpected human, and the enticing allure of capturing feathered wildlife. And yet the house is the focal point of your world with its heated rooms and Providers who give you food (Obviously this is not the case for all cats, but the protagonist seems to be a well-adjusted housecat). I think my favorite slice of writing is when (Spoiler - click to show) the cat finally gets to eat the soft food:

A blend of tuna and chicken livers, your entire consciousness swims in its taste, texture, and smell. You lap up its succulent juices, and slaver down every delectable mouthful. After a moment of complete rapture, you find yourself staring into an empty shell, grease dripping from your whiskers.

I can almost image chowing down in bliss the delicious food I waited forever to find.
The obsession with soft food is a familiar one for me. I know what it is like to have a cat meowing at you for food and when you put down dry kibble, they look at you as if to say, "what is this garbage? I wanted the stuff from the can."

Final thoughts
If you are bored of playing as human protagonists A Day for Soft Food offers a refreshing change in perspective. I recommend it if you want to play a game with an animal protagonist or is you are just looking for something lighthearted and humorous.

...
Oh, and one last thing...
What is up with (Spoiler - click to show) riding down the river in the basket? Who is that saucy cat? The game describes her as "the most beautiful feline you've ever seen lies languorously on an unreachable limb." Is this a love interest? Apparently, this just earns you a bonus point, but it is certainly a memorable one.

Cat Glossary* (Spoiler - click to show)
-Beast: Car
-Beast's Cave: Garage
-Billowy wall: Window blinds
-Confusing box: TV
-Food Room: Kitchen
-Jangly ring: Keyring
-Lumpy mountain: Sofa
-Provider: Cat owner
-Shiny metal egg: Can of soft cat food
-Shiny stool: Wheelchair
-Silvery leaves: Keys
-Small white box: Garage opener

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Dead Meat in the Pit, by Christina Nordlander
A rough-around-the-edges version of a Grimm story, August 12, 2022
Related reviews: Fairy tale, Inform

Dead Meat in the Pit is a game based off a Grimm fairy tale called "Going a-Traveling.”

Grimm story background
In the Grimm story a mother and her son live in a simple cottage. The son is becoming more independent and wants to journey out into the world. Because the family is poor his mother teaches him to say "not much" to strangers so they would understand his situation. The game follows the Grimm storyline quite closely. Note: The game does not clarify the gender of the protagonist. I am not sure of the author intended for the protagonist to be gender neutral or a son, like in the story.

Gameplay
The main gameplay mechanic is that the player learns sayings from each character and passes them on to the next character they encounter to advance the game. Right before the game begins the protagonist’s mother, as is the case in the Grimm story, instructs them to say, “Not much” to the first person on their journey.

To demonstrate this mechanic here is a sample of the gameplay: (Spoiler - click to show) The first character the player meets is a fisherman. When the player says, "Not much" the fisherman introduces them to the phrase "Get it full." The player repeats “Get it full” back to the fisherman who then gives them a boat ride to their next destination. When the player reaches the next character, a hangman, they say, “Get it full” and learn another new phrase that they repeat to the next character after that (in fact one of these sayings is connected to the game’s title). This is a simple but clever way of incorporating the structure of the original story into an interactive parser format. In that regard the game closely replicates the original. I was hoping that the game would last a little longer although it seems that the Grimm story itself is about the same length.

Story
There is only one ending but three ways of achieving it. The ending uses the same language as the Grimm story. It goes: (Spoiler - click to show)

*** And you never went travelling again. ***

The three variations are: (Spoiler - click to show) 1, you are chased by farmers who beat you up and leave you to crawl home. 2, the fisherman rescues you and takes you home. And 3, you uncover a shallow grave and are handsomely rewarded by the mayor, allowing you and your mother to live comfortably. This third ending was a nice surprise. In the Grimm story the protagonist is beaten, returns home, and decides to never go traveling again. Though this is the case for variation 1 (which is also the easiest ending to reach) at least the player can influence the circumstances behind the outcome of never travelling again.

