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Texture, by Ralf T
The truth is coming for you, November 6, 2025
Related reviews: Quest, Horror

You open your eyes and slowly stand up. Trees surround you. It seems you woke up in a forest. You try to remember. Who are you and what are you doing here?

You wake up in a forest with no memory whatsoever. Not even your name. You have no other option than to get moving...

Gameplay
Following a brief intro in the forest, the gameplay takes place in a house. I can’t say much without spoiling it, but it’s clear that something happened inside this house. Gameplay is spent trying to find the truth.

There are only a handful of puzzles, and they are simple and intuitive. With one exception: (Spoiler - click to show)using the knife to enter the mirror portal. The command is “use knife on mirror.” However, there is nothing to suggest that the knife has any relevance to the mirror. I figured it out thanks to the comment section on the game’s website.

The implementation has room for improvement, particularly with verbs. That is, the game tends not to acknowledge them. Entering the house becomes needlessly frustrating.

> take key
You take the key.

> unlock front door
It is already unlocked.

> open front door
The front door is locked. You need a key to open it.

> unlock front door with key
That doesn't work.

The solution is: "Use key on front door." Because the game is made with Quest, I found it simpler to skip the keyboard and instead rely on the link-menu feature located at the top right corner of the screen.

Story/Characters
I was impressed with how the game builds the story in layers. Games featuring the amnesia trope run the risk of dumping major plot reveals on the player all at once. Texture does not do that. Its build-up is gradual… and then unexpectedly pulls a bait-and-switch that makes us reevaluate what we thought were established facts.

Often, my reviews provide heavy summaries because, A, I like discussing them, and B, it sets the stage for thoughts and analysis. PLEASE PLAY THE GAME FIRST.

(Spoiler - click to show)

When you wake up in the middle of a forest with no memory, it’s usually an indicator that something drastic has happened. The truth lies inside the house. In the bedroom and bathroom, we find a bloody kitchen knife and an alarming amount of blood. Homicide. Could this be the work of a slasher serial killer? The truth is more mundane but just as tragic: domestic violence.

You're in the study of the house. Someone seems to have had a fight with a laptop and a lot of books.

A cursory glance around the house says it all. The interior has been smashed, and we find a discarded packet "that seems to have contained medication to treat chronic aggressive behaviour." We are clearly witnessing an aftermath. But right now, we only have questions.

What does all of this have to do with us? Why is there a bloodied portrait of a woman in the upstairs hallway?

The attic is where we start to find real answers. It contains a mirror and some lit candles. If you examine the mirror the game says, "Strangely enough, you can't see the image of yourself in it.” Players may come to the same conclusion as I did: we’re a ghost… of the person who was murdered, and we’ve returned because have unfinished business.

The mirror is a portal. A door. And the knife is the key. Stepping through the mirror takes us back to a moment after the murder but before the house was ransacked (no blood in the bedroom and bathroom, though). While we cannot leave the house, we can access the formerly smashed laptop. Its screen displays a chilling article: "Woman found dead in forest". That must be us! We are the ghost of the woman in the article and now have learned the awful truth.

…or have we? This is when the game pulls a nimble bait-and-switch: We’re not dead at all. We’re the dead woman’s husband, and we killed her.

This twist is revealed when we return to the present and recognize the woman in the hallway portrait as our dead wife. This jolts the protagonist’s memory of the murder, and the player is sent back to this exact moment: Bedroom. Wife is packing her bags. The game gives us little choice but to use the knife on her.

Cue the present, again. We’re in the bedroom, but we can only access the upstairs hallway because the staircase collapsed and there is rubble blocking the exits. The portrait has vanished, and in its place is a hole in the wall. We find a tree emblem that fits inside the hole. When we do this, we lose consciousness…

…and wake up in the forest with the police closing in to arrest us. Game ends.

Thoughts
What a ride. My speculation is this: (Spoiler - click to show)After the protagonist killed his wife and smashed everything in the house, he left and passed out in the forest. The entire gameplay was the protagonist dreaming/hallucinating about what happened only to be awakened by the arrival of law enforcement. Part of my guess is based on the inconsistencies between the mirror world and the timeline of the murder. If the mirror world takes place after the murder, why is there no blood where the murder happened? It couldn’t have been cleaned up because it’s there when we explore the house in the present.

I really like how the text at the end is reminiscent of the game’s opening.

(Spoiler - click to show)

You open your eyes and slowly stand up. Trees surround you. It seems you woke up in a forest. A policeman shouts: "Police! Put your hands up!"

I am grateful that we got this ending. You see, the player spends most of the game thinking that they’re the ghost of a victim. Or at least I did. So, finding out that no, we’re the monster, elicits feelings of disgust. The murder scene is equally explicit and enraging. As a result, it is a relief to learn that the protagonist will ultimately be held accountable.

