Ancient China.
You are a poet whose family fell from grace, making you somewhat of an outcast. But time has passed, and you’ve now carved a simple existence out of reading and staying out of the public eye.
Then, one night, a court official visits your home. You are informed that your poetry has caught the attention of society’s elite. Coincidentally, the Emperor is hosting a banquet to select a new court poet, and you are invited at his request.
Gameplay
you are an ancient chinese poet at the neo-orchid pavilion (aka YAAACPATNOP. Naw, too long) revolves around a sole task: creating a poem to present at the banquet.
The Emperor has a special request for you. He wants your poem to reflect the current climate of his court and the motivations of the people within it, citing your reclusive lifestyle as making you a neutral judge of the factions present at the banquet.
Gameplay is structured into sections where the player interacts with characters or scenery to develop each line of the poem. To provide inspiration for the guests, multiple activities take place at the banquet.
North, in the direction of a fruit orchard in the distance. 
East, to a field where the polo court lies.
South, to where a stage for outdoor opera sits. 
West, towards a set of low set buildings.
Each activity is run by a group that shares an ideology. For example, visiting the polo courts introduces you to the School of Numerical Perfection, a group that is attempting to create the perfect poem using math because they believe that human experience can be quantified to create order.
You visit two groups, sampling the different ideologies at play. You then decide whether to agree or disagree with the group’s beliefs, forging a new line of your poem. The climax of the story occurs when you choose to meet with either Princess Anying or General Zhang to further investigate the court’s alliances. Once the poem is completed, the endgame reveals the impact of your words.
The game allows you to start from the beginning of the story or to start at the banquet, encouraging replays.
Story
The story is interwoven with political undertones of factions vying for power. The Emperor’s sister, Princess Anying, and his cousin, General Zhang are major figureheads in the court’s politics. They make an appearance at the banquet, and while the three appear to tease and cajole each other as family members, unseen plans lurk under the surface.
When you reach the lake, you decide to walk…
Clockwise, towards the blooming lotus. 
Counter-clockwise, where the wild reeds ramble.
Visit the lotus for the Princess, the reeds for the General.
Your interactions with the banquet guests and either the Princess or the General are conveyed through your poem and thus determine the story’s outcome. For instance, (Spoiler - click to show)you can align yourself with the Princess, resulting in an ending where you become her court poet. Assuming the rest of her plans fall into place, of course.
Endings
There are 23 possible endings. So far, I’ve only found: 2, 5, 6, 7, 8, 10, 14, 15, 16, and 23. That’s not even half. I tried to create a spreadsheet to keep track of how to reach them, but it became too complicated.
I will say, some endings feel cut and paste with their writing. Consider endings 2 and 10:
(Spoiler - click to show)Although your poem is not overly adulatory towards the Princess Anying and the factions she has been secretly supporting, it manages to convince the emperor that she is not the looming threat he should be wary of.
Although your poem is not overly supportive towards General Zhang and the factions he directs, it is enough to convince the emperor that he is not the threat that the emperor considers him to be.
Same outcome, just with the characters swapped out. That said, this only became apparent to me after I replayed the game countless times to try to find every ending.
Theory on endings
Just some ideas.
It seems that disagreeing with The Conscientious Anarchists always leads to a negative ending steeped with civil strife, regardless of whether the player makes approving choices in every other interaction.
Beyond the Anarchists, it’s difficult to pinpoint the specific effect each group has on the end. It does appear that disagreeing with both groups (remember, you choose two) has an effect. For example, if you disagree with both and do not support the Princess or General, the Princess/General won’t have enough power to overthrow the Emperor.
On the flipside, if you agree with both groups but decline to support the Princess/General, the Princess/General will take power and leave you in the dust.
As long as you don’t upset the Anarchists, you can displease both groups and get a (more or less) good ending by supporting the Princess or General.
At least, that’s my best guess. Probably not 100% accurate. I still haven’t been able to find every ending.
Characters
The protagonist’s own story is more of a backdrop to explain your presence at the banquet rather than forming the main narrative. We don’t know a lot, but the amount we do know suits the game’s purposes just fine.
I will say, it’s kind of shocking to see Princess Anying act so affectionately towards the Emperor at the banquet (Spoiler - click to show) only to have him (and her cousin) executed in ending 8.
Or when General Zhang reminisces about chasing fireflies with the Emperor and Princess as children (Spoiler - click to show)before taking the firefly off your shoulder and crushing it. He, too, is more than willing to eliminate his relatives.
Also, I kept getting Attendant Zhang and General Zhang mixed up.
Visuals
The visuals are simple yet elegant. 
Text is placed in a cream-coloured panel set against a backdrop that changes colours as we explore the banquet. On the right side of the screen is a small photograph, such as a lake, for every location.
Overall, its appearance is bright but not distracting. The author seemed to put a lot of care into conveying simple elegance.
Conclusion
As an entrant to this year’s IFComp, this is a game that you play with for a few minutes before rushing off to play one of the more fast-paced entries. But later, you find yourself drifting back and giving it more attention, taking your time to glean how your choices influence each ending. And I enjoyed it.
Now, the game can get repetitive if you try to strategize to find every ending since picking apart the variables makes the story feel more superficial. However, most players will be content to play it a few times for the overall experience. Carefully crafting a poem can serve as a meditative exercise for anyone.
And on that note… an obligatory poem:
The lonely bird's call battles laughter and music,
Swimming fishes surge to meet the sporting waves,
One with the earth, soil underfoot,
Pouring pearls forth, set loose into the world.
(edit: This review is now for a slightly outdated version of the game.)
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.