Design
There are bugs that reduce the game’s quality. For instance, you can hear the mob even after the fisherman boats the protagonist away to escape safely. Later in the game the “Not much” phrase is no longer usable. If you try “talk” and the select it from the menu the game does not even acknowledge that the player is trying to use it.

The game is also poorly implemented. The description of Lake Shore is “A fisherman is standing in a poor boat not many paces from the shore, pulling in a net. Only a few fish are twitching in the net.” But if you try to examine the net or the fish the game says, “You can’t see any such thing.” Another case is when you come across the road where farmers are trying to move their cart. The game has no response if you try to examine the farmers which is surprising since (Spoiler - click to show) they are the ones that mob you. If the game were to fix these it would make a huge difference for the gameplay experience.

That said, the game’s listing explains that it was made in one hour for a jam so I will cut the game some slack. Even if it is rough around the edges it does strive to capture the Grimm version’s storyline.

Conclusion
After some light reading on the Grimm fairy tale, I can say that the game follows the story quite closely. Unfortunately, it is an interesting premise weakened by bugs and poor implementation. Nonetheless, if you like retellings of fairy tales than I recommend checking this one out, especially if you have never heard of “Going a-Traveling.” I certainty never heard of it until I played this game. If anything, it is a nice way of expanding your knowledge of Grimm stories.

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Crafty's Escape Room, by dkmGames
A nifty escape-the-room puzzler, August 12, 2022
Related reviews: Custom parser

The premise is a familiar one: You find yourself in an unfamiliar room with no clear exit. Using the resources in your surroundings you must puzzle your way out. And yet, this game has a refreshing take on the concept by focusing more on brain teaser type puzzles.

Gameplay
Rather than having the urgency of a desperate escape the gameplay feels more casual with its use of riddles, sudoku, and trivia-like activities. The objective is to find the combination to the door that will presumably allow you to escape. The formula (this part is not really a spoiler, but I will tag it anyway) (Spoiler - click to show) is scribbled on a tissue in the waste bin. It reads:

sudoku(5,5) * 1000 + sudoku(5,6)^2 + riddle(sara) - song(beatles)


This formula presents an enticing challenge but not one I managed to complete. The section of the formula that I DID solve (Spoiler - click to show) was for “riddle(sara).” The answer is 5.

Inside the (Spoiler - click to show) desk is an iPhone that allows you to call Crafty, the person who decided to stick you in the basement. This functions as an amazing hint system because you can ask for help with any of the puzzles. I do wish he had more graded assistance. With the sudoku puzzle I was expecting him to provide guidance on how to solve a sudoku puzzle, maybe providing an answer for a few of the squares. Instead, he only offers to give you (Spoiler - click to show) the solution which is "For the Sudoku solution, bring up the puzzle and then click just to the right of the help icon at the top." When you click on the icon if gives a brief overview of sudoku but not enough to be helpful (nor does it provide a solution).

When I finally managed to hack out a finished sudoku puzzle I was unable to incorporate it into the formula. I must admit, this is not my strongest area of expertise. Sudoku fiends out there can probably run laps around me. If you are one of them, I would love to hear your take on the puzzle. Eventually, this is where I ended. I had already (Spoiler - click to show) searched the room, found the Walkman and the cassette tape, but had no other points to work from.

A fun note is that you can ask Crafty about a LOT of things. Even things that have nothing to do with this game or interactive fiction. Dolphins, carrots, all sorts of topics. If I am being perfectly honest, I probably spent almost as much time trying out different queries than playing the game itself.

Visuals
The game is custom parser and has an extremely simple yet polished appearance. The screen space is a white rectangle with rounded corners, outlined in blue. The text is easy to read and is sometimes uses in game links to click on. This simple design is then punctuated with some nice visuals that incorporate a choice-based format. First there is a decryption puzzle with boxes and stylized buttons that you click on to input each letter. Solving this gives you instructions on how to unlock the iPhone. Then there is a spiffy sudoku puzzle that lets you “erase” and keep track of your answers as you play. Besides being aesthetically pleasing, these features make the “game inside a game” mechanic incredibly user friendly.

The visual design also shines through the game’s hint system. When you call Crafty, the game makes it look like you are having a text message conversation. You then “hang up” to return to the game.