I know this is a small detail to complain about, but I don’t understand the (Spoiler - click to show)point of the tree emblem and the hole in the wall. What meaning does it have in the story? I suppose tree = forest, and we both start and end the game in a forest. Still, it felt like a weak attempt at incorporating one last puzzle before the game ended.

While I applaud the overall storytelling, there is space for growth. Room descriptions tend to be bare bones, and this is a missed opportunity to provide context on the story and give it more dimension. The layout of the house feels a bit odd, as if the author decided to only include the rooms that would have a purpose in the story. No living room?

Also, when you examine yourself, the game says, “Who are you and what are you doing here?” and “Your memory is gone.” Problem is, this stays the same after we regain our memories. It doesn’t make sense for the game to (Spoiler - click to show)force us into recreating the murder only to act like we have no memory of what is going on. It even would have been a perfect chance to elaborate on the protagonist and his history with his wife.

One last thing: I’m trying to figure out why the author chose “Texture” as the title. How does it fit into the game?

Visuals
As a Quest game, Texture uses background colours tailored to the player’s location. For example, when we’re in the forest, the background is green. (Spoiler - click to show)The bloodstained bedroom and bathroom? Dark red. And so forth.

Until (Spoiler - click to show)you enter the mirror portal (see Story section) where every location has a pure white background. I liked the storytelling merit of this. The mirror world is described as tidy and unsoiled, and the blankness of its background sharply contrasts with the blood, destruction, and ruin that is found in the house on the “real” side of the mirror portal.

Final thoughts
The amnesia trope is somewhat of a cliché, and you might roll your eyes upon learning that this game begins in the middle of a forest. But Texture really does offer something new. I did not see the ending coming. Right when I thought I had figured everything out, the game went and turned the tables on me. The use of the (Spoiler - click to show)mirror portal was especially memorable.

I would like to give Texture a higher rating, but the implementation needs refinement. Unlocking and opening a door shouldn’t be so confusing. The integration of the story with the gameplay sometimes wears thin. At least update the PC’s description once the amnesia goes away.

And yet, these rough edges did not prevent Texture from leaving me staring at the screen in stunned silence. Content-wise, this is a game with (Spoiler - click to show)explicit portrayals of sexual violence and murder. I was horrified to discover the PC’s identity. But his fate at the end allows us to part ways with the game on a more optimistic note.

If the author ever decides to make another game, I would definitely be interested.

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SCP Containment Breach, by Userone
This review is to be kept in a locked container at all times., October 21, 2025

I apologize for the cliché title; I couldn't help myself.

Overview
SCP Containment Breach is a fan game about the SCP Foundation, a fictional organization that catalogs anomalies and phenomena, particularly those that pose a threat. It adheres to the motto of Secure, Contain, Protect. Its existence is kept secret from the public.

Fiction aside, the Foundation is a collaborative project that anyone can contribute to. Visit its website. While there is no single canon, it sets a basic framework and lets writers' imaginations take care of the rest.

Technically, SCP Containment Breach is a partial recreation of another Foundation fan game: A video game called SCP – Containment Breach. Nearly identical titles.

In the video game, you play as a "D-Class," a category of personnel consisting of death row prisoners. They are considered disposable and are used to deal with dangerous anomalies, or “SCPs.” While it features multiple SCPs, its main attraction is SCP-173.

Anyway, SCP Containment Breach, an interactive fiction game made with Quest, attempts to recreate the video game's plot, but only focuses on SCP-173.

(SCP-173 is considered the "Original SCP" of the Foundation. When observed, it appears as a statue. When everyone looks away, it can move and will kill you. When working with it, the mantra is “don’t blink.”)

With that out of the way...

My review of the game
Unfortunately, SCP Containment Breach is not even a finished game. I understand that this may be the author's first game. But it is so lacking in detail it feels more like they lost interest and uploaded it just because.

The game begins in a room with no explanations or overhead announcements, only a document about SCP-173. Our prison uniform identifies us as a D-Class while the document suggests that we’re here to investigate SCP-173’s containment. Thing is…

(Spoiler - click to show)

…SCP-173 never shows up in the game!

Look, if the game's incomplete, it's incomplete, but surely you can at least include this central element.

It's a shame because the game made me so excited.

A SCP 173 containment chamber
This is where SCP 173 is suppost to be contained, but he isn't here.

You can go north.

Spelling errors aside, this scene in the containment room ramps up the suspense because the SCP is on the loose. I'm just waiting for it to appear out of nowhere.

Too bad. (Spoiler - click to show)What’s the point of a game about an escaped SCP when there’s no SCP?

There is only one puzzle, and that is (Spoiler - click to show)unlocking the control room door with a keycard. The control room contains a switch that you can turn on and off, but it has no effect. The map is one long hallway with a side room, and it is nearly empty of content.

