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What Happened to the Crew?, by Bushmonkey
1 of 1 people found the following review helpful:
A Masterclass in developing doomed characters, July 13, 2026

In this sci-fi/horror mystery you are an investigator on behalf of Central Command. They have an urgent case for you. Niflheim, a research station on exoplanet Kepler-186f, has gone dark. There are no signs of life. For your investigation, Command has remotely connected you to the sole functioning terminal that remains at the station. You must trawl through this “digital wreckage” to figure out what happened to the crew.

Gameplay
The game’s format uses a mix of parser input and clickable links. Gameplay objectives are centered around the reconstruction of files via naming conventions. This is done by reading files (audio transcripts, footage, crew logs, etc.) to gauge the identities of the crew and their whereabouts. Withing this information you uncover the names of new files that move the story forward.

The sound of the door opening and closing. Everyone runs out of the room.

For me, there was a bit of a learning curve. Despite the game’s straightforward instructions, I still needed someone to show what was going on and what the player was supposed to do. With some online help, I realized that I was overthinking things.

And just as you’re convinced that What happened to the crew? is solely about file naming conventions, the game reveals itself to be more complex than it seems at first glance. Turns out, (Spoiler - click to show) the terminal has lower layers with new content (the rover simulation was my favorite) that the player “unlocks.” It makes you wonder, “just how deep does this game go?” It’s all really cool.

To make things easier, the game has several helpful features. These include being able to sort character or location files by name and to create your own labels for each file.

I believe I found every file with one exception: The files in your index have a number bracket that indicates how many related files you have not yet uncovered. I managed to get a “0” for everything but (Spoiler - click to show) 04-CA-B-C-E-I-J-R-S. Does anyone have any ideas?

Story
The story pulled me in. Kepler-186f seems like an unassuming planet of lichen and gastropods. That is, until a rover makes a discovery on one of its excursions: a complex and clearly artificial signal. Could this be humanity’s first contact with sentient alien life? The crew is intrigued (well, some of them, at least) by the implications.

(Spoiler - click to show)

Ultimately, this ends up being an instance when “For science!” goes horribly wrong.

This isn't just a signal; it's a symphony from the cosmos, a whispered promise of untold wonders beyond our wildest dreams!

Oh, Michael. You have no idea.

My reviews tend to be spoiler-heavy since I like to focus on in-depth discussion and analysis. But I am going to refrain from sharing explicit spoilers here because the story is worth discovering on your own. I do have some thoughts about the genre. The game starts to dabble in the horror's sub-genre of digital horror in the sense that the terminal is not as benign as it seems.

At one point, (Spoiler - click to show) a third party reveals itself to have a presence in the terminal’s innerworkings, and even addresses the player. When revisited, seemingly innocent files are revealed to have hidden commentary that sheds gruesome new light on what happened. With the exception of some cheesy lines (ex. “Get him, girls!”), these messages bring a real scare factor and serve as a great motivator to solve the mystery.

Overall, I found the story to be suspenseful and fun to uncover. I especially appreciate the research documents (ex. BRYOPHYTA-ANALYSIS) about the ecology of Kepler-186f. It serves no purpose beyond providing some cool worldbuilding. Also, the usage of (Spoiler - click to show) terms from Norse mythology, including Niflheim, was an interesting touch that simultaneously clarifies things and leaves me with more questions…

…Particularly the (Spoiler - click to show) conversation between Jackie and the “Unknown voice across the radio.” Who, specifically, is she talking to? There are only two files where this verbal exchange occurs.

Characters
The whole point of the investigation is to find out what happened to them. A mere glance at the game’s description already confirms that these are doomed characters.

(Spoiler - click to show)

What we see is a more-or-less harmonious, close-knit crew succumb to the perils of human impulse (paranoia, jealousy, irritability over having to live in cramped conditions on an inhospitable exoplanet). I am somewhat reminded of the film The Cabin in the Woods in that each character is assigned an archetype and we watch them get picked off one-by-one.

My only complaint is that conversations can feel clunky and unconvincing, especially since they have a tendency to say their thoughts aloud. Phrases like "that explosion just scared the crap out of me” is understandable if you’re talking to another person. Not so much when you’re the only one in the room. I understand that there’s less wiggle room to tell the story via audio transcripts, but this could be smoothed out a little more.

Visual design
The game’s visual presentation is clever. It recreates the appearance of a computer terminal with a black background and primarily uses green text, with the exception of multi-coloured accents and the (Spoiler - click to show) pulsing, red text used when you-know-what shows up. The email notification pop-ups were also a nice touch.

Not only do these qualities look cool, they set a tone by using the familiar principle of “Red = DANGER, “Green = Safe.” This helps the player understand the severity of what (Spoiler - click to show)(or maybe who?) they’re dealing with.

(Spoiler - click to show)

Just wait until you unlock the password-protected files. The screen glitches and this ominous red email notification pops-up. Next thing you know, creepy ALL-CAP messages in red text appear throughout your files.

Green text: Good luck.

Red text: THERE IS NO LUCK WHERE YOU ARE GOING.

Effective. You start to think, “uh oh, what have I unleashed?”

Final thoughts
What happened to the crew? was a wild ride that exceeded my expectations with its complexity and suspenseful plot. Its gameplay is streamlined and its visuals sell the idea of digging through a computer terminal of sinister secrets. In fact, I’m still trying to find that one elusive file that I mentioned earlier.

Should you play this game? If you like the idea of reading and re-reading passages for clues, and then taking notes on them (I created an entire document dedicated to creating charts and timelines!), then definitely try it out. Especially if you enjoy games like Type Help.

If you like the idea of a database-oriented investigation but shy away from complex gameplay, try Martia Termina. Made with Super Videotome, Martia Termina is a military sci-fi game where you play as a concerned citizen who hacks into a government database to find the truth of what happened to five soldiers who disappeared on a Mars mission. Be aware that the gameplay is barebones. All you do is sit there, read through audio transcripts, and enjoy the ride. This might appeal to some players.

Finally, if anyone has any theories about the story and the mysterious of the signal, I would love to hear them! Consider: (Spoiler - click to show)In the life support module, each crew member is listed as “NO SIGNS OF LIFE DETECTED,” but Leonard isn’t listed. Is this a mistake? Or a sign of something else?

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The Den, by Ben Jackson
3 of 3 people found the following review helpful:
Exceptional, June 24, 2026

Note: This review is for the post-comp release.

Aiden and Vee are two seventeen-year-olds who’ve lived in an underground bunker, aka “the den,” since infancy. They know of no other home. With only Father to look out for them, they’ve settled into a stable life of chores, education, and activities. Safe from the hostile world looming outside.

Then, one day, they discover a new, strange part of the den, forcing them to reevaluate everything they thought they knew about their- and the den’s- existence.

Gameplay
Everything is shaped around Aiden and Vee’s efforts to escape the den and reach the surface level. As a Twine game, The Den follows a format that I call “free range of movement.” It’s when a choice-based work allows the player to travel from room-to-room while freely interacting with objects and NPCs as if it were a parser. And there are many rooms to explore (I had fun mapping it all out in my head).

You can now switch between Aiden and Vee using the button in the sidebar.

What makes the gameplay unique is that it requires teamwork effort between both characters. Aiden and Vee end up stuck in different parts of the den, requiring them to communicate via computer terminals. The player toggles between the two as they find ways around obstacles and apply newly-acquired knowledge about the den’s secrets. While the puzzles aren’t overly technical, they present a nice variety of challenges.

Overall, I found the experience to be quite enjoyable.

Story
I love symbolism. This game overflows with it. Simply put, (Spoiler - click to show)The Den is modeled off the story of Adam and Eve. In this case, humanity has been driven to extinction due to a sterility virus. Extinct… aside from Aiden and Vee who were engineered and conceived with the goal of repopulating the human race. There’s even a delicious, tempting apple tree, though here, it grants viral immunity. And if this isn’t clear enough, there’s this wham moment:

(Spoiler - click to show)

At the end, when the den’s power shuts down, the screen displays “THE DEN” in glowing letters, with each letter switching off until we get…

THE DEN

Eden. Genius. I got chills.

I also enjoyed piecing together the backstory via the computer files. I was left wanting more simply because the story is just that good. I couldn’t help but be curious: (Spoiler - click to show)Does Father have a freezer of frozen embryos stashed away somewhere? What else do Aiden and Vee know about their origins aside from the fact that Aiden is one day older? Did Father ever intend on informing them of their larger role in rebuilding the human race?