Story
I only scraped the surface of the story. Crafty is not some villain keen on tormenting the player into solving his puzzles. When you first call him, he introduces himself as Crafty the Puzzle Master, and his reason for trapping you in the basement is because he thinks that you like puzzles. Playful fun. Then again, I never made it to the end. Perhaps there is a plot twist that I am not aware of.

Final thoughts
This is a new game and even though I did not complete the entire thing I just wanted to throw my thoughts out there. Normally single room games are not a huge draw for me, but this game made an impression. If there are any updates or new developments, I would be eager to replay it.

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Kitty and the Sea, by Felix Pleșoianu
3 of 3 people found the following review helpful:
Atmospheric wandering of a seaside laced with cats, August 12, 2022
Related reviews: Surreal, Twine

This is surreal Twine game about wandering a seaside landscape in quiet contemplation. The world is infused with cat motifs and underlying feelings of loneliness, serenity, and self-reflection. There are no puzzles or plot twists, and yet, there is plenty to see and do in this game’s world.

Gameplay
The game really captures the feel of wandering aimlessly in a seaside setting. Its design is simple: clicking on links to navigate your environment. But there is an underlying complexity. It heavily uses cycling links, just small ones within each location but also ones that are strung together across locations. It is how you find yourself slowing moving from the waterfront to the lighthouse to the open sea and onwards. You might click on a link that takes you to a previous direction, but you can easily retrace your progress. The writing and the way the links are imbedded in each other really create a smooth effect. It feels less linear and more adaptive to the player's choices. It also creates the excitement of stumbling across a new location that you overlooked.

There is a sense that you are the only person there- well, technically you are. You are not ambushed by cuddle piles of cats. In fact, there are no cats you can directly interact with. You only see hints of them here and there in the corner of your eye. But paying close attention to these details almost creates a meditative experience. One of my favorite details is (Spoiler - click to show) in the larger boat, The Flying Fish. It is empty, but you cannot help but notice that the furniture has traces of cat hair.

Story
The author has such vivid imagination that shines in this game. Rather than a broad story that encases the entire game, the story lies in bits and pieces throughout the setting. Different areas are infused with memories and small narratives that help you form your own idea of the history of the seaside setting and the locations connected to it. Besides, the world is just so fascinating to explore. At the waterfront there is a warehouse called "Feline Industries Recycling Center." It is not exactly clear as to what type of facility it is, only that when you explore it you catch hints of cats scampering about the rafters. You get a taste of the story’s world without really knowing what it is.

One of my favorite bits of writing is part of the location description for Feline Industries Waterfront:

Far to the north, beyond a barren expanse, pale light reveals a small town. The sign pointing that way says: “To Centaur Square”. It looks like a short trip.

When you click on “It looks like a short trip” it changes to:

Trying to follow its directions however makes the town appear more distant with every step. Only a solitary line of paw prints marks the way.

There is something about that writing that really resonated with me. Just think about it...

Is there an ending? I believe the answer is no. I certainly did not reach an ending, nor did I find one while digging through the source code that the author posted. But this feels like a game that needs no ending. It ends when you feel like ending the experience.

Visuals
I applaud the visual design. It is crisp and simple. Main appearance of the game is a white square against a second off-white background. The text is spaced within the square with black lines and accents. The text is well-organized and easy to read, and the name of each location is neatly printed at the top. Occasionally, the writing is augmented with basic but pretty artwork of the setting. All of this created a polished look.

In case you want to compare notes, I found (Spoiler - click to show) five pieces of artwork in the game. The locations are Engine room, Feline bedroom, Ground Floor, In a boat at sea, Round Chamber.

Final thoughts?
So, what is it like playing Kitty and the Sea? Imagine this: It is past noon, and you are playing a Twine game, one that lets you roam around, almost like a parser game, but also one that is heavily based on writing. You are groggy and tired. It is tempting to take a nap, but you convince yourself not to since you want to break the bad habit of sleeping late in the day. You are not really reading; you are just clicking. Whenever you try to focus on the writing, as if someone asked you to read it and then summarize it at the drop of a hat, you just feel so tired. But then slowly your brain starts to focus on the text on and suddenly it does not seem so vast. You go from being in a mid-afternoon dazed to suddenly super-focused on this game that you suddenly realize "wow, this game is actually quite captivating!" THAT was my experience (and this is not the only game where this has happened to me). That was my personal experience. Go see where it takes you.