Also, implementation is rocky. You can repeat putting on the mask ("wear mask" doesn't work, only "put on mask") even though you are already wearing it. Examining yourself only results in "looking good," which would have been a good opportunity to develop the story. I'll leave it at that.

Appearance wise, the game uses a black screen and dark green text that is difficult to read. To be fair, it incorporates three cool pieces of imagery: the document with a photo of SCP-173, an icon for the keycard, and a creepy image of static that you get when you mess with the computer. That's the game's only strength.

In conclusion, I was really disappointed. It gets one star because it's so barebones. But I'll throw in another star because I really like the concept. This game was made in 2013 and is most likely abandoned. If anyone else decides to make an IF fan game of the Foundation, I will happily play it.

As long as the (Spoiler - click to show)SCP actually shows up.

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The System [Early, Early, Early Pre-Build] 0.05, by CloudGrain
I'm into it, October 20, 2025

The hiss of electronics and tubes being vacated of the substances that they had housed is what jars you from an unnatural sleep into consciousness.

This is an extremely short game where you play as a criminal in a harsh, dystopian world governed by an entity only known as "The State."

As indicated in its title, The System [Early, Early, Early Pre-Build] 0.05, the game is in early stages of development. It's also over a decade old and unlikely to ever be completed.

Nonetheless, I will acknowledge the time and effort the author put into the game because it's kind of fun.

Gameplay
This is a Quest game. However, it only uses links, no text input.

The game begins with you being extracted from your cryo-pod. There are roughly half a dozen choices in the game, and they mostly revolve around learning about the story through conversation.

It’s clear that the game is under development. Gameplay consists of (Spoiler - click to show)being led through a facility until you end up in a room with an ominous-looking chair. You are then told to sit. Game ends.

An abrupt and disappointing end, but it’s worth playing for the atmosphere.

Story/Characters
As a prisoner, you are in a "cryo-stasis" program and have been woken after (Spoiler - click to show)142 years of being frozen.

People convicted of crimes are sent to prisons where it's every person for themselves. Do or die. Sink or swim. Prisoners’ memories are also erased to prevent them from remembering their supposed crimes.

Those who come out on top are cryogenically frozen because The State believes their ability to survive a harsh prison environment makes them good candidates for… who knows? The game ends before we learn what the protagonist is going to be used for.

The State is also looking to cut on costs, which means its prisoners are especially disposable. There are other story tidbits to be found, but I'm going to encourage you to play the game if you want to know more. It only takes 3 minutes to play.

Visuals
I enjoyed the art.

A lot of it looks like generic, public domain sci-fi art, but most of it suits the game just fine. The art for the facility (or is it a spaceship?) was successful at establishing a grim, dystopian atmosphere. I will say, the (Spoiler - click to show)blood splatter GIF (used if the player tries to fight the guards) was kind of lame.

Final thoughts
I was conflicted about rating this game because it's so underdeveloped, but since it appears to be abandoned, I'll rate it according to how much fun I had (usually my ratings aren't this simple). Besides, the game shows promise. While its story doesn't bring anything new to the table, I've found myself wanting to know what happens next.

3 stars. I was reasonably entertained.

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The Enchanted Glade, by peter edwards
Moors, Tors, Glades, and other land features, October 20, 2025
Related reviews: Fantasy, Quest

It’s amazing what can draw a person to a game. I chose to play The Enchanted Glade because I really like the word “glade.” It conjures neat forest imagery in my mind. And the game features exactly that.

So, yes. The Enchanted Glade is a fun adventure in the English countryside. You wake up in a hotel room with no memory of where you are or why you’re there. Now, hold on-

You are probably rolling your eyes at the amnesia plot line. Truth is, neither the story nor the gameplay has any focus on the amnesia part. It’s just to create a featureless PC for the player to step into as they frolic about the scene views of Cornwall.

Explore the village of Cawsand and try to uncover its mystery!

Gameplay
This gameplay narrowly avoids feeling under-implemented. There’s not a lot of meat on it, text-wise. Rather it has a less-is-more quality that allows you to appreciate what detail is present.

You are at the entrance to the sea cave.

The waves of the English Channel lap gently at your feet. You are, however, aware of the treacherous nature of the currents hereabouts. Not a place to bathe!

Some of the language (ex. rubbish instead of trash) may be unfamiliar to players due to the English setting, adding to the charm!

What’s unusual is that there is no obvious goal, at first.

This might be a turnoff in another game, but The Enchanted Glade manages to engage the player with this ambiguity. It vaguely informs us that we’re on a mission to find out “what happened,” suggesting that it has something to do with the dryad (spirit) in the forest. It then leaves the player to solve puzzles in their surroundings as they emerge before revealing the gameplay’s true goal.