There is one thing that I would like clarified. (Spoiler - click to show)If you go back to bed instead of meeting Vee downstairs, you get a failure ending where Vee is never seen again. Aiden lives the rest of his life in the den without her while Father acts as if she never existed. Was she killed by debris from the earthquake? Did Father decide to force her to live elsewhere in the den? Was she turned into compost?

Genre
The Den is a good example of a work of science fiction that doesn’t lean too heavily into the genre. There’s mention of (Spoiler - click to show) cloning and A.I., and seems to take place in the distant future, but otherwise it’s more like mystery with sci-fi undertones. The game describes itself as “A light-hearted adventure with a darker mystery,” which I’d say is spot-on.

(Spoiler - click to show)

This mix of genres creates great atmosphere. I was especially captivated by the medical research room where we find a “pre-virus Human Costae” in a tank.

There was an object floating there; something beige and discoloured.

To think that such a benign-looking object could be so crucial to preserving the human race is wild. Reading its description proved to be eerie and thought-provoking.

Characters
Narrated in third person, the writing captures the distinct personalities of Aiden and Vee. They contrast nicely: Aiden’s initial hesitance to break the rules with Vee’s playful rebelliousness. But no matter what, they are a team. After a lifetime of being sheltered, their sense of wonder is felt by the player.

(Spoiler - click to show)

Especially when we finally reach the surface.

Wordlessly, they touched hands. They didn’t need to speak.

This felt so rewarding.

And yes, (Spoiler - click to show)it took me forever to piece together that Father was a machine, not another human being (probably should have seen it coming). I like that he gets deeper characterization during the parts we experience from his perspective. Which makes me wonder: What are the odds that Father would have left the drawing of Alpha and Echo on Aiden’s bedroom wall? Could it have been deliberate, just like leaving the key in the kitchen for Aiden to find? I sense hidden depths…

Visual design
As is such with the author’s games, The Den boasts an appearance that is both simple and sleek. It uses a navy background with white text and blue links. Font effects are used for the computer terminals, and character dialogue is colour-coded.

Try the refuse room 🔒
Search the kitchen

Leave the room

Icons add additional polish to appearance and functionality. The fact that the game lets you know when a room no longer has relevant content is immensely helpful.

Final thoughts
For me, The Den has it all: streamlined gameplay, characters you feel invested in, and a creative story- especially the story- that only fully reveals itself after everything has been said and done. It really goes the extra mile- you can even play the Vaccinator game via a link provided at the end! I was so impressed.

Whether or not you enjoy The Den may come down to personal preference regarding genre and/or puzzle complexity. But regardless, it’s a high-quality work that I strongly recommend anyone to try.

Fantastic game, no notes.

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The Architect, by Vault Games
2 of 2 people found the following review helpful:
We take care of the Architect. The Architect takes care of us., January 20, 2026
Related reviews: Mystery, Twine

You blink into existence. Who, what, where, when, why, how? No clue. You just exist. In a strange room inside a strange household. The occupants whisper about the "Architect." Perhaps this entity can shine some light on your circumstances…

But first: When I stumbled across The Architect, it seemed so lonely. No tags, reviews, or ratings. Not in any polls or lists. No sign that it's been played or added to a wish list (as far as IFDB is concerned). Just quietly sitting there since 2017.

And I ended up having a lot of fun!

Gameplay
Gameplay is broken into puzzles that are activated through character interactions. Everyone is preparing for the “Feast” to be held at the end of the day. The puzzles involve helping the characters prepare, mostly by finding certain items. There are six total. (Spoiler - click to show)Seven, actually, but that’s more of a hidden bonus. They overlap, so the player must be strategic.

You begin "Mariah's Sad"

Leave conversation

The house has roughly a dozen rooms across two floors. Delightfully, you travel from room to room freely like you would in a parser game. NPCs travel the map as well. After multiple playthroughs you start to pick up on their patterns.

There is a digital clock on the wall. It shows —
12:00

Wait

Anita is here. Talk to Anita

You also play against the clock. The game begins at 07:20 and ends at 20:20. Each move to another room costs 00:10. At 20:20, it’s time… for the Feast.

Testing is needed, though. And proofreading for spelling errors. Now, there is no save function. Unfortunately, the inconsistent implementation made, at times, the inability to save more of a frustration than a welcome challenge. I also wish the game displayed your inventory items and active puzzles because it’s too easy to lose track of your progress mid-game.

Also:

(Spoiler - click to show)

[Eat the food in front of Mariah] to gain +1 DEX

This allows you to acquire the bottle of rum without helping her with her shrine. A shortcut (even if it locks you out of the “For Love” puzzle). But what does "+1 DEX" mean? A stat? An abandoned gameplay mechanic? There’s potential here to have more flexibility in solving puzzles.

Story
The house’s residents reverently namedrop the “Architect.”

Has Anita told you about the Architect? It made us and everything.

A godlike entity and the focal point of the story. I actually approached this as a mystery game with horror undertones. Small things fed this impression: The effigy door. The characters’ insistency of pleasing an unseen, all-knowing being with a semi-ritualistic-sounding Feast. The general uncanniness of the gameplay.

As you open the notebook at your tab you see words written in a strange language. You feel cold all of a sudden.

It’s also evident that you’re being kept in the dark about an event that had occurred but you have no memory of. You catch wind of this when someone slips up and mentions it only to backpedal and deflect. To top it off, the scenes depicted in the cover art primed me into expecting the worst, that surely there is a sinister truth behind the Architect.

Only one way to find out.

(Spoiler - click to show)

Complete all six puzzles. While the game says that there are four endings, three of them can be bunched together as failing outcomes. Only one is dubbed True Ending.

You completed all character puzzles within the time limit!

This felt like such a victory! And it took hours to get here. Well-spent hours. I was pleased with myself. Also, I eventually managed to solve the optional puzzle, “Booked,” as well. Sadly, it had no noticeable effect on the game’s outcome.

As for the big reveal… I’m not going to spoil it. But let’s just say that my predictions were way off. Far more upbeat than what I was expecting. It did, however, put everything into context. When I replayed the game, odd details suddenly made perfect sense.

Visuals
The Architect is made with Twine and uses a grainy light grey picture of a house as a backdrop. Links are blue and text comes in a range of colours, including colour-coded dialogue. While simple, this design succeeds in giving the game a distinctive look.

Final thoughts
It’s such a waste that this game hasn’t received more attention. Especially as a Twine puzzler. Despite its flaws, The Architect is an overlooked gem. I like that it’s a shortish game that requires many playthroughs to master. Difficult, but rewarding when you win.

That said, its current state makes me hesitant to recommend it for everyone. It would benefit from refinement to address the more… frustrating parts. Stop telling me I can’t find anything in the bathroom. I need that bobby pin. So: If you love turn-count oriented gameplay and/or mapping the whereabouts of moving NPCs, you should definitely try The Architect. Just be patient with the implementation.

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Neon Case, by Diaries from Future
3 of 3 people found the following review helpful:
A cyberpunk game that experiments with A.I. in its storytelling, January 14, 2026

Neon Case is a short custom choice-based cyberpunk/murder mystery game. You are Mei Ling, a Hong Kong police officer in the year 2065. A call comes in: a murder at a strip-club/brothel called Neon Lotus. The victim? An android... and therefore a legal shade of grey. Told in first-person P.O.V.

The investigation kicks off when you and fellow officer Kai Wong arrive at the club to interview three persons of interest: the manager, the patron suspected of murder, and the murder victim, Luna. Yes, we hear her side of the story by accessing her memory. Cue the main event: an actual A.I. interaction. According to the game’s description, "the player interrogates the android’s memory through an in-story AI system (a real chatbot interaction)." The player is directed to type questions into a text box to sift through Luna’s memories. I thought this was clever.

Thing is, (Spoiler - click to show)it’s obvious that she was murdered by the patron, making the “investigation” superficial. You also only get to ask a handful of questions before her diagnostics system fizzles out (no matter what, she’ll tell you what you need). This lack of interactivity and depth fails to showcase this chatbot feature in a meaningful way. It does, however, effectively convey Luna’s individualism and how she feared for her life.

You: Who hurt you?