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Redstone, by Fred
1 of 1 people found the following review helpful:
Custom choice-based murder mystery in a casino, August 11, 2022

You are a deputy summoned to investigate a murder in a casino. The game begins when you arrive at the casino. The manager tells you that a prominent guest has been murdered and that it would be appreciated if the investigation were conducted as quietly as possible. The FBI are planning to arrive the next day and would like you to narrow down a suspect.

Gameplay
The game is light on puzzles. They mostly involve traveling to different rooms to interview people and compare their statements. There was one puzzle about finding cheaters in the casino, but they were often found right in the lobby which made it easy to complete. This also seemed to be a bit of a side quest because you can ask the security guard if you could find more cheaters in exchange for chips. The game lets you play blackjack (and you do not even have to win) although (Spoiler - click to show) its only purpose is to attract the attention of Kat who simply gives you more information about the casino guests.

The game makes an effort at building atmosphere. There will be random characters wandering around to make it more like a busy casino. You have access to over a dozen locations including a poker table, blackjack table, bar, kitchen, private rooms, lobby, and other areas. This is roughly an hour-long game but can be completed in less time in replays.

Design
Redstone is a custom choice-based game that uses menus to create a parser-like effect. At first the point and click was slow, but you get used to it quickly. The game tries to streamline the gameplay by summarizing your findings with the “Think” command and marking off which discussion topics you have used with characters to avoid repetition. It is also cool how you can “undo” with this format.

For each location there are boxes that say "Examine," "Go to," "Talk to" (if there are people to talk to), "Think," "Inventory," "Look around," and other commands that may be unique to the situation. This all works together to create a parser-like experience. For instance, clicking on “Talk to” lets you choose which character in the room you want to interact with. On a slightly more complex level, if you use the “Examine” command and find something worth taking, then the game will implement the “Take” command. Play the game and you will get the hang of it.

The visuals are a bit rough-around-the-edges and yet they are consistent enough to create a solid appearance that carries it through. The art, though occasionally crude, I found to be oddly likable. And there is a lot of art to experience. (Spoiler - click to show) One little inconsistency that stood out to me is Kat’s dress. Kat is described as wearing a slinky red dress even though the drawing of her shows her in a dark navy dress. That kept bugging me. But that aside, I really did enjoy the art.

Story
It is an interesting story but none of it is particularly thrilling or exciting which is too bad since murder + casino tends to have no shortage of flair. The main issue is that it could have capitalized on some of the plot developments. The main one was when (Spoiler - click to show) Simon leaves his room and tries to sneak out. If the player goes to his room to find it empty the game has no reaction. No "Simon is no longer here" or "Simon is missing!" All we get is:

John Simon's room
You see a bed and a dresser.


No drama or suggestions to the player that this is a new plot development. There is not even a note under the “Think” command that acknowledges this. I was expecting a “Simon is nowhere to be seen! You should catch him while you can!” That would have been a great opportunity to turn up the heat. Instead, it just assumes that the player will notice that he isn't there and to respond accordingly. In other words, it is easy to put two and two together (Simon snuck out evade the investigation) to figure out what the game wants us to do (detain him in the garage) but there is no atmosphere to this development.


Final thoughts
I would summarize this one as a finished piece that offers some quality gameplay if you feel like playing a murder mystery game. I recommend anyone interested in the genre to play it especially if you are looking for parser-like gameplay in a choice-based format.