I enjoy parser games that reward the player for noticing things in their environment. You may not see the (Spoiler - click to show)frog in the bog, but if you examine the grass, suddenly it appears in the location’s description. This meticulous attention to details creates an almost meditative effect that worked well with the game’s simple atmosphere. Things don’t need to make sense right away. Enjoy the ambience and scenery.

Sidenote: For the longest time I've struggled with Quest games because they would inevitably slow down or end the session prematurely if I looked away for too long. I did not have to deal with that at all with this game. I was even able to save the game without needing an account for the Text Adventures website. I’m not sure if this is a new development, but it may encourage you to give this game a chance.

Puzzles
I liked the puzzles, but there is some occasional clunkiness. One criticism is that puzzles are simple but not always intuitive. How are we supposed to know that the (Spoiler - click to show)dryad- who can kill the player- will be appeased by the gold acorn? Or that she wants something at all?

There is also some mild guess-the-verb confusion. (Spoiler - click to show)“Ride dolphin” and “Get on dolphin” does not work, but “Climb on dolphin” does. This game could probably use a formal walkthrough, but there are plenty of hints available on the Text Adventures website if you are willing to read through the comments.

I’ll further discuss puzzles at the end of this review.

Story
I’m not going to hash out all the details (as I often do), but it’s only when we discover the cozy library that we realize the backstory to this quiet country setting. The story then takes on a more mythical feel while still staying ground. (Spoiler - click to show) Somewhere in the forest, a benevolent spirit has been trapped by Dark Magic. There is no action or fighting. It’s focused more on finding harmony with the land to come to this being’s aid.

Not too loud, not too flashy, just the right amount of mystery.

Visuals
The Enchanted Glade features photographs of English scenery for about a third of its map locations. Nothing fancy but I found them quite pleasing to look at. They add depth to the minimal detail in the writing. It all just clicked together.

Conclusion
I was pleasantly surprised by what The Enchanted Glade has to offer. While it may not be the strongest or most complex game you will ever play, it sets itself apart with the low-key mystery and charming setting. Play the game and spend time in Cornwall!

I think I might try some of the author’s other games. Even if they don’t have glades in them.

Also: Below are some thoughts on puzzles. Spoilers!

(Spoiler - click to show)

The clunkiness part had to do with the car park. The bin in the car park is not mentioned in the description even after you interact with it. You can say "x bin" and the game will tell you there is a bin, but only if you guess that a bin exists after examining the rubbish. Even after you put the rubbish in the bin, the bin is still hidden.

The point of buying the ice-lolly is that you throw away the stick in the bin, alerting you to a bottle in the bin. I could not figure out how to buy the ice-lolly, but the hints revealed that you can simply use "take bottle" to retrieve the bottle without having to buy the ice-lolly at all. Oddly enough, examining the inside of bin reveals no bottle. You must know it's already there (and examine the bin first). I failed to find £1 to buy the ice-lolly, so who knows how that would have affected the gameplay.

I’m not sure what the sundial is for. It might have hints about the temple. For the temple puzzle, I just guessed which stone (out of three) to turn. Turning the wrong one means Game Over. It’s the third stone, BTW.

Be aware that a few items appear to be red herrings.

There are a few insta-deaths that you will almost definitely fall for the first time you visit a few of the locations. The nice thing is, once you know what to do, you can zip through the gameplay, making these “Game Over” scenarios manageable. I don’t think it detracted from the game. (Here’s a tip, anyways: Traveling north, east, or west of the bog means game over. It’s rather sudden. All you need at the location is to find an object).

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Alone in the Void, by Gareth Meyrick
1 of 1 people found the following review helpful:
Looks like you slept through the action. Unless it’s only getting started., April 22, 2023

Alone in the Void is a promising Quest game about waking up from cryonic suspension on a ship called the Amaethon drifting through deep space. Twenty years have passed since you woke up, and since then, something has happened. You just need to figure out what it is… and whether it is a threat to you.

The game falls under the sci-fi subgenre where the protagonist investigates a seemingly lifeless spaceship after an unknown incident. Games following this premise that I have reviewed include A Long Way to the Nearest Star, Fall of the Achilles, and Reclamation. Each time I play a game like this I am always eager to find out what happened.

Gameplay
The gameplay starts in your crew quarters after the ship’s computer guides you there upon your awakening from cryonic suspension. Rise and shine! While the messiness of your living space has not changed, the same cannot be said for the rest of the ship.

From the crew quarters, you wander in search of leads. There are no specific objectives or tasks/checklists that the protagonist must pursue. Everything is exploratory, simply trying to figure out what happened to the ship while you were frozen.

There are occasional small bugs and some situational limitations that were frustrating. Such as the (Spoiler - click to show) bathroom stalls in the deck 4 bathroom.

