Note: I've decided to make my rating not count towards the game's average because while the rating reflects how I feel about the game, I did not exactly play it in the spirit the author intended: That is, I took the easy way out with almost every puzzle.
We play as Galaxy Jones, a heroine clad in a high-tech suit. She’s on a mission to save Mars from being destroyed by its own moon, Phobos.
Gameplay
Background: There are two factions present in the story. Humans and the Sirius Syndicate, a collective of alien cyborgs who have a touchy history with humanity. The Syndicate has decided to weaponize Phobos by sending it on a collision course to the red planet.
The game takes place on a (mostly) evacuated Sirian base located in Phobos’ Stickney Crater. Gameplay is centered on bypassing colour-coded doors through hacking. To do this, the player solves math-oriented puzzles. I can’t say this was my cup of tea. Math is not my strong point. My hat is off to those who excel at math, but me? It went over my head.
Thankfully, you can always smash through most of these doors with your powered Smart Suit! The catch is that you don’t get any points for doing so. (For what it’s worth, the (Spoiler - click to show)purple door can’t be smashed, but I ended up enjoying the puzzle to bypass it. It’s a translation puzzle where you match numbers with symbols to input the door’s code.)
I’m glad that the game provides a way for anyone to finish the game so they can see the story to its conclusion. My high score?
(Spoiler - click to show)A sad 5 points out of 11.
This earns Galaxy the rank of Cyborg Hunter.
But if these 5 points mean I'm a Cyborg Hunter, maybe that's not too bad.
There are also materials written in an alien language that can be partially translated, and our translations steadily improve the more we translate. We even start to understand the intercom messages, revealing that the facility is counting down to when Phobos gets fired at Mars. This adds urgency without rushing the player since the game is extremely generous with this time limit.
I will say, Phobos: A Galaxy Jones Story is rather sparse in content. I understand that the focus is on the door puzzles. But the rooms seem so… empty. Their descriptions are brief and miss the opportunity to create atmosphere and/or worldbuilding which could be done without taking focus away from the puzzles.
Story
At first it seems like Phobos: A Galaxy Jones Story is going to be a stark binary of humans (good guys) vs. irredeemable cyborg alien race (bad guys), which is common in science fiction. The game goes in a different direction.
A more accurate way of putting it would be, (Spoiler - click to show)“humans are jerks, and the aliens are tired of their crap,” prompting said aliens to lash out by slamming Phobos into Mars… killing innocent people. Both sides have a hand in the mess that Galaxy Jones is trying to resolve.
There’s not much meat on the bone in terms of backstory. What I gathered was that (Spoiler - click to show)the aliens lived on a temperate planet until their star, Sirius, destroyed its solar system with a solar flare. Humanity came along and offered sanctuary and assistance, only to take advantage of aliens’ desperation by strictly controlling their way of life.
The Sirians have had enough…
…and yet, (Spoiler - click to show)they aren’t the unwavering anti-human faction they seem to be when we first step foot into their base.
Characters
For such a cool character, Galaxy Jones gets little attention in this game, which is in line with the game’s puzzle-oriented nature. I should note that Phobos: A Galaxy Jones Story is an offshoot of Galaxy Jones, a Spring Thing 2023 entry. While I haven’t played that game to completion, it seems to have more coverage on our protagonist.
There is one notable NPC: (Spoiler - click to show)a guard who is also the last Sirian left on the base.
(Spoiler - click to show)The guard is in the control room, tying up some loose ends. It’s clear that they’re upset with the violent task at hand. Finding and reading their diary reveals that they would love nothing more than for both races to coexist. While they’ve sworn an oath to the Syndicate, they will gladly break it after some light convincing.
They have a really trusting, well-meaning demeanor. I like how the game establishes their personality through the intercom system. The announcements are initially untranslated. But surely it must be practical, technical information, right?
A voice comes over the PA: "Boooooooored. BORED! BORED! ŁłłŁłłŁłłŁłł bored!"
It was endearing to learn that the guard was simply fooling around because they thought the base was empty. We realize that we have things in common. Plus, they are more than happy to team up with us. I was genuinely sad when they die after we help them activate the base’s self-destruct protocol.
Final thoughts
I love science fiction, and while Phobos: A Galaxy Jones Story fits that genre, I realize I’m not its target audience. It’s math-focused puzzles are the main event, and I confess that I caved with them. Because of this, I’m not able to give this game an entirely fair assessment.
That said, the game feels a bit too barebones, regardless of puzzles. I’m not asking for more characters or plot twists or inventory items. But a little more content in the room descriptions would go a long way. And yet, the game still has its heartwarming moments.
If you like math-based puzzles, play this game. And if the premise interests you, play it because you can always smash down (most) doors like I did. Otherwise, it may not be the game for you.
(Edit: Spelling fix)
Soon. Observing the decaying cityscape and the drifting dust clouds, feeling the heat cutting her skin, breathing in infected air through a tube, the Girl had never felt more doubtful.
The Promises of Mars is a Twine game about manufactured hope, waiting it out, and finding a silver lining despite everything that’s happened. And, as the title suggests, broken promises.