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Dry Winter Alpha 1.0, by NinjaBurritoTM
A draft of a post-apocalyptic story about strife following global warfare, August 6, 2022
Related reviews: Twine

The game starts with an intro that explains the post-apocalyptic circumstances. In 2017 a short global war turned the planet into a wasteland. More than a century later in 2163 survivors have managed to pull together communities. However, controversy and strife remain. You live in a village called Mountain Mission which is under threat of being attacked by a clan called the Alpha Revolution. This section of the game has a cool map that shows the location of Mountain Mission in relation to its surrounding areas, giving it a survival-like edge. Your village is about to be attacked and how you respond is up to you.

The main gameplay begins in your shack in Mountain Mission. You have some money and some weaponry. Your only choice is to go out. Once outside you can go to the market, the barracks, or decide to leave the village. No matter what you choose you (Spoiler - click to show) always end up at a gate with attackers on the other side. You have two choices: defend or hide. The game immediately ends soon after. Here is an example of a sequence, starting outside of your shack: Go to the barracks > Hide > Stay hidden. Then the game suddenly says, "Thank you for playing Alpha 1.0!" Beneath it is a link saying to restart. It was the ultimately feeling of "that's it?" I feel that the author could have at least add more of a transition between the player choosing their final action and the game ending. Choosing to defend stretches out the gameplay because you can choose how you fight although it too ends in the same way.

Like the gameplay, the story has yet to develop beyond the intro. The game hints at letting the player dabble with moral choices. How do you respond to newly sprung conflict amid a post-apocalyptic setting where daily life is still fragile? Unfortunately, the game ends before these choices can be explored.

The game may be incomplete, but the author says that they plan to update it. I am not sure if that will happen, but I hope that happens since apocalyptic/post-apocalyptic themes in interactive fiction can be a draw for players. And if it does happen, I will definitely revisit this.

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They Perished, by Bret Sepulveda
A surreal inventory management game about a dead city, August 3, 2022
Related reviews: Surreal, Twine

The game begins at the edge of a dead city called Chloe. Not much is described about the protagonist, only that you are determined to enter the city from one end and escape from the other side. Sadly, it is much harder to leave, and you are being hunted by a strange icy figure that moves closer with each passing day. Meanwhile, a tall spire attached to a mysterious egg loom in the distance.

Gameplay
The game uses several types of currency that are represented as colourful symbols on the screen which adds a neat visual flair. Along with coins the player collects manifestations of will, movement, and language. These currencies allow you to access different locations, acquire special objects, and engage with characters. The few characters you can meet are all ghosts of past inhabitants. They are summoned based on location and can assist the player.

The management part is balancing the amount of currency that you need for your objectives. For example, if you need coins, visiting (Spoiler - click to show) the rooftop in the labyrinth is a plentiful place to look. But it always costs you manifestation-of-will currency. Therefore, if the objective I am saving up for requires both coins and manifestation-of-will I end up having to make up the slack somewhere else. This tight inventory management is key attribute to the game. Management of time is also a major variable, and this is where my criticism starts.

Gameplay is marked by the passage of the moon cycles, starting on a new moon, and ending at the tail end of a full moon. This gives the player several days. However, this does not give the player enough time to gather resources needed to make progress, especially (Spoiler - click to show) with Ending 3. On one aspect this is where strategy comes into play. But it feels too tightly constrained to permit exploration of the game’s world. I found myself so focused on micro-managing currency that I felt like I was missing out on some of the world-building.

For instance, you can learn (Spoiler - click to show) more about the ghosts’ former lives by visiting the screeching room in the spire, but the effort and resources required to look up just one character entry would mean running out of time to make up those resources that I would otherwise need to win the game. My hope is that more people will try this game. Who knows? Maybe some player will prove me wrong and glide through the puzzles effortlessly. I would love to know if anyone had a different experience than I did.

Story
We do not know exactly why the protagonist is running or why Chloe is a dead husk. The events behind the city’s destruction or the purpose of the spire and the egg are never fully explained. Based on what (Spoiler - click to show) Ran, Lady of Stone says the spire was possibly as a punishment on the city by some unnamed entity. Ending 3 (SPOILERS), where you take the elevator to the top of the spire and climb into the egg, delves a little more into this but still leaves questions unanswered. (Spoiler - click to show) (Comment if you want my notes on the endings).