There are five stalls in the bathroom. Four have signs that read “Occupied.” Normally, the decision is obvious. Move on and perhaps check out the stall with no one in it (don’t, actually). From a practical standpoint, given that this ship has supposedly been abandoned for the past 20 years, I feel that some persistence is warranted as part of your investigation. I wish there were a way to knock on the stalls or somehow confirm the occupants/contents of the stall.


Unless there really, really, really is nothing in there for the protagonist. In that case, forget I asked.

Atmosphere
Something bad has happened, that is clear, but there is not a lot of urgency that directs the gameplay. It feels more as if the spaceship is your personal playground following the aftermath of some event that took the rest of the crew while you were on ice. However, there is one exception that deserves acknowledgement.

It comes while you are (Spoiler - click to show) sitting in the seat in the theater. Without warning and in red text:

As you pause to watch the screen, a sudden sound catches your attention from the recesses of the room. You swivel your head toward the source of the disturbance, only to spot a shadowy figure looming near the closed entrance to the lobby.

And if you wait too long, it appears again. Uh oh.

Timed responses can receive mixed reception with players, but the time margin here is reasonable and effectively atmospheric.
It comes out of nowhere and the timing is right to surprise you, spurring you into action.

Finally…
Ultimately, I enjoyed the gameplay even if the atmosphere was underwhelming at times. It is fun because it has a free-for-all self-driven mayhem where loot everything in sight, demonstrate a blatant disregard for locked doors, and grill NPCs for answers (Spoiler - click to show) (see, you’re not so alone after all). While this sort of behavior is often found in similar games, Alone in the Void manages to cultivate a chaotic carelessness that is unique to its plot.

Before I move on, I have some praise for Alone in the Void: The gameplay lacks the sluggishness I often encounter in Quest games. Generally, I don’t think sluggishness is the author’s fault. I usually assume it is a Quest-related technicality. Perhaps it is a computer or browser issue on my part.

Either way, sluggishness slurps the fun out of the gameplay, especially if the game decides to suddenly end while you pause to do something else on another tab. That happens a lot when I play Quest games. While Alone in the Void is not completely exempt from this, it was a smooth ride that took longer to time out when I paused to do something else. Whatever caused this made a difference.

Puzzles
For anyone unfamiliar with Quest, most Quest games have three menus on the right side of the screen for exits, player inventory, and objects in the player’s surroundings. Clicking on items in a menu reveals a set of possible verbs for said object, which helps eliminate guess-the-verb confusion. Through this, you can even skip a keyboard altogether, although I still prefer to use one.

While some Quest games are designed so that navigation via the side menus can be ignored, that is not the case with Alone in the Void. It seems that some puzzles can only be solved by navigating menu options. This was both a strength and weakness. As of *now, puzzles are limited to unlocking doors. One example involves (Spoiler - click to show) entering the cafeteria.

The location description outside the cafeteria reads:

You are in a Hallway on Deck 4.
You can see a Cafeteria Door, Elevator 4 and a Terminal.
You can go down, west, east, north or up.

Examining the cafeteria door says, "But a keen eye will reveal a tiny hole, a chink in the armor - a minuscule orifice tucked away under the words 'Emergency Release.’”

> x hole
The emergency hole is built into the Cafeteria door. Its too narrow for your fingers to fit... maybe if you had something pointed.

The object for the job is the nasty toothbrush from your locker.

However, “Put toothbrush in hole” results in “You can’t do that,” while “unlock door with toothbrush” gets “That doesn’t work.” And no, "use toothbrush" does not work either. The protagonist puts it in their mouth instead. Gross.


The solution to (Spoiler - click to show) using the toothbrush to unlock the door requires use of the “Places and Objects” menu.

Clicking on the (Spoiler - click to show) "Cafeteria Door" link reveals two options that say, "Look at," and "Unlock." If the toothbrush is in your inventory, clicking “Unlock” will automatically unlock the door. This is quite helpful if you are unsure of what item is needed to unlock a barrier. If you gather as many items as you can there is a good chance that no door will stand in your way when you go to unlock it.

Does this detract from the puzzle solving experimentation? A little bit since typing out commands gives the impression that the command itself has no use. But the tradeoff is that it increases player friendliness in the sense that, when it comes to applying the right inventory item to a task, the game “does it all for you.” If you (Spoiler - click to show) have the toothbrush, the game takes care of unlocking the door.

Once I figured out this trick, I was never stuck. But maybe that will (Spoiler - click to show) change later when more of the game is released.

*Initially I wondered whether this could be dismissed as a non-spoiler, but since the argument could probably go either way, I’m playing it safe when I say this: (Spoiler - click to show) Alone in the Void is not a complete game. Eventually you will run into a message saying, “To be continued.” I’m not sure if calling it a demo would be accurate. Sometimes, you can advertise a game as such without it necessarily being considered a spoiler, but since Alone in the Void ends on a cliffhanger, I’m spoiler tagging it.