Luna: I-I'm so frightened, (Spoiler - click to show)it was Vincent Bo...

Which leads to a key question: Is this ultimately a matter of murder or destruction of property? I found it difficult to explore this question due to the spareness of backstory on android technology and its legality within the story. NPCs refer to androids as “it,” but not with malice. Just matter-of-fact, “please don’t damage our androids because we paid a lot for them” kind of way. Perhaps they really are programmable property. And yet, the “lethal deactivation” (aka murder) of an android can land a person in prison. Lots of mixed messages going on.

What is clear is that, regardless of mainstream belief, Luna’s death was traumatic. The scraps of memory from her mind show that she was fully aware of the violence inflicted upon her.

(Spoiler - click to show)

So, again: Murder or property damage? The player decides. You can be bribed to bury the case (this one is clearly corrupt). You can arrest the patron for murder- this option is literally labeled as “justice for Luna.” Or you can force him to pay the club for the damages and be let off with a warning. Does the third option break the law? No one acts like it. In the vague ambiguity of violence against androids, society seems content to leave it up to interpretation.

But get this: Kai is an android! This is revealed at the end. Besides being a coworker, he is also Mei’s significant other. Talk about missed opportunity for additional perspective. You would think that he’d have something to say about Luna’s personhood, right? Nope. In fact, he half encouraged us to bury the case. Is this an instance of an android looking down on another android? Interesting.

Final thoughts
As a work of cyberpunk science fiction, Neon Case is filled with familiar elements. Rainy nighttime setting, androids, nightclubs, neon signs, glowing advertising, economic disparities, synthetic food, you name it. Cliches, sure, but that can be part of the fun. Even the generic sci-fi artwork adds flair (though I suspect it’s A.I.-generated). There’s no denying that the game has atmosphere.

But don’t expect in-depth gameplay or a suspenseful story. Neon Case is best approached as the experimental game that it is. Its goal is to showcase its implementation of A.I. as a means for investigating a murder mystery. I think the chatbot and its text input fits well with the premise of sifting through an android’s memory banks in search of clues. Unfortunately, it currently feels more like a gimmick and less like the investigative tool that the author was hoping for.

I recommend Neon Case if the chatbot feature interests you and/or you are an inherent fan of cyberpunk ambience. Fans of the video game Detroit: Become Human may also enjoy the themes in the story.

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Who Whacked Jimmy Piñata?, by Damon L. Wakes
4 of 4 people found the following review helpful:
Bubble Gumshoe’s stickiest case yet, September 2, 2025*

The syrup rain drifts down as a heavy mist, making sticky the just and the unjust alike. It is nighttime. But then, it's always nighttime in Sugar City.

You play as Private Eye Bubble Gumshoe, tasked with solving the murder of Jimmy Piñata, a- you guessed it- piñata found in a garage at the outskirts of the city, bashed open and hanging from the ceiling.

But first…
Who Whacked Jimmy Piñata? (WWJP) was the first game I decided to play for this year’s IFComp because I recognized it immediately. It is the third installment of a series that started with Who Shot Gum E. Bear? (WSGEB) back in 2022.

As someone who enjoyed but felt frustrated by the first game, WWJP was a treat to play because it showed clear improvement and dimension. WSGEB featured a lot of seemingly important details that ultimately had little to no function. This included (Spoiler - click to show) visiting the VIP room, buying a newspaper, and utilizing the pack of candy cigarettes. So, imagine my delight when I saw these details being given a purpose in WWJP!

As a fan of WSGEB, I was happy to run around visiting recognizable characters, re-reading the books in the bookstore, seeing if someone was still doing candy in the bathroom stall (blue crystal this time instead of sherbet), and exploring the expanded map*. It also feels a bit edgier and more cynical, heightening the mystery.

And… Easter Eggs! I loved finding subtle references to the previous two games. The walkthrough even has a section dedicated to it.

(*I think it’s neat that you can overlap the map for all three games. Some locations may be inaccessible depending on the game, but the fact that it’s the same landscape builds an established setting.)

Gameplay
Like many detective stories, the game has the player explore the city, gather evidence, and interview people of interest before making your accusation. Relevant topics, objects, characters, and scenery are shown in bold, something I did not see in the previous two games. It made gameplay much smoother.

In comparison to WSGEB, WWJP is stronger in every way, especially with the ACCUSE command, a central mechanic. A complaint I had with WSGEB (spoilers!) was (Spoiler - click to show) that you could accuse anyone and solve the mystery by randomly guessing without any investigation. That’s not the case with WWJP. You want to accuse someone? You need to present evidence to back up your claims.

Plus, WWJP is generally more well-rounded. The map is larger, the streets have names, characters are more responsive, you can dance (as long as no one is watching), and additional verbs are added.

However, for a while, WWJP was cruising at 5 stars, but lost traction following (Spoiler - click to show) our rescue by Battenberg. She’s not the issue, though I do wish she was more responsive to your questions. It has to do with the remaining puzzles. Specifically, INSERT [object]. The game needs to be clearer when inserting objects has any relevance.

This tripped me up twice: (Spoiler - click to show) trapping Father Wafer and getting the keys to the boat. The boat especially was difficult. I knew where the keys were but there were no scenery clues about inserting items. And licking the taffy to make it softer didn’t occur to me, despite me tasting everything in sight just for fun. These were the only two cases where I needed outside help.

There is room for improvement, but the foundation is there, the story is catchy, and the characters are a lot of fun. It is easily the strongest game in the Bubble Gumshoe series.

Story
The author does a great job at combining the grittiness of an urban landscape with the cheerful innocence of different types of candy, all while incorporating themes about poverty, murder, drugs, sex, and crime without being too explicit. You may laugh at the idea of a piñata being a murder victim, but for the characters of Sugar City, this is serious business.

There is plenty of world-building if you know where to look. Occasionally, examining scenery- like businesses at the docks- provides exposition on Sugar City. Especially regarding the highly influential taffy factory that now lies derelict. Even though it’s not a focus in this game, its presence is still heavily felt. So much to see! And taste. And smell.

I won’t spoil who the mastermind is. I am, however, curious about why the game allows us to (Spoiler - click to show) decide if police arrest [name redacted] or not. It’s a yes or no decision that you make right at the end. Both lead to the same outcome of victory but I suppose it lets you pick the flavor of justice.

Characters
Sugar City’s inhabitants are creatively designed, and Bubble Gumshoe is as awesome as ever. Some are recognizable, others are new.

Speaking of new characters, the coolest part of the game for me is this heartwarming scene outside Gumshoe’s 1973 Fudge Challenger:

(Spoiler - click to show)

...wait. Big Red???

Your old mentor is standing by the car. He runs a finger along the bonnet, then tests the tackiness of the sugar-rain residue against his thumb.

"You ever think about getting this thing washed?" he asks.

"I thought you were retiring!" you say, too surprised to come up with a riposte to the dig about your ride.

"Still a couple of days left to go." Big Red shrugs. "I thought you might want to sit down and chat about this new case of yours." He tugs at the car door - locked, naturally. "Or we could just keep standing out here in the rain."

Smiling, you unlock the driver's side and squeeze inside. Leaning over, you pop the passenger door open for him.

Big Red has joined the story! I loved the comfortable team dynamic between the main character and her mentor. It was conveyed so well in this single interaction.

And we lose him far too soon. Soon after, in fact. Maybe I was naïve to think that he was going to stick around and be an integrated part of the story.

Nonetheless, he leaves a strong impression during scenes we do have with him. What’s especially sad is that during the brief window of opportunity where you can talk to him, you can ask about his retirement plans. And we never hear his final words before he dies. What felt odd is that he is quickly forgotten. It would have been nice if he was mentioned or acknowledged in the end, especially since it’s implied that he had a role in shaping Bubble Gumshoe into who she is.

Also, I know this is besides the point, but Jawbreaker is such an underrated character.

You hold the roll of cash up for Jawbreaker to see.

"That's a roll of cash," says Jawbreaker. He stares at you dimly. "Did I get it? Did I do a evidence?"

The way he says this made me laugh. He brings a lot of unexpected humor.

Conclusion
To wrap this up, WWJP is a delicious story with a light-hearted yet gritty world and a likable female protagonist. Some parts were sweeter than others due to implementation but is otherwise a strong game that shows a lot of refinement. Plus, the author provides a generous walkthrough/hint (available separately) guide, even if its Jolly Rancher imagery made my mouth water.

