An Ectocomp game with the name of what is usually a joyous occasion is quite the juxtaposition. In this short game, you are preparing for your wedding day, and everything about the preamble suggests reluctance, hesitance; it is immediately clear that this is no consensual union. The wedding is a matter of practicality, as many are, and this affair was the best you were going to get.
The author’s light touch with world-building is not unlike watching a theatre backdrop: sketched out with just enough details for the reader’s imagination to fill in the gaps. Of course, this treads the line between minimalism and under-implementation, and one might argue for the description of this or that.
Like The Unstoppable Vengeance of Doctor Bonesaw (to compare ECTOCOMP to ECTOCOMP), Wedding Day seems at first to have a single path laid out, waiting for you to walk it. But the parser effectively masks the second ending hinted at in the ABOUT text, which gave it satisfying depth for a game with a carefully limited scope.
You're on the train to meet your family for the weekend, and the thought fills you with dread.
The cover suggests a cutesy story aimed at younger readers; the blurb suggests something deeper, with a hint of unhappy family life.
Vague allusions to emotional baggage (at least in the branches that I played through) and a mundane beginning taps on a common urge in IF, though not necessarily the most attention-grabbing. Infrequent binary choices are sprinkled in the midst of linear text. The sheer amount of linearity actually hides the broad branching, and players might be put off from replaying by the verbosity. Conciseness would have helped this game, but at least one of the branches is weird enough to warrant all this.
Off the Rails has some good ideas, but could be more compellingly presented.
“Partial” may be in its title, but its length is pretty much unknowable. Links nest in links, and upon replaying, one is likely to find something completely new, suggesting a cobwebby tangle of links from idea to idea.
A short, easily overlooked interactive, more meditative practice than game.
Black Marker is a game about censorship in an authoritarian regime. In this case, though, the redaction masks a mystery, and you can choose the types of information to censor.
This game is not the first of its kind. Other notable examples include Blackbar and Redactor. In Blackbar, you have to guess the redactor word - you play an anti-censor, where you must create meaning from what was eradicated by government censors. Redactor is probably closest in implementation, but with the added pressure of a time limit. Black Marker, however, grounds the material in its own universe, with a coherent storyline across pieces of material.
Select one piece of information, and all the phrases in the passage relating to that piece of information will be censored for you. The game penalises both censoring too much or too little, and so requires a little more thought than just clicking phrases at random. Where the game could have been stronger, though, is the emotional heart - the player character is little more than a faceless actor, and having some in-universe intrinsic motivation to do one’s job - or not do one’s job - would have heightened the tension in Black Marker.
This is a Twiny Jam game (hence, a short Twine) in which you are a mermaid - think sirens. But instead of luring sailors to their death for seduction’s sake, you’re doing it for your sister and your survival.
This game casts the sirens’ song as performative: born not out of a desire to seduce, but of necessity. Each attempt to lure a ship to its doom is built on the backs of your sisters. No one can win: either they die, or you perish.
Although tiny, little mermaids reveals just enough about the universe to form a thought-provoking retelling of the mythology surrounding sirens.
Trapper is a private detective of the equine variety, and he’s been called in to assist the police in investigating the mysterious death of the mare Serene Lotus, who was seen to be behaving oddly before her death…
Like Owlor’s other games, this game borrows the anthropomorphised pony aesthetic of My Little Pony, but really it’s a neat noir/horror mix based on the urban legend of the Elevator Game, and evidently by the stories surrounding Elisa Lam’s death.
If you’re familiar with the urban legend, then it will perhaps be the implementation rather than the reveal of the core mystery that draws you in. If you aren’t: look past the benign-looking illustrations to the weird and horrifying amongst the mundane. Owlor’s line illustrations are used to great effect here (note, though, that the illustrations are not described in the text), and the screenplay-like format gives the sense of distance, of watching in from a CCTV ourselves.
The Elevator Game is a satisfyingly creepy implementation of an urban legend/creepy story that has made its rounds in certain corners of popular media.
This game is something like All I Do is Dream by Megan Stevens from last year’s IFComp. The insomniac PC must decide whether to get out of bed, because of a lingering urge to wash themselves - despite having already done so. This game is a bit vague, but it’s an attempt to describe a particular state of mind. It ended, though, before it could get into the meat of the matter.
That said, short, one-topic games like this make up the IF ecosystem, even if most of the IFComp games tend to be more ambitious. I am grateful they exist. I am glad the tools exist to allow people to create games without any expectations of form or substance.
Something is much smaller in scope than the typical IFComp game, and a little forthrightness could have turned it into a sharp, glittering small thing.
The student rushing a big project has been the subject of many a game. Perhaps it’s an extension of the My Grubby Apartment trope. Perhaps it reflects a certain IF-making demographic. It’s not always well-done, but last&final is a creditable contribution to this ‘genre’.
This genre often gives, at most, a vague nod to the actual content of the project, focusing rather on the peripherals, often procrastination. But here, describing the incremental steps required to create a facsimile of real life adds to the creepiness. When machines have a precision far beyond human perception, how do you know you’re imitating real life details? Where does the border between mimicry and wishful thinking stop? Might you spend all your life fiddling with tiny details, only to notice that you were creating something totally alien?
last&final uses deliberate choice placement to create a rhythm in the prose. Combined with the disorientation of being alone in a big building with its own rhythms and seeing a part of its life you never otherwise see, and personal experiences of fatigue-sharpened senses, last&final presented a creepily plausible horror story.
You are a parasite. You manipulate dreams — no, you corrupt them. In this brief game, you have just one target, one dream. But although you bring corruption and fungal decay, your target’s circumstances make the decision to corrupt a bit more complex, both because the consequences of corruption are not initially clear, and you can stop the corruption at any time.
Corrupter of Dreams is succinct, but manages to establish the PC’s motivation and the key dilemma early on. Without this dilemma, this would have already been an interesting game; I enjoy one-verb or limited parser games because of its limitations and the subversion of parser conventions of offering as many synonyms to make it as player-friendly as possible. But introducing a reason not to go down the obvious route made the route that much stronger.
This is a short, simple concept executed well within its contraints.
You are a maverick (and frankly dangerous) scientist, and, at long last, you have your crowning glory: the time scryer! Allowing you to see into the future - well, ten minutes - it might finally be your way out of obscurity…
The premise - which you might have guessed from the “escape your fate adventure” description - was intriguing. I’d expected something like (Spoiler - click to show)My Angel or The Art of Fugue, which play around with delayed actions, but Inevitable is so short that that never really comes into play. There simply isn’t space for repeated themes, because there’s no space for repetition.
This game’s style is jocular in the way that, say, Peregrine Wade’s work is. Its brevity means that the humour and style never gets overbearing; on the other hand, the payoff could definitely have been more dramatic.
I’ll admit that I’m not fond of the “mad scientist” genre. Works in this genre rarely seem to acknowledge the incremental nature of empirical scientific research. Also: unappreciated brilliance does not a maverick scientist make — rather, it is the lack of accountability; the refusal to document anything; the insistence on unsafe practices. But that has little to do with this game - so that’s all I will say now.