Story
Alone in the Void is a science fiction game with a mix of horror and mystery. It includes some gore and bathroom humor, and it's no joke when I say that the protagonist seems willing to eat most everything. Like the (Spoiler - click to show) urinal cake. Ugh. There is a bit of a gross factor there, but not too much.

The overarching story behind the Amaethon is surreal, eerie, and thought provoking. It seems that we live in a reality where mainstream space travel exists, but light-speed travel is off-limits. Currently, no ship can go faster than half of the speed of light.

For the past twenty years the Amaethon has been drifting farther into deep space to the point where no other ship, burdened by speed limitations, can match its distance. (Assuming that the Amaethon’s momentum is slinging it faster than any ship sent to track it down. Otherwise, a ship would eventually catch up. However, the Amaethon has a 20-year head start.) What an interesting situation to ponder.

Other than that, an immediate story is still emerging. Like I said, (Spoiler - click to show) the game ends on a cliffhanger.

Characters
PC
The gameplay keeps details on the protagonist at a minimum. We know they are a member of the crew and not much else. While they come off as gender neutral in the gameplay, the cover art hints that we are playing as a male protagonist. It would be cool to learn more. I wonder if they are simply underdeveloped or if there is a big secret about their identity.

I do think that the game needs to be clearer about the protagonist’s role on the ship. Initially I thought that they were in cryogenic suspension on a smaller ship sent to investigate the Amaethon. Once having found the Amaethon twenty years later, the protagonist would be awakened to board the lost vessel.

Not quite. The gameplay soon tells a different story. It seems instead that they were already frozen on the Amaethon and awakened by the ship's computer for an unknown reason. The closest answer is (Spoiler - click to show) from Sophie Malaca, an injured officer in the cafeteria.

You: "Do you know what's happening on this ship? or where everybody is?"
Sophie: "I know about as much as you do, according to all the callanders on board its been twenty years"
You: "From what I've seen so far it looks like people left in a hurry too"
Sophie: "So much so they left two officers on Ice? .... lovely"

(Note: there are some grammar and spelling errors in this game.)

In this exchange, it seems that "officers on ice" refers to crew being put into cryogenic suspension and that Sophie, like you, were frozen and awakened by the computer after twenty years of slumber. But when she says, “they left two officers on Ice,” I wondered who's "they?"


Who gets frozen and why? My guess is that crew are either frozen in emergency situations for their own safety or that designated crew members are frozen and awakened in the event of an emergency to investigate. I doubt (Spoiler - click to show) Sophie has been lounging around in the cafeteria for the past two decades. But all I have right now are speculations.

NPCs
There are (Spoiler - click to show) three NPCs. (Spoiler - click to show) Sophie Malaca (as I mentioned), the robotic toaster in the kitchen, and the automaton upstairs. I wish these characters would respond to a wider range of prompts. Especially (Spoiler - click to show) Sophie since she is the only crew member in sight. Like you, she just emerged from cryonic suspension, most likely before you did.

She also later turns into an undead monster and corners you in the movie theater.


While I can understand why the (Spoiler - click to show) robotic toaster is limited linguistically, I was expecting more from (Spoiler - click to show) Sophie, a fellow crewmember. It would extremely helpful if her character was more responsive since she seems to be the only NPC capable of answering any substantial questions.

What surprised me is that she has a gaping wound (most likely the source of the mess in the bathroom) and you cannot even ask about it. Or the military bandages packet that you found or maybe the ship’s failing power levels. And as for investigating the ship…

You: "Okay, I'm going to continue searching, but I'll come back for you"
Sophie: "You better! - Also becareful, that thing... whatever it is, it's still out there"

Hold on, Sophie. What thing?

That sounds like something we should be able to ask about. My guess is that this “thing” lurking around the ship is responsible for her injury (and later transforming her into an undead creature), and yet she has nothing to say about it when you ask for clarification. Absolutely no response at all.


This also seems like a big plot element. Sadly, we cannot learn more about this development.

Thoughts on setting
This spaceship sci-fi/mystery (and sometimes horror) subgenre often features research or military spaceships as the setting. The Amaethon falls into a similar category, a mining vessel. However, the Amaethon is also a bit unusual. Let’s just say that the ship’s function is not conveyed by its contents. I would never have guessed that it was a mining vessel had the game never told me.

Instead, the Amaethon’s layout gives the impression of a “party ship” or one dedicated solely to leisure. The parts of the ship accessible to the player includes a (Spoiler - click to show) trashed bathroom with a vending machine that sells- you’ll see, an arcade, a movie theater, and a general “store” that strikes you as being anywhere but on a near powerless mining vessel drifting in deep space.

