Time to completion: 40-45 minutes
Groover presents a game in the best tradition of the locked-room murder mystery, featuring a canine protagonist. As with other games featuring canine protagonists, the sense of smell is tremendously important. In fact, in Toby's Nose, >SMELL acts like how >EXAMINE does in Lime Ergot. In fact, the author's note acknowledges the contribution of Lime Ergot and Pacian's Castle of the Red Prince in his coming up with the game's core mechanic.
Toby's Nose is generously and lavishly written; almost everything is implemented and written in vivid, eye-catching detail. As with other games using 'telescopic' observations, the parser remains a uniquely flexible tool to shift the PC's focus from objects distant both geographically and conceptually.
There are generous hints provided, but the writing gave clear enough hints to allow the reader to figure out what's going on. That brings us to another thing unique about this game: the reader has the responsibility to make the observations and deductions. Unlike many other mystery games, the game reveals nothing of the correct answer (i.e. whodunit), not in the form of a notebook, not in the form of a list of clues, leaving any explanation of the crime to the end. Shifting the responsibility to the reader to figure out what's going on invests the reader much more in the game.
As with other dog-PC games, this game remains lighthearted, even when the PC is recalling other characters' sordid details, and maintains a gentle sense of humour throughout. A comment about the ending is below, but overall, I found Toby's Nose a very charming and highly polished game, featuring excellent writing and a good use of the core mechanic.
(Spoiler - click to show)One might complain that the ending of Toby's Nose is a bit of a wall of text. One would not be wrong! However, this echoes the structure of the original Holmes stories - Doyle's idea of a resolution was quite often to have Holmes explain what he had been doing right under the reader's nose - so Groover is perhaps justified in this aspect.
Time to completion: 30-40 minutes
You are 10-year-old Allison. When you were very young you were in a horrible accident, and since then you've used a cyborg body. But today, your parents have prepared a surprise for you... your own spaceship body!
The game is set in a space colony, in which AIs make up a major part of society. Despite that, there is still a distinct division between AIs and 'true' humans, leaving cyborgs like Allison in a grey area. The author takes full advantage of the world building by focusing more on exploration rather than plot - its approach felt a little like some of the moon scenes in Creatures Such as We. The writing is rightly described as charming.
Allison is, on the surface, about a girl's adventures, but the story world has enough detail to allow it to touch on more contentious subjects like discrimination, about identity, about growing up. It feels like a gentler version of Birdland, with its focus on relationships at school (even if those in Allison are entirely platonic), its child protagonist and its themes. Allison is a thoughtful, charming game with a nicely fleshed-out world - recommended.
Smoke and divots and scorching and stinky brimstone – there’s only one thing this could mean.
There has been demons in your garden.
So begins this tale of a God-fearing parish worker whose dog has disappeared. Armed with a motley crew of, uh, vegetables and one puppy, he ventures deep into the depths of Hell. He has to battle various trials and tribulations to get his dog back.
While the premise of the game is rather linear, the puzzles are all fairly straightforward and stand alone. In case you don’t get it, location-based walkthroughs are also available. Some of the puzzles require a small amount of lateral thinking and most will make you smile and go, “Oh, right!”. Although it is possible to die in the middle of the game, abundant contextual hints are provided and it is always possible to undo the mistake. Special mention should go to the endgame, which I thought was (fridge?) brilliance: it was quite a "Why didn't I think of that?!" moment (for me, at least).
There is also some characterisation near the endgame, which provides some background to an otherwise colourless PC and pathos to an otherwise light game. Suitable for those who are just looking for a fun diversion, or who are bad with puzzles.