Genre
It’s easy to forget how diverse science fiction can be with its subgenres. The genre “science fiction” is so often used as an umbrella term that we overlook its nuances, so I’d like to take a moment to look at the genre of The Promises of Mars as a work of SF.
There is nothing shiny about this game.
It’s post-apocalyptic with a decaying city bleached of its colour. Everything about the story and setting embraces the “used future” aesthetic. That is, a future where life depends on reusing technology and patching it until it can no longer be repaired. Often this goes hand in hand with scarcity, strife, and reversal of technological advancement. Sometimes it includes embracing the old ways of living, though that’s not explored here.
The “used future” subgenre is descriptively conveyed through the game’s writing.
Her body is wrapped in layers of black and brown, cloth and leather held together loosely with gaffer tape and thread. A breathing mask is held tightly over her nose and mouth by fraying elastic straps, and goggles cover her eyes. Soldered onto the underside of a peaked visor, the lenses are thick and brown like soda bottle glass.
It’s infused throughout the game. Dim lights. Cheap recycled paper. Scarred lungs. Tape. Food rations. And the overarching question of how long will this last?
Gameplay
You play as “Girl,” an inhabitant of an underground bunker and member of Command’s Expeditionary Force. You’ve been sent on a mission to investigate a carbon capture plant that has gone offline. It’s also your first glimpse of Mars’ surface, a place you know only through stories.
This is a great puzzle Twine game for those intimidated by technical puzzles. In many ways, the game does all the heavy lifting for us. On the left side of the screen are two boxes. The top box features a clickable map that allows us to navigate the game’s world. The bottom box lists our inventory.
INVENTORY:
Comms Link
Headlamp
Screwdriver
Wrench
Paperclip
When faced with a puzzle, the inventory list lights up to indicate which items may have a possible application. The Comms Link option also serves as an in-game hint system that provides a gentle nudge.
There was never a point where I got stuck with the game. Notably, there is a pipe pressure puzzle where you need to set three pipes to the correct readings as stated by a manual. Pipe pressure puzzles have been used in plenty of games, and I’ll admit I’m not really a fan of them. After all, I prefer story-driven games. But in The Promises of Mars, the process is simplified and provided the right amount of casual challenge.
Gameplay is not as smooth as it could be. For instance, early in the game I encountered an error message:
Error: cannot find a closing tag for HTML <set>
<set $communicationsStage to 1>… >
Thankfully, this does not put the game into an unwinnable state.
Story
Backstory
The backstory revolves around an event known as the evacuation. Once, people lived in a city on Mars’ surface filled with modern conveniences. The protagonist’s mother shares what life was like: pets, frozen yogurt, trips to the mall, looking up and seeing the sky, plants growing on the sidewalk. Grass fields and playgrounds.
But when life on the surface of Mars took a turn for the worse, a bunker system was built underground to serve as a new home for survivors, and a group called Command was arranged to oversee the operation. From that point on, daily life focused on anything that could maximize humanity’s odds of returning to the surface. Everyone has a part to play.
While there is a decent amount of backstory, I couldn’t help but yearn for more of the backstory’s backstory. What exactly happened that forced everyone to flee Mars’ surface? Less relevant questions include: Has Mars been terraformed? If so, to what extent? Has human biology adapted to Mars’ lower gravity or has technology made this irrelevant?
Promises, promises
What exactly is this promise as stated in the title?
The promise is that Mars will recover enough to allow people to live on the surface again. That if humanity keeps trying to rebuild, Mars will respond in kind. But is it really Mars making these promises?
(Spoiler - click to show)If anything, it’s more like The Promises of Command since Mars didn’t do anything to deserve to be ransacked by humanity. Command reassures everyone that their daily tasks and assignments are taking humanity one step closer to returning to the life they had before. But we soon realize that it’s all pretty lies.
Here’s the thing: Is Command trying to make the most out of a dire situation or are they just self-serving? Arguably, there is the underlying question of “what are they supposed to do, give up hope?” Well, it’s hard to align oneself with Command when their benevolent appearance starts to get scuffed with the truth.
This becomes clear when we arrive at Substation Arcadia, an important node in Mars’ carbon capture* system. We discovered that the substation’s oxygen system failed, prompting personnel to request help from Command. According to communication messages, Command dragged their heels, causing the staff to die. And now Command wants the Girl to turn the substation back on, ignoring the casualties around her.
How futile is humanity’s efforts to return to Mars? Consider the scientist in the video who says, "Your hope betrays you." What relevancy does Command have in this statement?
(*Carbon capture technology separates carbon dioxide from the atmosphere and stores it underground.)
Endings
The endings are slightly underwhelming.
There are two ways the game can end. You can either restart the reactor as asked or defy Command and walk away. With the latter, the implication is that you march back to the bunker to give Command a piece of your mind and call them out for their deceit. Ultimately, we don’t see the aftermath of these choices. The game just gives us a blank screen that says,
End
That’s it. I was waiting for something else to appear on the screen, but that’s all the game has to say. Still, it’s not bad, if abrupt.