Aside from the (Spoiler - click to show) excess blood pooling on the bathroom floor and Sophie’s injury, The Amaethon gives the overwhelming impression of the aftermath of wild party in a rented venue the night before. This is not necessarily a complaint. It was a fun surprise to see that the game diverts from a generic starship floor plan. I do wonder, however, when the mining part comes into play.

So far exploration offers little explanation of the ship’s mission (if it ever had one in the first place) or its activities with mining. It leaves the player with questions, but hopefully more will be revealed in the future.

Visuals
Alone in the Void has some of the coolest graphics I have ever seen in a Quest game to date. Amaethon seems to have had some serious gamers. And film fans.

There is an (Spoiler - click to show) arcade (plus a Game Boy left behind) and a movie theater. Looking at the screen in the movie theater prompts a clip to play as if you were watching a projection on a screen. Playing video games reveals a clip of the game in action. Even though the player has no control over the (Spoiler - click to show) clip, it is still impressive and gives the gameplay extra dimension.

Also, the game uses a simple but pleasing colour scheme of a black screen with white text and orange links plus accents. Consistent colour coordination can create a more polished look. Sometimes the game will stray from this and use colour coding for dialog or warning text that includes red, yellow, and purple colours. Overall, Alone in the Void has a crisp appearance.

Final thoughts
While (Spoiler - click to show) I was sad that the game ended on a cliffhanger, I applauded the author for making a game that leaves the player curious for more. Its implementation is not perfect and lacks fewer story details about than what I would have liked, but I am also keeping an open mind since the game (Spoiler - click to show) is still under development. The author has already established a concrete foundation of gameplay and setting that sets it apart from other games and carries much potential.

Alone in the Void is a strong addition to the current sci-fi selections of games made with Quest. I hope the author continues to shape it.

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The Witch's Apprentice, by Craig Dutton
Solve creative puzzles to prove your worthiness, September 24, 2022
Related reviews: Fantasy, Quest

The Witch’s Apprentice follows aspiring apprentice Esme Friggleswick, a young woman wishing to be a student of Madam Ingra. Her task is to retrieve a legendary staff from the villainous sorcerer Zandor.

I was not sure of what to expect when I saw the cover art. It gave the impression that it was going to be a Harry Potter riff but turns out I was wrong. I was surprised at how much I enjoyed this game. Its puzzles require strategic thinking, and its gameplay is well paced. I think many players will like this one.

Gameplay
The Witch’s Apprentice has straightforward yet cruel gameplay. Straightforward in the sense that the gameplay is not too difficult and most puzzles being intuitive (although some tripped me up, such as (Spoiler - click to show) finding the hidden coronet). But cruel in that there are a few instances where the game can become unwinnable. Some of these are instances are semi-obvious because it has to do with wasting resources. Do not eat the (Spoiler - click to show) dewberry, for example.

The central gameplay mechanic is collecting items to make potions. At the same time, there are a lot of puzzles that do not directly involve acquiring ingredients. Solving them does not result in finding an items. Rather it merely gets the player closer to a part of the game where there is a puzzle that does produce potion items. This made the game less linear and more complex.

One of the tricker elements of the game is knowing what potions you will need to use. You are limited to what you can make based on the items you find which helps in determining which potions are possible to create. Still, it is a fairly long list of potions, most of which sound like they could be relevant to the puzzles. Out of all of them you only need to make (Spoiler - click to show) three (and you find a fourth one). There are some red herrings but nothing too unmanageable.

Challenges aside, the creativity in the puzzles makes the game sparkle. They require you to think outside the box. For instance, (Spoiler - click to show) one of the potions requires fish scales. Now, you find a fishing rod in the castle. Your first instinct is to catch a fish in the river with the fishing rod, but it turns out the fishing rod is used for a different purpose. Instead, the fish scales are found from the plate of salmon in the banquet hall.

There are some guess-the-verb issues. The "use [object] on [subject]" syntax is frequently used in this game. For example, in the (Spoiler - click to show) cave you knock out the goblin by collapsing the rotting beam in the roof. The phrase, "Break beam with shovel" does not work but "use shovel on beam" does. Once I figured this out this syntax the guess the verb issues fell to the wayside.

Thoughts on Quest
The Witch’s Apprentice is a Quest game that wields a wide variety of puzzles with varying levels of difficulty. I am always hesitant about trying puzzle-heavy games made with Quest because typically the further I go into the gameplay the slower the game becomes. It can get to the point where it takes five full sections for the game to process a command which is why I try to crank through everything as fast as possible, so I have a chance to reach the end. This is NOT the case with game.

In fact, the funkiness with Quest is probably not even authors’ fault. Perhaps it has to do with the website or a problem on my end. I am not sure. All I know is that Quest games that have graphics or built-in maps (both of which are cool) tend to slow down faster than those without them (such as this one). If you have the same experience as me, know that this game take a while before it starts to lag.