I hope this isn't the last we see of Private Eye Bubble Gumshoe.

(edit: grammar fix I missed)

* This review was last edited on September 3, 2025
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Lethe, by Thomas M. Disch and Tom Blackwell
2 of 2 people found the following review helpful:
A fun choice-based remake of a 30+ year old parser game, February 13, 2023

You wake up naked in a hotel room and have no memory of who you are.

I should provide some context first.

Lethe is an Ink game based on a 1986 parser game called Amnesia by Thomas M. Disch. I had never heard of it prior to playing Lethe. Perhaps it crossed my vision once or twice while skimming IFDB, but nothing I could remember (that’s absolutely not a joke. I’m just telling you how it is). Lethe has its own page on IFDB. If it were not for its description, or the credits in the game, I would not have made the connection.

I am going to cut this excessively long review into two large sections. The first is my review for Lethe. The second half is about how playing it introduced me to another side of interactive fiction. I’ll stick most of that part under a spoiler tag.

Part I: Game review
Lethe. The game made with Ink. That’s what this review is about. In fact, it is one of the most exciting Ink games I’ve played so far.

Lethe stays true its theme of amnesia. In fact, the title, though different, hints at the subject. It stems from a piece of Greek mythology about a river of the same name that, when drunk, causes forgetfulness. There is also a second clever meaning to the title that is revealed near the end of the game, but that would be a major spoiler. Just know that it’s worth a shot even if you are not a huge fan of the amnesia trope.

GAMEPLAY: As I said, you wake up naked in a hotel room with total amnesia. The game takes place in New York, and you play as a male protagonist. Your only real lead at the moment is to find any clues that will hint at your identity. Slowly this will expand into a broader story.

I feel that your first playthrough is by far the best one because you are just as clueless as the protagonist. Unless you’ve played Amnesia, I suppose. Oh well. Let’s just assume you were like me. Everything intrigues you and oozes potential.

Whose knocking at the door?

What’s in this closet?

Does this window open?

WHO AM I? (And why am I naked?)

Endless questions, but the game merely provides you with a list of things you can do. The player is left to launch themselves into the unknown to find the answers. Through trial and error, you can find the optimal route to move into new areas with more clues.

For me, the main event of your clueless first playthrough is the branching gameplay structure. I always like seeing that in choice-based games. In Lethe, it creates the perception of an expanding world that just grows. First time around, it feels huge. The novelty of it all contributes to the sense of scale as you leave the hotel to explore more locations. It takes the shape of a mystery game.

While Lethe does feel a bit smaller once you’ve played it, there is plenty of incentive for replays. It is a chance to experiment with different paths or switching up the order of tasks. Try making challenges. For instance, (Spoiler - click to show) play without ever getting arrested and/or killed.

Lethe is easy to play in sense that you are just clicking through links. But it is also designed well, too. Its strength is its mechanism for failure. Dead is NOT the end. It can if you want it to be, but there is no “messing” up in Lethe. The sequence also happens to be my favorite part. (Spoiler - click to show) You end up in a surreal and somewhat humorous afterlife.

You and a few thousand other naked anxious souls are standing on the bank of a misty black river, being stung by mosquitoes and bitten by large centipedes.

Charon, a character from Greek mythology who ferries deceased souls across rivers in the underworld, swings by to offer you a choice. You can stay in the afterlife or go back in time before your previous decision. Done. That’s it. Right back where you were. Even better, your environment adjusts to keep you from making the same error.

Your hotel room seems subtly different.


This was fantastic. It makes the gameplay more forgiving for when the player makes a mistake. You never need to restart. If anything, it also encourages dumb decisions such as leaving your hotel room naked, “just to see what happens.” Or (Spoiler - click to show) getting married.

STORY: Given what I’ve said, the last thing I want to do is tarnish your first playthrough with spoilers. It is better if you let the story unfold on its own. But if you insist, I will give you a rundown of what’s going on. I would consider these as mild/moderate spoilers since they can be discovered early on, I’d caution you against reading them at all until you play Lethe. (Spoiler - click to show)

Everyone at the hotel calls you John Cameron, but if you get arrested it is revealed that you are Xavier Hollings, a criminal who killed a guard and escaped a Texas prison. You go back to court and lose. Even Denise, your own wife (to which you ask yourself, “I had a wife?”), testifies against you. After you arrive at death row, she comes to visit merely to say how happy she is to be inheriting everything because apparently you are super wealthy. Hm.

As you eat your last meal, you have a moment of insight. Tidbits of info about Denise, prison, some guy named Zane, and a recalled soap product appear in your mind. Just enough to realize that you are innocent. Ultimately, the meaning is lost, and you are executed. Fortunately, this is not the end.

Once more, you are by the infernal river Styx. After a few years, Charon's boat emerges from the mist. He looks disappointed to see you.

Charon has got your back. He won’t think highly of you about it, of course.


What I just told you is only the first layer to the story. No moment in the game beat the suspense and surprise of seeing this reveal for the first time. Woah. That was my reaction. The protagonist clearly has a lot going on. The bits of info from this fiasco only serve to direct the gameplay after (Spoiler - click to show) Charon zaps you back to existence. I’ll stop the spoilers there. I’ve already told you too much.

As for my general thoughts about the story, the narrative itself was not particularly moving. Certainty, creative. It’s just that I was not drawn in by the characters or their motives. The drama was more like watching a film rather than feeling like you are the protagonist of the story.

Also, the ultimate cause of the amnesia was a bit underwhelming. I’m sorry. But at least the sprinkling of clues throughout the gameplay is combined with a dramatic reveal near the end that makes up for the lackluster parts. I cannot express this enough: The witty writing and gameplay implementation is what makes Lethe work. Otherwise, I would not award it five stars.

I think a lot of people can appreciate the writing. A favorite of mine was, “So far you're scoring zero on the Know Thyself Questionnaire.” The (Spoiler - click to show) H&R 207-7655 pay phone reference was especially clever.

CRITIQUES: Lethe is excellent, but it is not flawless, either. I had two cases where the game reached a dead end where no links appeared on the screen. In other playthroughs they were not an issue. I do not know what caused the issues, only that I was experimenting with the gameplay at the time. Your chances of seeing this is low. Be assured, that once you’ve played the game, you can cruise through it quite quickly.

There are also some minor spelling mistakes, including with character names that can be noticeable. The longer changes of dialog occasionally abandon the use of quotation marks. Finally, location descriptions are shown at the top of the screen, whether it is “Hotel Room” or “Oblivion.” However, sometimes they fail to change with new locations.

PART II: Broader context (time to go on a tangent)
(Spoiler - click to show)
You can play Amnesia through a digital archive.

At least that is what it says on IFDB (that’s how unsophisticated I am). But the content written about Amnesia explained that playing it was more than just clunking yourself in front of a computer. The part of my title that says, “30+ year old parser game,” should give you a sense of where I am. As someone who rarely crawls off IFDB, a lot of this is new terrain.

Apparently, when the game was published, playing it required buying a physical copy (which is so alien to me) of the game. From my perspective, it sounds like an artifact. However, reviews expressed a different angle. People have shared fond memories of playing Amnesia. Or at least of trying play it. While I have not, it was cool learning about its origins. Hopefully I’m not awkwardly trampling over everything.

I did attempt another existing remake called Amnesia: Restored after playing Lethe. For the record, I accessed Amnesia: Restored through the entry for Amnesia on IFDB. I used the link to the game’s own website and went to the section called “PLAY GAME.” I have a reason for going on this tangent. Just hear me out.

I don’t want to dismiss the immense collaborative effort- as showcased on its website- that was put into Amnesia: Restored, but the gameplay was a rocky experience for me. It seems the objective was to replicate the parser of Amnesia into the gameplay. If that’s the case, the gameplay Amnesia must have been wild… and frustrating to play. That could also be my inexperience talking.

Thing is, you must know the specific command the game wants at a given moment, almost like I was having a conversation with someone via a script. If you use the right command, great. Otherwise, the game lets you fall on your face without any direction. It was incredibly difficult to know what command or action was required. Play it and see for yourself. (Aside from my whining, I really do think there are parts of the game that are not functioning as intended.)

