Your human is the wise woman of her village. She performs rituals and other services for the local people. But now she is sick and unresponsive with a curse of unknown origin. Who will heal her? As her faithful dog, this task has been placed on your canine shoulders.
Gameplay
I love this game.
I'll admit that I imagined it would be a generic plucky fetch-quest style game with a predictable yet endearing storyline. The Wise-Woman’s Dog blew my expectations out of the water with its complexity, mechanics, and dynamic world. We are transported back into the Bronze Age where we find ourselves amid the Hittite Empire.
Historically, it was believed that dogs could absorb magic, like a sponge. In the game, the dog protagonist literally carries spells and blessings to place on objects around the map. The mechanics illustrating this are the best part of the game. Due to your canine sense of smell, you can detect the presence of blessings and curses.
This is where your human stores the tools she needs for her job. There’s no latch or seal on it—she keeps it shut in a way only a wise-woman can open.
Or maybe an especially clever dog.
You can smell a security blessing lingering on it.
Excuse me while I rave about it.
The security blessing, for instance, keeps a chest sealed shut. Removing the blessing allows you to open it. The blessing can be applied elsewhere in the game to utilize its sealing effects. When inverted it becomes an insecurity curse with its own applications. With twelve (including inverted) possible spells to play with, the gameplay is full of possibility.
I applaud the implementation because it has features that make the gameplay as smooth as possible, particularly with spell management. Notably, there is a spell section that lists the location of your blessings/curses. With a single click, you can teleport yourself to the spell’s location or simply fetch the spell. In this case, the game automatically travels there, retrieves it, and returns to where you were standing. You can even have it inverted for you.
The security blessing on the city stela, in the city center, which holds something closed (fetch it); inverted, it holds something open (fetch and invert it)
I spent much of the gameplay marveling at this convenience. You can also use the clickable map at the top of the screen to travel and keep track of objects of interest scattered around. Nifty, since the dog protagonist can only carry one object at a time. But all of this you will know about if you’ve played the game.
There is some confusion regarding the primary objective in the city portion of the game, and by objective, I mean something more specific than Mission Save Your Human. Do we find someone who can identify the curse? Do we need a substance to make a cure? The answer is simple: (Spoiler - click to show)Acquire the gold amulet.
It wasn’t until I reached for the hints that I realized that the bulk of the gameplay is centered on (Spoiler - click to show)accumulating enough money to buy the amulet by collecting (or in some cases, stealing) valuable items to sell to a woman in the bazaar. The gold amulet was not just a small piece in a puzzle; It was the item you need to deal with your human’s curse.
Once this was clear, gameplay was smooth sailing. I didn’t need to (Spoiler - click to show)try to find answers about the curse. I just needed shekels! Objective identified, I was able to finish the game on my own. (Once you buy the gold amulet, the game is clear that you have everything you need to save your human.)
I liked that you don’t need to cover every puzzle to win the game, but there is still incentive to go beyond what’s required.
Story
Historical backstory
As a work of historical fantasy, The Wise-Woman’s Dog is a blend of historical facts and artistic license regarding Bronze Age culture, economics, politics, religion, technology, and more. It’s difficult to walk away from this game without learning something about this time in human history.
Throughout the gameplay there are green links that offer more historical information in the form of green-bordered info boxes. These were fantastic and full of insight without being too lengthy. Some even have pictures! They do a great job at explaining the terms (to name a few: pithos, stela, shekels) encountered in the game. They also clarify what parts of the game are based in historical accuracy and which lean towards artistic license.
The game’s lengthy description may be overwhelming, but the gameplay’s premise is not centered on understanding dates, places, conflict, and political figures. While it may be historical fiction, meeting its objectives does not require you to process a heavy backstory. And yet, there are plenty of opportunities to dive into historical background if you wish.
After casually reading the in-game fact boxes over several hours of gameplay I looked at the game’s description and was pleasantly surprised to find that I could follow it quite clearly. Not so dense after all!
The Wise-Woman’s Dog manages to maintain a light-hearted atmosphere by skirting around, though not outright ignoring, some of the not-so-pleasant realities of life during the Bronze Age. Subjects such as slavery, animal sacrifice, and violence are carefully handled. In fact, the author describes this game as “cozy,” and I agree with that.
Maybe next we’ll get a game set in the Iron Age.
Immediate story
I was expecting the gameplay to be infused with more immediate story. I thought that going to the city would mean learning about the curse, who put it on your Human, details about how the curse worked. The gameplay is instead (Spoiler - click to show) whittled down to acquiring the gold amulet. I don’t think this is a flaw, though, since the game opts for simplicity with the story to balance out the technicality of the puzzles.
Once you (Spoiler - click to show)have the gold amulet, the gameplay is more akin to a fun day at the market. A new section of the bazaar can even be discovered!
Characters
While details on our canine protagonist are limited, it’s hard not to feel smitten by their resourcefulness and determination. And while they do things that aren’t particularly dog-like, the writing always conveys the game’s world from a dog’s perspective. Surprisingly, (Spoiler - click to show)we never get a chance to interact with our Human after healing her. Are we a good dog? I need answers.
I found the characters to be dynamic and interesting, especially since they are of different social standings and skillsets. Some will even move to other parts of the map during the gameplay. I loved how (Spoiler - click to show)fixing the dam causes Iyali to rally the village children playing by the river to tell them the story of Tarhunt, a story that we can sit and listen to!
“Now! Who wants to hear a story?” Iyali raises her voice over the sound of the river, and the children come running.
As if she had to ask. This also serves as clever foreshadowing since we explore the Temple of Tarhunt in the city!
I like that we can (Spoiler - click to show) give Anzi a token for six goats so she can decide who to marry, even if we don’t get to see who she chooses. It would have been nice if she gave us another pudding :(
Visual design
The game has a light mode and dark mode which is always helpful for me since dark mode is easier on my eyes in terms of brightness. Light mode has black text and a light bronzed singed background that gives the impression of parchment paper. Dark mode is, well, self-explanatory: black background with tan text.
You might feel overwhelmed at all the colour-coded links and boxes on the screen, but you soon adapt to its appearance. Plus, there are additional appearance settings that you can tinker with. Options!
Conclusion
The Wise-Woman’s Dog is a game that reminds you of why you love interactive fiction, of why you choose to devote hours of your time to sitting and playing at a computer.
It’s fantastic in all departments: protagonist and NPCs, implementation, puzzle mechanics, and more. It gives the sense of an author going above and beyond to create a work that exceeds expectations. I have high hopes for it in this year’s IFComp.
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.