Story
There is not a lot of written story content. Rather than having the game flat-out explain the history with Zandor and his wrath, the player learns bits and pieces through the places they visit. The subtleties of the guarded castle and ruined tower all hint at this story which I liked. It is an example of showing rather than just telling.

I would like to think that the game ends with the protagonist becoming an apprentice, but I must confess I only played 99% of the game. If you are able to save with Quest, make sure you save after you (Spoiler - click to show) retrieve Zandor's staff. When you return to Ingra’s cottage and give her the staff, Zandor appears and destroys the cottage. The game then only gives you one move to respond, or he kills you which immediately ends the game. I played a couple times to try to solve this, but I ran out of ideas. Do not let that deter you from playing, however. This is an excellent game, and I would love to see if anyone can (Spoiler - click to show) defeat Zandor. Please let me know if you do!

Characters
We do not learn much about the protagonist besides her name. The game focuses more on her goal of becoming a witch rather than discussing her backstory. While it would have been interesting to know more, I like how the game does not bog down in details.

There are almost a dozen NPCs including humans, animals, and mythical creatures. Game uses "talk to" command for characters, and dialog is brief and witty. I especially liked the talking Eagle who seemed like a character who could appear in The Lonely Troll by Amanda Walker. Character interactions typically consist of "I'll give you this if you'll give me that" transactions but this is offset by other types of puzzles.

The only character interaction that had some vagueness was meeting (Spoiler - click to show) Madam Elsa. We find her confined in a cell with chains that bind her magical powers. But there is no reaction to her predicament when you enter her cell. When you speak to her there are no dialog options that lets the player ask or acknowledge her imprisonment. Nothing like, “gee, what happened here?” Instead, the dialog only consists of either asking her about Madam Ingra (her cousin) or if she has any advice for the player’s quest. At least, the player can free her.

Final thoughts
I would say that this is one of the best puzzle-heavy Quest games I have played (although I guess I cannot say that I have played many to compare it to). But The Witch’s Apprentice would be a great game regardless of if it were made with Quest or not. I was pleasantly surprised with the story and immersed in the puzzles. I recommend this game to anyone.

And on that note, Halloween, at the time of this review, is on the horizon. Over the next several weeks, this may be a festive game to play if you are in the mood for magic, witches, and other spooky themes.

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Survival, by lolz2579
1 of 1 people found the following review helpful:
Not there yet, September 7, 2022
Related reviews: Quest

I was lured in by the cover art. It looked like a surreal, tropical island. In this game you spend the day fishing only to have your boat break down, leaving you stranded on an island. To leave you must fix your boat using materials found on the island.

The gameplay has its merits. There is a health meter which is always an exciting prospect in a game about survival, and I liked some of the scenery, such as the palm tree (I like palm trees in games that take place on an island). But if I am being realistic, implementation drags everything down. Consider:

> x boat
Hmm... it looks like there is something under the boat.

> look under boat
I don't understand your command.

Now, if I click on the link "Broken Boat" (this is Quest, mind you) to access the small menu of options for that object there is an option that says, "Look under the boat." Click on that and the game will let you look underneath, revealing a (Spoiler - click to show) hole poker. In fact, relying on the small menus was quite helpful. I learned that you need to (Spoiler - click to show) fight the bear and to poke the palm tree with the hole poker to get the sap.

Here is my advice: If you want to get anything out of this game USE THE LINKS. TAKE ADVENTAGE OF THE QUEST FORMAT AND CLICK ON THE LINK. Otherwise, you will probably quit out of guess-the-verb related frustration. Not that it eliminated every frustration.

If you try to go north while inside the cave the game says "It's locked! It looks like you need to press letters in the correct order." What is locked? Is there supposed to be a door? Are there buttons? The only thing (Spoiler - click to show) visible in the cave is the bear, and even when the bear is gone there are no doorways or barriers in the room description. Just as I was about to give up, I simply typed “none shall get out,” which was written on the bear after you defeat it. The back of the cave opened, and I was pleasantly surprised that I was able to continue playing.

Some implementation issues merely detract from the polish whereas others simply bring the gameplay to a halt. An example of the former is when the game exclaims that there are fish but when you try to examine the fish the game says there are none. Also, the description of the boat is, "Hmm... it looks like there is something under the boat," even after I (Spoiler - click to show) already retrieved the hole poker. These did not seem so bad. The roadblock I encountered was fixing my boat. (Spoiler - click to show) The back area of the cave has rocks, which seems to be the last material needed to repair the boat (I think). But when I tried to fix it with each material I would get these weird error-like messages and then the material would disappear from my inventory. Eventually I stopped there. It seemed like I was getting close to the end, but I could be wrong about that.

I like the simple puzzles and concept, but I am giving this one star because it is incredibly buggy. It has potential, it really does, but it needs testing and refinement before it can be a finished piece. If an updated version become available, I would love to play it!

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