This is where Lethe comes in. Turns out it can function as a rough “tutorial” (my words) for Amnesia: Restored because Lethe also stays faithful to original writing. Seriously, the choices you make in Lethe can be punched into the parser. Not precise word-by-word, but close enough. Suddenly, everything fell into place. The parser responded smoothly. I was making progress and keeping up with the metaphorical conversation. Even better, it gave me a chance to explore Amnesia: Restored and appreciate what it had to offer. And it offers a lot.

The makeshift Lethe tutorial will end once you leave the hotel because Amnesia: Restored recreates the complex city navigation puzzle in Amnesia while Lethe does not. A few city locations will still apply although Lethe cuts back on nearly all simulated New York content. To be honest, if I did not have Lethe as a reference, I would still be stumbling around in the hotel room. But I managed to get the hang of it enough to brave the city puzzle on my own.

I must hand it to Amnesia: Restored. It goes the extra mile in incorporating built-in guides and visual elements in the game’s interface that were based on original feelies and physical materials. I was really impressed by that. I did not continue playing after I passed out on the street from exhaustion and was carted away (and the save function failed on me), but I can tell you it is worth a look. While I preferred Lethe, I sincerely suggest trying Amnesia: Restored too.


There you have it. The extent of my encounters with Amnesia.

Concluding thoughts
I apologize that this review was so long.

Lethe is faithful to the Amnesia storyline, but its choice-based format still offers a different experience. It eliminates parser related technicalities such as guess-the-verb by replacing everything with links. It bypasses puzzles for (Spoiler - click to show) navigating the city streets and solving riddles at gunpoint.

The trade-off is a simplified version of a vibrant world. It can’t even touch the complexity in Amnesia. But I think it does a decent job in capturing the general concept. I would love to hear second opinions from anyone who has played both.

I completely recommend Lethe as a thrilling Ink game with lots of surprises. Even more so if you are curious about a parser classic (correct?) turned into a choice-based piece of interactive fiction.

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Rougi, by Lapin Lunaire Games
5 of 5 people found the following review helpful:
Investigate the mysteries of a cursed ballet production, February 7, 2023
Related reviews: Mystery, Twine

When I first saw Rougi, I thought it was commercial. It is not. But it is a demo.

In Rougi, the Paris Opéra Ballet is getting ready to put on Les Souliers Rouges, a controversial ballet thought to be cursed. And maybe there’s something to it. So far, it has been a string of accidents and delays. That is why you, a mere patron of the arts, have been tasked to find the truth behind the curse.

Actually, I think Les Souliers Rouges ( The Red Shoes) is an actual story with many adaptations in film, music, and other forms. Rougi happens to depict it as a ballet, which I believe has been done as well. But the version in Rougi is especially unique. The storyline is different than what I have seen (on the internet, that is), and I am curious to see its trajectory here.

Gameplay
The game begins with a brief intro before the PC enters the picture. We are merely the passive observer of a reception after a performance of Coppélia where ballerinas and crew members are mingling with the audience in the gallery. Two ballerinas, Élodie Sirand and Laure Bloch, are especially at the center of attention, each with their own crowd of admirers.

Élodie is the seasoned professional. The only danseuse étoile (lead ballerina, or prima ballerina) in Paris. Laure is the new, innocent talent who basks in the praise while Élodie watches her warily. At one point, Antoine de Forbin, a long-devoted patron of considerable power, informs Élodie that he must break off his relationship with her. She leaves. Angry. A young man chases after her. The scene ends.

It’s a pretty good intro. One that leaves you with questions. Both ballerinas are cast in Les Souliers Rouges, BTW. More on that later.

Rougi officially kicks off with some character creation where you decide on your name, pronouns, and social class. There are three social class (working class, bourgeois, and aristocracy) options that mildly influence the writing and character dialog. They also determine how you gain access to the Paris Opéra Ballet.

You’d never imagined you’d be able to enter the Palais, let alone stand in the secret wings behind its glittering halls.

You always begin with a letter invitation. For the bourgeois choice, you used your connections to weasel your way into an invitation, for the aristocracy option, you were simply invited. And if you choose the working class, you were tasked with making a delivery. Playing as different roles is fun and adds replay value.

Regardless of which social standing you choose to play in, your mission will be the same. At one point, you will meet the Director of the Opéra Ballet. He is strongly against Les Souliers Rouges but could not override the decision-making of other influential figures at the Opéra Ballet. He is a superstitious man, or at least when Les Souliers Rouges is involved. He will hardly visit the site while the ballet is in production. But he does so he could speak to you. He wants you to roll up your sleeves and investigate this “curse” before it causes (more) harm.

At heart, this is a mystery game, and there is a strong investigative feel in the gameplay. On the left side of the screen is a menu containing an inventory and a notebook section for clues. Some clues are added automatically, others only if you deem them relevant. It’s an organized system that is easy to use. The gameplay does use a higher word count, so it is helpful to have something that keeps track of vital details. The demo ends before we can make any real breakthroughs, but we still learn some neat things.

Issues
There are some dents in the polish. The only real bug hiccup that I encountered was with the achievements. When you unlock one, a message appears at the top of the screen before it is added in the achievements section. Often the game would say I earned one, but it would never be added to the list. The only achievement (besides the first two that are there following character creation) that managed to show up in the achievements section was:

(Spoiler - click to show) “Your Crown is Falling, Queen: Win Élodie's respect through an unexpected trial.”

None of the others appeared. I was hoping to see what they were. I must admit, I thought I would have to work harder to win Élodie’s respect, but no complaints.

Another error is how whenever you add something to your notebook, this happens: “There is a scrap of red satin near your foot. You surreptitiously pocket it.” If you repeatedly add a clue to the notebook, there will be no duplicate of the clue. But the PC will still pick up pieces of red satin to add in the inventory. They just keep piling up. Every time. Infinite scraps. I think that's an error. Either that or people keep leaving pieces of red satin everywhere.

Oh, and Laure is never added to the “Persons of interest” section. That’s about it.

Story
For context, the story takes place during the Belle Époque, a period spanning from 1871-1914 in France and the European region. In the developer’s notes, the date was said to be 1895 but I’m not sure if that directly applies to the game. Either way, it’s nice that the game gives us a historical context.

In Rougi, a character named Maestro Camille Fauré (or just Camille) wrote Les Souliers Rouges. It is about a young village girl named Clara who receives red slippers that are secretly cursed by the King of Darkness who wants to claim her, etc. Its original premiere is shrouded in controversy. Spoilers ahead.

(Spoiler - click to show) Before opening night, the lead dancer casted as Clara died. Her body was found mangled by the roadside with large amounts of blood on the red ballet shoes in her bag. The production was cancelled. Years later, it was attempted again, but its production was riddled with disasters and thus scraped.

Now, for some insane reason, Camille wants to give this another shot and managed to twist the arm of those needed to permit (not that they agree) such a show. Les Souliers Rouges will be attempted one more time despite everyone's fear of its mere name. Even the Director is convinced it is cursed. He almost has a heart attack upon seeing Laure in her red dance shoes.


That’s all I know about the story through this demo. The author has a blog devoted to the development which is definitely worth a look.

I can tell you that the writing is decadent and descriptive. One of the best parts. It also theatrically captures the drama as it unfolds.

Dancers crowd around the fallen ballerina, outstretched hands fluttering from her to their mouths in the most elegant show of alarm you’ve ever seen.

We can visualize the elegant architecture and lavishly attired guests, but also “staff-only” areas that are less glamorous and maybe… not haunted. Probably not haunted. That’s the perk of the Director giving you the green light for investigating a cursed ballet production. It carries the awe of stepping from the streets into a performing arts establishment of great renown, setting a strong atmosphere.

Characters
There are plenty of interesting characters who are eventually logged as entries in your notebook. But so far, the dynamics between Élodie and Laure takes center stage. A rivalry is apparent. Élodie is the best of the best, Laure is new, one of the best, and somehow manages to be the Opéra Ballet Director’s favorite. Besides, they have completely different personas.

Laure is the bright-eyed, up-and-coming new talent. She is clearly dazzled by the high life glamour that comes with being a prominent ballerina. For her, ballet is a portal into this extravagant world. She is giddy and excitable without knowing the grimmer side of fame. As we see at the start of the game with Élodie, fame brings patrons, but patrons can easily ditch their favorites and become entranced with something new.