The game's surrealness and use of descriptive imagery carries itself through. A lot of it seems to be left up to interpretation. What exactly is the egg? Is it biological? A dormant organism? A weapon? The implications for any of those and the city's fate are interesting to think about. Regardless I would have liked to know more about this compelling story that the author portrays.

Final thoughts
This is a strong game with a few tradeoffs. It is tightly timed, a sometimes a bit too unfairly. But it also forces the player to use strategic thinking to keep them on their toes, so they do not waste resources. If you are interested in that type of gameplay, then definitely play this one.

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Logged In, by anChupacabra
1 of 1 people found the following review helpful:
A look at living in a networked society, August 1, 2022

Intro
Society is managed by A.I. created by corporations. But it has not been a seamless experience for society. Oneiri Global, creator of the ATHENA A.I., seems to be hiding something, prompting you to infiltrate their HYPNOS Labs to learn more about their projects.

Story context
The start of the game has some visuals that add atmosphere and world building, especially the news articles. And they really do look like a print-out from a website. One news article explains an event called "Dark-0" where the mainframe network went dark. The official claim was that a city mainframe was in the middle of a large update that caused the power grid to blow out from overuse. That constant networked reality that people depended on suddenly disappeared. Social unrest resulted. But even after everything was brought back online, people started to question corporations' claims about the resilience and reliability of ATHENA. Spray-painted signs on the building indicates that people feel like that the truth about the cause of the power-grid failure is being covered up.

Gameplay/Characters
The protagonist's background is not given much explanation. Their name is not mentioned. They seem to be an undercover agent but is unclear if they belong to an organization. For now, the game refers to them as an activist. An inside source has outlined a way to learn more about a man named Lucien Durante. The protagonist’s partner, Klein, communicates through comm lines, creating a suspenseful espionage vibe. He narrates the player's choices and shares instructions.

The gameplay consists of navigating the lab to reach the server room. The goal is to retrieve Durante’s files from the server. The player makes decisions based on information they receive from Klein or the personal data device they carry with them. The device is a creatively implemented feature that contains messages with information on your tasks. It even has a map of the facility. If the player fails to follow the instructions and is intercepted, the game sends them back to a checkpoint to try again.

When the player finds (Spoiler - click to show) Durante’s files they can choose a text file, audio file, or a video file. Once you click on one the game ends. The only file with content seems be the text file. In it, Durante says the development of high efficiency A.I. for day-to-day management has been honed to an art. The project has been a success. And yet, he is worried that society has become overly reliant on them. He once scoffed at people who opposed this new technology but now finds himself with second thoughts. Then the game ends. But by this point the game’s author has set a foundation for an interesting story into the ethics of automated technology in daily life. The (Spoiler - click to show) file may not explain why Durante is worried about ATHENA, but I suppose that will be explored in the next part of the series.

Visuals
Game maintains a basic yet trendy colour scheme. Uses a black background with white and orange accents for text and links. Other colours are occasionally used for colour-coding. I also liked lab logo that we see at the title page. Text is large and easy to read. I touched on this earlier, but the game makes use of photos. Awesome selection of images to “build” the facility, particularly the photo of the supercomputer. I like how there is an actual visual of the poppy paper with the username and password scrawled on it.

Klein’s dialog is shown as scrawling text on the screen as if he were right next to you speaking in your ear (and in fact, that is what he is doing with the protagonist). What I applaud is that with this dialog you do not need to wait for the text to load before proceeding to the next page. The links are there, and you can click them right away. This is nice if you are replaying the game and want to skip over rereading everything.

Not every design feature was seamless, however. Sometimes when I open the message section it will close before I have a chance to fully read it. You do not click on them but instead hover your mouse over them to open. When they open the whole page shifts, causing your mouse to move off the link, closing everything again. It also would have been helpful for the map to be displayed horizontally rather on its side where you must tilt your head to read it. None of this is impossible to manage but it does make it inconvenient.

Final thoughts
The meaning of the title is that everyone is always logged in to a network that manages their lives. In this case the network ATHENA A.I. system produced by the corporation Oneiri Global. The AI crisscrosses through networked computers to allow it to manage people's lives more effectively. But having a highly connected online presence 24/7 is bound to influence people's behavior. The game ends before it can dive deeper into these implications, but it does skim the surface.

