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Horror

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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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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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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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Dining Table, by Leon Arnott
A plain dating sim with an eerie twist, August 30, 2022
by Kinetic Mouse Car
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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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
by Kinetic Mouse Car
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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Afflicted, by Doug Egan

1 of 1 people found the following review helpful:
Mm-mmm (or maybe not), August 21, 2022
by Kinetic Mouse Car
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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Snowed In, by Jason Self
Underdeveloped but nice suspenseful atmosphere, August 19, 2022
by Kinetic Mouse Car
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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