Élodie’s character is a sharp contrast. She has years of experience, not just in ballet but also the industry. Because of this, she is cynical, sees fakery from a mile away, and hostile towards those who waste her time (so, everyone). But she has secrets and has been burned by individuals. There is, perhaps, a genuine motive, though self-serving, to protect Laure from making the same mistakes that she did as a career ballerina because she knows too well that success attracts powerful people who call the shots.

Perhaps. Élodie strikes me as an individual who dislikes others but is not one to stand by and watch someone, especially if that someone was once her, make the worst possible mistake because of inexperience or vulnerability. Laure seems to be that someone. But it’s just a hunch, and one that may be disproven as the story develops.

Drama, drama, and more drama
It’s bad enough that Les Souliers Rouges is cursed. Now, two new developments have increased the scandal. (Spoiler - click to show) The first is that Laure is cast as the lead, Clara, instead of Élodie. The second is that rather than having a male dancer play the character of the King, Élodie will. Or maybe the King’s character is changed to female. I’m not sure. Either way, people see this as scandalous- for reasons I’m still trying to piece together- because Élodie claims Laure as a bride via the character roles. Is the gender change part bold, or is it just the rivalry between the two lead ballerinas?

Laure herself is shocked about this news but reassures those in charge that “I would do anything to become an étoile.” Anything? You can probably finish that thought. The demo ends after (Spoiler - click to show) Élodie and Laure dance in a duo piece, which only makes you want to know more of this catastrophic show. Is it really cursed?

Visuals
The visual design goes well with the atmosphere and subject matter. It conjures up the image of velvet, wine, and... blood? Maybe I’m just jumping to conclusions. Oh, you can also change the colour scheme for the display mode, a superficial feature (in the best way) that wins me over every time. The one I just discussed it the default is called "Nuit," which means night. The other theme is "Matinée," a show that takes place in the day. The colour scheme for Matinée is creme and light blue. The best part is that it all contributes to the concept of performing arts.

More importantly, the text is easy to read. You can also adjust it in the settings. The super fancy cursive is great for flair but having it for everything would eventually be a pain to read.

Final thoughts
I have played games about the performing arts, but this is the first based on ballet. It’s exciting and dramatic with a strong feel for mystery. I want to know the truth behind Les Souliers Rouges.

I recommend it to players interested in historical mystery games with an emphasis on the characters and story. As a mystery Twine game, it steers away from deductive puzzles and instead has the player carefully glean valuable bits of information as encounters arise. If you like the Lady Thalia series, you may enjoy Rougi but know that it is a complete change in tone and technicality.

One more thing: I'm going to be a spoiled brat for a moment. This is another polished, excellent demo that I've seen on IFDB (there are quite a few) that I would love to see continued. The author says that Rougi will be updated over the next few weeks. My understanding is that it was published about a year before it was added to IFDB. So, I am not sure when the next update will be.

I hope it continues to be developed without adding tons of pressure (that’s the last thing I want to do) for updates. If the author is reading this, just know that you have something with a lot of potential. I say that for a lot of games, but I would not say it if it weren’t true.

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Waiting for Sunrise, by Victor Selnæs Breum
1 of 1 people found the following review helpful:
Murder mystery vs. Sunrise, January 2, 2023

The sun is below the horizon.
June 21st, 4.15am, 2020, Aalborg


This is a cryptic but interesting murder mystery game.

You are an American detective who has arrived to work at Denmark with the hope that you will encounter fewer murder cases. One night you feel like going for a walk only to find a gruesome scene: A dead body flanked a man and a woman sitting on the ground, both unresponsive of their surroundings. Looks like you have your work cut out for you.

Gameplay
The “crime scene” allows you to search the area, examine NPCs, and search their belongings. These provide clues about the circumstances behind the murder. After you comb through everything, the game takes to you a questionnaire that challenges you to solve the murder mystery.

To solve the case, you fill in answers for five questions about the murder. For each question you get a menu of possible answers. If you get any of them wrong the game tells you to resubmit the form. Sure, you can just guess until you find the right answers, but since they are evaluated together it is difficult to answer all five without exploring the gameplay.

219
Early morning brightness is setting in. The sun is still below the horizon.

There is a devious timer at the top of the screen that marks the time until sunrise. Oddly enough, it counts up to convey how much time has passed rather than how much time you have left. I think that the time restraints in this game are reasonable. It adds urgency without rushing the player. In fact, you can approach this game quite leisurely, although there is a penalty if you fail to solve the mystery before the sun rises.

Now, the timer has bugs. If you toggle between the crime scene and the question page the status of the sun automatically goes back to “The sun is below the horizon.” It does not reset the timer, only the sunrise which detracts from the timer’s potency as a time restraint on the gameplay.

There is also a case where the (Spoiler - click to show) man and the woman die twice, but the gameplay only acknowledges it the second time. Even then, this change is only seen in the questions page where it says, “Is someone still in danger? No one is in danger anymore. They are all dead,” and yet the crime scene acts as if they are still alive. It's not cohesive.

Story
Once you correctly answer the questions the game gives a summary of what happened. As you can see, there are definite (Spoiler - click to show) cult themes right from the start. The three NPCs are (Spoiler - click to show) participating in a ritual that has not gone as smoothly as they hoped. Something about joining a deity(?) named Phoebus. Later I learned that Phoebus simply means the sun. They were extreme sun worshipers. The ritual is ultimately a suicide pact (themes on suicide are brief) conducted on the summer solstice. The goal? Not sure. Perhaps they were hoping to be transported somewhere or maybe I’m just grasping for straws. I don’t want to spoil anything else.

I was actually kind of hoping that the game would go the wild route and actually feature some (Spoiler - click to show) worldly being plotting to inhabit these three cult members. The story, setting, and strung-out NPCs reminds of That Night at Henry's Place or What Girls Do In The Dark (I recommend both) where the player comes across people (Spoiler - click to show) casually dabbling in the extraterrestrial and/or supernatural without necessarily knowing the depth they are in. In these, the protagonist becomes an outside observer who may or may not be sucked right in. That part does not occur here, but still cultivates a feeling of has everyone lost it?

Characters
Not much to say about characters since there is only the protagonist and three unresponsive NPCs, but the rationale behind the protagonist was a bit flimsy. They feel compelled to apply their expertise by solving the mystery first, when theoretically that would not be needed to call for help since all you see is a dead body and two individuals clearly having a tough time breathing and not responding to the player’s attempts to communicate with them.

You curse yourself for not bringing your phone on your walk, but decide to figure out what you can.

Only when you solve the mystery can you call for help. It makes decent sense from a gameplay standpoint as a murder mystery piece, but the logic stuck out. And as for calling for help, if this was a mere short stroll, why not go back? The setting seems to be some parking lot out in the middle of nowhere, when in fact the protagonist lives nearby.

Visuals
Let’s see… Black background, white text, links in a nice shade of blue (a different shade in than the default Twine link blue). Decent formatting. Occasionally spelling issues. I’d say that’s about it.

Final thoughts
The game describes itself as a “minimal murder mystery,” and it succeeds well enough at creating a bite-sized investigative mystery piece. It was fun and intriguing. However, it is not a minimal mystery without flaws, particularly structural flaws. Gameplay concept is straightforward, but the mechanics are rough around the edges. The timer was a key component in shaping the gameplay and yet it falls apart at the seams once the player starts to dig in.

I do think the strongest part is the list of questions for solving the mystery. Filling out a questionnaire in an interactive fiction game may sound boring, but in Waiting for Sunrise it is effective at creating an investigative feel by requiring the player to do some basic problem solving to advance the story. Ultimately, it is effectively atmospheric and worth your time if you are hungry for the “murder mystery” genre in a short Twine format.

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Andelmans' Yard, by Arlan Wetherminster
Cat rescue leads in a different direction, November 30, 2022

You are fourteen-year-old Kyle, a Boy Scout looking to earn a Community Service badge. Peanut the cat has run off, and this is your chance to show initiative. Time to investigate the local neighborhood.

Gameplay
When the game began my first impression was that a Boy Scout troop was out looking for a cat (does that occur in real-life?) which immediately creates a cool ambience. A closer look soon showed that Kyle is the only Boy Scout around. Meanwhile, a group of middle-school aged kids, are running about and talking about a kid named Max. Naturally, the player is roped into participating in Max’s plans.