Obviously if this were a stand-alone game it would get poor marks for being incomplete (it would still score for visual design). HOWEVER. The author made it clear that this is only the first part of the series. and in that case, I think the author ended the game on a nice cliff-hanger. The game was not as long as I expected but I was still impressed with it nonetheless given its paced espionage vibe. I highly encourage the author to keep producing the series because I am eager to see what happens next in this compelling dystopian sci-fi story.

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Fallen 落葉 Leaves, by Adam Bredenberg and Danial Mohammed Khan-Yousufzai
Reflection in cycling sonnets, July 31, 2022
Related reviews: Twine, IFComp

The gameplay is extremely simple. Each turn, or "act," you choose two qualities from an action list and a manner list. For example, I could choose "fast" from the action list and "eagerly" from the manner list. The game then combines these two factors into a sonnet. The whole process repeats itself. You can make as many sonnets as you want and there is no ending. It ends when you no longer feel like playing.

The authors seem to take a reflective approach in the notes section of their game by explaining the process of cycling sonnets to tell a story. In this case, stories are produced gradually, and emerge through patient reiterations of sonnets formed by the player. According to the notes, an individual story cycle can easily involve the creation of a hundred sonnets (although less will work as well), and that the process of this would hopefully provide a centered and meditative experience. But from a practical standpoint, players are likely to only give this game a go for a few rounds, possibly not as much as the game intended. The sonnets are quite similar to each other at first glance. Carefully reading them reveals their differences, and within that, paints a story, but you have to feel compelled approach it slowly. I am not sure if players are going to stick with it. I tried for a bit, but it is easy to experiment with different word combinations without focusing on the sonnets that are produced from them.

The notes continue on and leave things open-ended. If you are curious to know more, read them and test the game out to see what you think.

Final thought: I liked the peach colour scheme with the pink links. It made things feel more stylized and complete.

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Popstar Idol Survival Game, by CrunchMasterGowon
2 of 2 people found the following review helpful:
Not currently survivable, July 29, 2022
Related reviews: Twine, IFComp

The premise is a spunky one. Enter a tv competition show for popstar contestants (99 total). It follows a familiar reality tv pattern. Everyone is presented with a challenge and is ranked by their performance. At the end of the season the top 5 ranking individuals win. Unfortunately, this game never makes it past challenge 1.

You are Kim Nayoung. Your mother was a famous performer named Anna Nayoung and it is implied that she died. Being the daughter of icon adds some flair to the contest, but we never have a chance to learn more about the protagonist or the circumstances behind Anna’s death. As Kim you eagerly apply to be a show participant and are accepted. You pack your bag and are transported to a world of competitiveness, glamour, and talent. Players choose which abilities to specialize in, such as singing or dancing, and your actions are largely based on stat management. The player must also manage the fine line between working with others to advance through teamwork and weathering the other contestants by only focusing on yourself. Your personal skills and relationship with others impact your performance and rank.

The gameplay has flaws. Some of it is formatting. If you choose to help Fuko with dancing the game says, "Fuko's Affection +10, Fuko's rank improves by 10, You should have already reached the Dancinggoal for this challenge but if you haven't Dancingprogress increases by 10 for helping out Fuko. Lucky you!" This was awkwardly worded and reduced the polish. Another problem with the gameplay is the flakiness of some of the stats. It seems like they always match with the player’s choices. For the first challenge the (Spoiler - click to show) judges gave me an F, but then the next day when everyone meets in the pyramid room for the overall results I am announced as the challenge 1 teamwork winner (and if you try all the "bad" options with Fuko, such as shoving her on stage, you still win). And yet, they rank me in the 80s (it varies, which means at least the stats can be functional), which is confusing. The best I have been able to place is 84th. Even so, I was still looking forward to more gameplay.