Themes
There are several interesting themes in this game, but since I’ve rambled enough about the story, I’ll pick one: Denial of childhood. We get the impression that childhood isn’t really a thing in the bunker.
Like many of her peers, the Girl was born on the surface but grew up underground. The bunker is all she knows. That, and the stories her mom would tell her about life on the surface. And, of course, what we find while exploring. The most moving scene is when she comes across a playground.
She'd never been on a slide. She places a boot on the slide's bottom step. Her mother's words echo in her ears: "Focus up." She'd never played on a climbing frame.
All work, no play. After all, everyone must chip to fulfill Mars’ promise. But discovering the (Spoiler - click to show)futility of the bunker’s efforts to return to a life that once was makes one wonder what is being sacrificed. They are surviving, not exactly living.
She pauses to look at the playground.
She continues onwards.
Ultimately, she can only continue onwards.
After looting the playground for materials, of course.
Characters
Who is the protagonist?
Her name, if she has one, is never mentioned. In simply referring to her as “Girl,” the game is reducing her to a mere role stripped of identity. A single unit borrowed from a population of similarly anonymous individuals.
The word “Girl” emphasizes how awfully young she is to be traversing the ruins of Mars. It highlights both her maturity and Command’s willingness to send such a young person out on a dangerous mission. Whether Command’s decision is merely the product of running out of options or not caring about the Girl’s odds of success are left up to interpretation.
Fortunately, the Girl clearly rises to the challenge, displaying wisdom far beyond her years.
She reminds me of the girl in Fabricationist DeWit Remakes the World, a sci-fi Twine game by Jedediah Berry. In that game, the girl is an NPC and was sent on a mission to track down the protagonist, a synthetic human designed to help rebuild a ravaged world. Her determination and mission of trekking through a post-apocalyptic world in search of answers shares similar themes with the Girl in The Promises of Mars. It’s also more light-hearted with few puzzles.
Visuals
While nothing fancy, its appearance is polished and easy to navigate. It uses a black background with white text and orange links. The game’s screen is neatly organized into a grid. Most of the screen is devoted to gameplay while the left side is reserved for the inventory and the clickable map. The map helpfully lights up to indicate your location.
Conclusion
The Promises of Mars performs well in every category: main character, story, gameplay, and appearance. Overall, there is a solid foundation.
But there’s something missing. It lacks the spark that would transform it from a four-star rating to a five-star one. I think adding more worldbuilding would make a difference. Tell us more about the city and what happened to Mars!
Nonetheless, it offers entertaining and haunting gameplay by allowing us to explore a dying world, a world that is supposed to be our ticket to a better life.
You Cannot Speak opens with an ambiguous dream sequence. You dream that Claudia- the game seems to think you know her- is trying to save someone from drowning. She is failing. She is incapable of speaking...
You wake up. She's you. You are Claudia. Time to start your day.
So, yeah. You Cannot Speak is a brief sci-fi Ink game about a protagonist named Claudia waking up for her first day at a new job. On Mars. But for some reason, she is incapable of speaking. It's as if her ability was switched off.
The player begins in a high-tech bedroom to prepare for Claudia’s first day at work. Gameplay choices center around taking in your surroundings and trying to use futuristic technologies such as a “GOERRING RESOURCE-CONSCIOUS BATHING APPARATUS,” also known as a shower.
Overall, I enjoyed the descriptive writing.
Outside the window is a totally untouched red wasteland, a ruby-tinted desert landscape with red dust and rocks as far as the eye can see. In the distance, you see a great craggy wall of red land.
The canyon is a breathtaking natural beauty, with all the timeless qualities of a MacOS desktop image.
Such vivid imagery. And then of course (Spoiler - click to show)it's revealed to be a screen. Suddenly, your high-tech room feels more like a closet. The wearable TORUS device was also cool.
Claudia has a backstory shrouded in mystery. (Spoiler - click to show)Once, she had bright dreams of a career in Earth’s Space Force. Something happened. Now, she is stuck working in the private sector at a Martian facility called Ares-622. Her official role is “Wellness Director.” We don’t get a chance to see what this entails.
You Cannot Speak seems to embrace the debate of dwelling on the past vs. focusing on the future, though the game is too short to really explore these concepts.
It's better to know
Forget about it
We can, however, prompt Claudia to do some deep thinking about herself.
As much as I love the author’s vision for You Cannot Speak, it needs refinement. I understand that it is an introduction for a larger game. Such kind of games have been submitted to IFComp in the past and have done quite well. That’s not the issue.
My main problem with this game is how abrupt and clunky the game ends. When Claudia (Spoiler - click to show)leaves her room, a scraggly man tells her in vague terms that she... I'm not even sure. Something about how her actions will affect everyone. And when a guard shows up the man starts yelling. Game ends.
As an IFComp game, this stands out like a sore thumb. The sharp edges of a promising game should have been sanded off first. Also, in one playthrough the game ran into a dead end.
It’s frustrating because there is a certain magnetism to You Cannot Speak. The title piqued my curiosity. Even the cover art- a single red square- made me think what could this be about?
Nonetheless, I wish this game well, and hopefully we will get to see more of Claudia’s story in the future.