I really, really, like the (Spoiler - click to show) occult twist. Yes, you heard that right. The start of the game sounds like a light, wholesome game about a youth trying to save a cat (which also sounds like fun) to earn a badge only to surprise the player with an unexpected thrill. Eerie ten-year-old Max (Spoiler - click to show) wants to hold a ritual in the groundwater tunnels. Sounds cool! Max needs three Native American artifacts for the ritual. He has one and wants you to find the other two. By now, finding the cat falls to the wayside as you pursue this new objective.

This is not a puzzle heavy game but there is a lot of exploring. The gameplay has a moderate sized map consisting of a suburban area. You will probably want to make a light map of the underground tunnels. Nothing too fancy, but you may find it helpful.

There is one bug/issue that made the game unwinnable. (UPDATE: I've received feedback that this is NOT an unwinnable state. I'm leaving this paragraph in as a formality but understand that my calling it unwinnable was an incorrect assessment on my part). (Spoiler - click to show) Max wants Clem to solder the three artifacts together. Clem follows you around for most of the gameplay. You are supposed to retrieve the hand-held generator from his garage, fill it with gas, and give it to him so he can use his solder iron. I put the game in an unwinnable state by giving him the generator before Max has all three artifacts.

He looks at you, “Give me the hand-held generator.”

I already gave it to him at the garage. I tried to take it back, but…

That seems to belong to Clem.

I restarted the game because I could see no way of soldering the artifacts together to start the ritual. CORRECTION: While Clem may still ask for the generator even after you give it to him, he will solder the artifacts together once everyone arrives.


Story
I was expecting the story to have more focus on the protagonist’s goal of earning a badge, perhaps incorporating themes of “character building.” Maybe I am misinterpreting the process of earning a Community Service badge. Point is, Kyle obviously takes this seriously, and as a game, the idea of earning a badge takes center stage. This is the first Boy Scout PC I have played in interactive fiction, and I was excited to see where it would go. Ultimately, this part of Kyle’s identity was not showcased as much as I thought it would be.

The setting is intriguing. After snooping around you come across some newspaper clippings that outline two main controversies in the area. The first follows the development of a (Spoiler - click to show) new museum on Native American culture that has been delayed over conflicts of the museum’s focus. There is also mention of Native American artifacts being discovered while the neighborhood was being developed. The second controversy looks at a trend of (Spoiler - click to show) health issues in residents that seem to be connected to the water supply. Plans were made to re-design the water drainage system, but those plans were brought to a halt. The story focuses more on the former issue.

The storyline reminded me of an element in Anchorhead where a (semi-spoilers for Anchorhead coming right up!) (Spoiler - click to show) specific tribe- I believe it was a fictional tribe- of indigenous people who worshiped celestial entities that were of interest to the Verlac family because it was connected to a vast ritual that had been planned for generations. The player, lucky you, gets to deal with the impending doom of this ritual. Right near the center of town is a big obelisk that covers the tribe’s ancient burial ground that also seals off a hell-dimension on the other side of mortal existence. You learn about this through newspaper clippings and content from the library. It’s wild. I mean, it’s Anchorhead, obviously.

Max (Spoiler - click to show) speaks of a monster in the southernmost tunnels that had been sealed off by Native Americans. This can be unsealed with a ritual using the three artifacts. Max himself also seems to be possessed. Disturbing, but not disturbing enough to dissuade the other neighborhood kids, including Kyle, from helping. Don’t get me wrong, (Spoiler - click to show) suburban Boy Scout cat search + occult ritual hosted by a ten-year-old named Max is novel as it brushes on Anchorhead themes. My complaint is this: there is hardly any story (or gameplay) about (Spoiler - click to show) finding Peanut the cat.

Start of game: You have been tasked to find the missing cat, Peanut. You're hoping this simple mission will earn you your Community Service merit badge. You head into the woods where the cat was last seen.

We’ve seen Peanut at the start of game. She’s behind a storm tunnel grating and runs off when you open it. Onwards, you try to run and chase her. Throughout the gameplay are cues such as, “You hear the tinkling of a small bell,” and “You hear a cat meowing,” amongst NPCs’ advice to look in the tunnels! And from there on, the cat takes a back seat as the gameplay shifts to finding artifacts.

When you save your friends from the monster and win the game, Peanut decides to appear and jump into your arms. Great resolution, but I just sat there realizing how much time I wasted trying to corner the cat into one of tunnels, using the dead rat as bait (probably not as appealing to cats as I thought), and experimenting with the various exits and entrances in the tunnel maze to map out her movements. The kid doesn’t even get his badge at the end of the game!


Characters
NPCs wander independently. I always enjoy seeing this in interactive fiction because it feels more dynamic. That said, their behavior does not have much substance. When you first meet them, they introduce themselves to you which is a strong start. Then they wander around until aimlessly until you make progress towards the (Spoiler - click to show) ritual. To be fair, designing seven (plus Peanut) independent NPCs is probably not an easy task. And you will find moments where NPC behavior triggers a surprising effect, such as when they all (Spoiler - click to show) suddenly gather in the meeting room to start the ritual. That was cool.

I have criticism about the dialog. The game uses the “topics” command to offer a list of topics to ask other characters. I thought this was smart because it keeps the player close to relevant subject matters. The issue is that A, topics do not acknowledge the player’s progress, and B, the “topics” feature lack subjects relevant to the situation. To use an example for the first case, (Spoiler - click to show) if you ask Max about the artifacts after the ritual, he still acts as if you have not found them yet. This put a dent in the interaction.

The other concern become more apparent as the story developed. Characters were limited in their responses to these events. The topics list never expands. In Clem’s introduction he says, "'I'm Clem. I'm in charge of the reconstruction effort.'" But asking him about it (I wanted to know if this had any connection to the (Spoiler - click to show) water quality controversy) results in, "Clem doesn't have anything useful to say about that." Alright, maybe I am being a stickler on this one. Still, subjects about the (Spoiler - click to show) ritual, the Andelmans’ house, and characters’ immediate surroundings are excluded from conversation. (Spoiler - click to show)

Guarding the room is a fearsome pitbull. He eyes you while growling.

Clem comes up from below.

>ask Clem about pitbull
Clem doesn't have anything useful to say about that.

I was expecting some response.


Also, who are the Andelmans'? It’s in the title. First impression was when I tried to enter the basement before meeting with the NPCs in the meeting place near the start of the game.

You begin to head west when suddenly you hear a girl's voice scold you, "We don't go in there. We think it's the Andelman House."

There you go. Mystery. It creates a chilling, sinister vibe to the gameplay. A hint that there is more to this maze of storm drain tunnels than what meets the eye. Right away you think, Who are the Andelmans? Sounds like a neighborhood legend. Your curiosity is spiked because this suburban adventure just got a whole lot interesting. This never went anywhere. We explore the house, almost abandoned, if not for the (Spoiler - click to show) guard dog in the kitchen. I kept wondering what the big secret was. Turns out, I was on the wrong path. I was thinking of this in terms of character names. Andelmans' Yard is (Spoiler - click to show) apparently named after a song of the same title. I would never have known that if I had not looked up the game’s title on a hunch. The song’s lyrics details exploring tunnels and themes that are seen in the gameplay. That was the connection I was missing.

Final thoughts
This game has a good start. While character interactions could use more polish, the game has been tested and it feels like completed piece. I enjoyed the surprises. Especially (Spoiler - click to show) Max’s surprises. The author does a nice job in mixing the everyday with the (Spoiler - click to show) paranormal. Even though I was expecting the gameplay to go through with its (Spoiler - click to show) original plot of searching for Peanut, I am glad that, in the end, we find her anyway. If there are any more games about Kyle trying to earn a badge, I would be interested in playing them. An enjoyable slice of life game mystery with a horror twist.

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Neurocracy, by Joannes Truyens and Matei Stanca
3 of 3 people found the following review helpful:
Activate your neurometric colloids and dive in, November 20, 2022*

Solve a murder in a near future world by diving into the Wikipedia of that world

This is one of the coolest games I have played.

In Neurocracy, you explore a website called Omnipedia, the apparent replacement of Wikipedia, upon its release on September 28, 2049. Days later, tragedy strikes. Sift through the articles to piece together what really happened.