What frustrates me is that the game is clearly broken. It just stops. After the first challenge (Spoiler - click to show) you get these tokens that you can use to buy things that upgrade your relationship with other characters or improves your stats. Unfortunately, the game breaks afterwards. There are simply no links on the screen for the player to click on. The only thing you can do is quit. If the author intended for it to end there they could have said, "that's all folks," but instead the player is trying to see if perhaps they clicked on a wonky link and wonder if they should retrace their steps to try a different route to bypass it. Regardless of which path I took I could not make any more progress.

Visually, it does fairly well. It uses a basic back screen and white text that is neatly spaced on the screen. On the left side of the screen is a list of stats for your abilities and rapport with other characters. When I first played the game, I thought it was going to be a jackpot for players who like stat-based Twine games, but sadly it becomes unplayable early on.

It was a promising start but a letdown as an entry to IFCOMP. Based on the detail I have seen so far if this were a completed game it would have had an immensely improved reception. I encourage the author to finish the game because a lot more people would be interested in tuning in.

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The Mind Electric, by Jason Dyer
3 of 3 people found the following review helpful:
You are contained. Or are you?, July 29, 2022

The underlying premise of the game is that there is some sort of war between two entities called Kaden and Souden, the latter of which you belong to. Apparently, you were skulking around in Kaden cyberspace but were caught and are now trapped in a cell, waiting for the Kaden to put you through a loyalty transfer program. You also know that the Souden are planning to attack. It would be ideal to escape cyberspace before that occurs.

A lot of games about cyberspace (or at least those that I have played) take place in the "real world" with the player tapping into cyberspace at regulator intervals. This one almost entirely takes place in cyberspace. The player begins in a virtual containment cell. Any efforts to move around results in "You are contained." But as you are tracing the lines on the walls, floor, and ceiling, a piece of paper appears with basic instructions are the start of your escape. This, along with other signs, shows that someone is trying to help you which adds suspense and mystery.

There is also great atmosphere with a sense of danger, such as (Spoiler - click to show) a voice in the background announcing to who-knows-who that a scan is about to occur in the sector where you are hiding. The scan seeks out intruders and if you are detected a pulse will liquefy you. In addition, in the game’s world you will find strange sights. The multi-faced cube, the spider and its doll, the factory full of machines, and the mysterious sheet of paper were ominous but kind of cool. It all paints a surreal impression.

While intriguing, this is also a challenging and technical game. I can tell you now, I had to play with hints. An example is (Spoiler - click to show) finding the correct box needed to restore the cube's voice by asking it about different boxes and seeing if the cube nods, blinks, frowns, or smiles to indicate how close you are to finding it, almost like a high-tech version of a hot-or-cold game. I could not solve this without a walkthrough although I was able to understand the puzzle afterwards and replicate it without help in later playthroughs (this game can place you in an unwinnable state, be sure to save). Discovering (Spoiler - click to show) the spider's commands was another area that I needed help with because the spider is picky about syntax. It will accept "spider, help" but not "ask spider for help." Or "spider, status" but not "ask spider about status." I would find the sphere that halted the lxprog program but failed to realize that you need the spider to erase it.

I would have liked a little more discussion on the story. Is this solely warfare in cyberspace or is it in the physical world as well? What type of entities are the Kaden and Souden? Even the ending does not clarify much. (Spoiler - click to show) The man we meet at the end explains that the war is just the Kaden and the Souden taking people from the other side and running them through loyalty transfer programs, creating a back-and-forth type of fighting. The other thing I could pick out about the story is that the man also says that the player unknowingly created the cube that helped them escape, almost as if the player found a way out through sheer willpower. Or at least that is how I interpreted what he said. Regardless, I still have lingering questions about this war and its participants, as well as the protagonist’s identity. On a similar note, the cube, which was generally lacking in the number of things you can ask it, had something to say about the Kaden and Souden. (Spoiler - click to show) Kaden apparently means "electric charge" while Souden means "electric supply." I am not entirely sure of what to make of this information but still found it interesting.

But yes, this game is moderately cryptic and challenging to complete without guidance, but the setting and story drew me in (as did the title). If you like playing games in cyberspace experiment with it. It is not a game for everyone but know that it does not take long to complete with a walkthrough in case you are curious about how it ends.

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