Neurocracy caught me off guard at first. I opened Omnipedia and was immediately hit by an intimidating wall of cookie privacy settings that seemed to request access to things I had never heard of before. What does it mean by asking to use my "neurometric colloid" for neurometric montages? That sounded like a big deal. But sometimes you have to take things in stride. I opted out of everything I could and continued the game. Later, I made the connection.

Neurometric colloids are a technology portrayed in this game, implanted inside the brain. If you, the player, are supposedly reading a Wikipedia-modeled website in the 2040s, then it is quite possible that you would have a neurometric colloid of your own. The “privacy setting” idea was as seamless as could be for immersing the player. If this were any indicator of the game’s worldbuilding then Omnipedia was just getting started...

Gameplay
You navigate the game like you would Wikipedia by clicking on hyperlinks that lead you to different pages. You can also type in search terms. The central gameplay mechanic used to solve the mystery is the change history feature located on the right side of the screen that allows you to observe edits throughout the timeline. This feature uses red, yellow, and green colour coding to keep track of changes, additions, and deletions which opens a window into new developments and content that is trying to be concealed.

Neurocracy is overflowing with content but designed so the player can keep up with the exposition. Hovering your mouse over words underlined with a grey dashed line spell out the word’s abbreviation while words underlined with a blue dashed line provide definitions via a black popup box. You really learn things. It is a great sampler of modern-day subjects paired with more speculative, fictional ideas. This game will not give you a full working knowledge. But it does offer a micro bite-sized crash course for topics in real-world discussions about ethics and technology. Learn about AI, neuroscience, quantum computing, genetic engineering, genetics, biology, aquaculture, and even sushi.

There are some articles where if I scrolled down halfway to the page, covered all the dates, and then asked you to read it as if it were a Wikipedia entry, it would take you several minutes before you realized that it was fiction (consider the article titled, "Piscine transmissible amyloidotic encephalopathy”). There is even a convincing reference section at the bottom of the page. If only I could click on those articles. I was extremely impressed with the realism. The game also gives a shoutout to familiar topics such as COVID-19 or Elon Musk’s neurotechnology company, Neurolink. These topics are smoothly integrated into the gameplay and are fun to discover.

It takes a bit to adjust to the slick interface and gorgeous visuals before you stop flipping through articles excitedly and finally sit down to absorb the content inside them. Random curiosity-driven excursions through Wikipedia for me often consist of a mix of thoughtful reading and skimming. The deeper down the Wikipedia rabbit hole, the more I resort to skimming as my brain flits from topic to topic. Omnipedia was the opposite. Conjure up the idea of having so many presents you do not know which one to open first. That was me. I finally told myself to pick an article and read it, and for 20 minutes or so, that's all I did. The next step was piecing everything together.

Story + Characters
The lifeblood of this game. Here is an overview of the surface story:

The game’s overarching story focuses on Xu Shaoyong, founder of Zhupao, a huge technology conglomerate, and the wealthiest man in the world. On September 30th, two days after Omnipedia is released, Xu Shaoyong is assassinated when a security drone open fires at his private helicopter upon his arrival at an airport in China. Along with him was another prominent figure, Yuri Golitsyn, who ran a large-scale energy company. This ripples across the world in complex ways that you must decipher. The assassination narrative is spread across ten days, the tenth day still portrayed as being an ongoing event.

A major theme is the balance of biosecurity and personal privacy. The gameplay is filled with the aftermath of the CMD (Cariappa-Muren disease) pandemic where an entire stock of genetically engineered bluefish tuna was found to be a vector for a prion disease. The resulting CMD phobia only spurred an argument in favor of heightened biosecurity. We see the usage of quantum computing, neural networks, and other technological advances to conduct surveillance and collect vast amounts of consumer and personal data, justifying it for the sake of monitoring biological threats. While part of this reasoning has merit, we see major problems with this approach. Whistleblowers reveal a lack of transparency in data collection and unethical usage of consumer products, often for corporate advancement. Neurocracy takes this a step further asks about the implications of these practices in more futuristic technologies such as brain implants. Cyberattacks are already a familiar phenomenon in our world, but what about brainjacking?

As technological advancements emerge, the realm of ethics only continues to grow. Even Omnipedia is shrouded in controversy. Wikipedia fizzled out and Omnipedia stepped in among criticisms of its supposed corporate favoritism. But by utilizing the revision history feature you can come to your own conclusions.

As for the characters, I found them to be intriguing even if we only learn about them through the pages of a website. (Spoiler - click to show) Connie Muren's death was especially saddening given her commitment to her work although her posthumous comeback against Spencer Hagen was quite moving. The characters themselves were just as interesting as the story.

Visuals
The best part. I could say that about most things in this game, but the visuals really are a defining feature. This goes beyond the visual interface which already boasts of a clean-cut design with a blue Wikipedia reminiscent logo at the top left-hand corner of the screen. Neurocracy also features plenty of artwork of people, logos, locations, and technologies commissioned by artists. As is the case with Wikipedia each page only has a few visuals, but the quality of the art makes each piece shine. I can recall at least one article that had a small video imbedded in the page, which was a cool surprise.

Thoughts on structural design
After a long while I reached the point where I had viewed and analyzed a large chunk of the story’s content and wondered what to do next. I went online to learn more about the game, only to make a startling (to me, at least) discovery: (Spoiler - click to show) the player’s investigation is independent from the gameplay. I thought that the act of going through the content, of digging deep, would have some payoff within the game. A payoff beyond the deductive reasoning that occurs from article to article. Excalibur comes to mind.

Excalibur is another excellent and ambitious interactive fiction game. It is made with Twine and designed to look like a wiki fandom page for a fictional TV show by the same name. You read the articles to spot the controversies behind the show while pondering fandom culture and the dynamics of shared memories of media content. It too is open ended, but the twist is that content surfaces as a result of your explorations. For instance, reading about certain material results in more material being “posted.” The pinnacle moment of the game’s interactivity (go play the game) comes later, but even after that, the game never ends. There is no winning or losing or a congratulations for “completing” the game. You dive below the surface, and the game quietly acknowledges your participation.

I was anticipating something similar for Neurocracy. But Neurocracy is not Excalibur. They are two different games. And quite frankly, this game does not revolve around me. I decided to see it from the authors’ approach. Originally, the game was released episode by episode in 2021 to the public where players were encouraged to take notes and share theories with each other while waiting eagerly for the next episode to be released. That is the true investigation of game’s story. You take the investigation out of the game and into the audience. Meanwhile, I play all of it in one go a year later without any attention to this structure. There is also something to be said about accepting that sometimes games do not intend to give you all the answers. That in itself is part of the experience. And on that note, if anyone wants toss around theories, do not hesitate to comment on this review.

I must admit, the game’s design cleverly maintains the illusion that you are in fact sitting at your computer in 2049 leisurely browsing Omnipedia. Having the game act like a game would risk breaking this. Briefly, I wondered if there was an angle with the neurometric colloid privacy permissions. If you had such a thing would your browsing experience with Omnipedia be different? I opted into the privacy to setting to see if it changed the gameplay. It did not, but that type of experimentation is also part of the fun. The game entices players to invent ways of interacting with it.

Ultimately, (Spoiler - click to show) my sadness was about not being able to learn more about certain subjects. I was deeply disappointed because I was drooling for more. I felt like I had barely scraped the surface of this story’s vivid universe. As I described earlier, blue words with an underlined dash have popup definition boxes, but later in the story, some words turn into links with their own pages. I had my eye on several character names and terms that I hoped would become articles. Learning otherwise was a bummer, but it also made me appreciate the sheer volume of content- writing, artwork, user interface- that went into this game to produce over thirty detailed pages of glossy, futuristic wiki material. It remains, without a doubt, one of the coolest games I have ever played. That is nothing to sneeze at.

Final thoughts
Now that you have (finally) reached the end of this review, all I can do is recommend playing Neurocracy. It will blow you away. Its story is fascinating and deep, the artwork beautiful, and the interface is effectively convincing. You do not need to be an interactive fiction fan or a sci-fi fan or a Wikipedia fan to enjoy this game. And even if you don’t, the game’s discussions about the intersections of technological advancement, personal rights, and societal ethics will still linger in your mind as you draw parallels from today’s world. I thank the game’s creators for creating and sharing such a fascinating piece.

(As a formality, I found and accessed the game through its listing on IFDB which took me right to the game’s website.)

* This review was last edited on December 16, 2022
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