DiBianca's Inside the Facility won Miss Congeniality in last year's comp, featuring a huge in-game map, a pared-down parser and puzzles which involved not much more than the simplest object manipulation.
The parser in The Wand is similar, with well-circumscribed limits to what verbs might be used. This time, though, we have a much smaller map and a configurable wand to play with, which gives the player different abilities, paring down the parser further.
Puzzle clues are given abstractly, like Flash escape room games of yore. Object manipulation is more complex, since the player can do more with each object. Puzzle-solving in The Wand doesn’t quite have the same snappiness as In the Facility, but there’s some nice framing of the central game premise here.
The Wand is overall a polished game, with a streamlined puzzle system. If you enjoyed this, you might enjoy Sub Rosa by Joey Jones and Melvin Rangasamy.
From the blurb: “A VIP's been murdered at the reservation casino. As the deputy on call, it's up to you to find the killer. You have until morning before the FBI turns up the heat.”
This murder mystery takes the form of a parser-choice hybrid, with an interface reminiscent of Robin Johnson’s Detectiveland. Settings are individually illustrated, and the system is more or less robust, with a separate conversation mode. It may not look the slickest of interfaces - it recalls, vaguely, flash web games with a touch of homebrew about it.
The stakes are not always made clear: there are hints about this being troublesome because it’s on reservation land, and about FBI involvement, but these hints never added any tension to gameplay.
I would have liked a little more flair, a little more panache in the descriptions, but overall this is a mystery which does what’s expected of it.
Swigian is a text-sparse parser game. You are an outdoorsy person of no distinct description (“You look like me” is… suggestive) and… well, let’s start by building a fire.
The player’s only stated motivation is escaping an unnamed group: “them”. I would usually prefer more explanation, but here, in this style, that is enough. You are running from them. That is all I need to know.
Objects are barely described – “That is what it is” – encouraging the player to take the writer at face value. Object manipulation for puzzles is simplified, though most of the usual parser commands have been preserved.
Solving puzzles opens up new areas of the map. While the in-game map actually covers a large area, you only ever spend a short time in each area; often, there is exactly one thing you need to do there. The writing is evocative, but firmly rooted in reality – no metaphor for this, unlike, say, baby tree, another text-sparse parser game.
Overall, a solid game which I enjoyed playing, set firmly in parser’s traditional penchant for object-oriented puzzles.
The blurb tells us that this is ostensibly about one or more abandoned German mines in Czechoslovakia, circa 1949. If I had been playing without that knowledge, I would never have known that.
Despite it being about discovery and exploration, the narration is devoid of excitement. The PC betrays no emotion or indeed reaction to anything. Because of that, it was hard for me to find in-game motivation to keep exploring. Most of the context comes from the blurb, in fact.
While this game could do with a little proofreading and beta-testing for functionality expected of most parser games (the game doesn't end properly, for instance), this game was not submitted without thought: relatively straightforward puzzles whose presentations suggest their solutions, and an object-based hint system. A decent entry, though using the exploration to frame a story would have given it more depth.
Written for ECTOCOMP, Bloodless is a short game which takes inspiration from - what else? - Christie's Murder on the Orient Express. You play a vampire on board a delayed train. Someone's had the life sucked out of them, but it definitely wasn't you. Time to investigate!
Bloodless may not be hugely surprising, but is a solid, short game, with light-hearted, bare-bones narration along with relative straightforward puzzles, of a variety familiar to IF.
Bloodless, being set on a train, has a spatial layout similar to the long, featureless corridors so beloved to this genre, but grouping rooms into carriages chunks them into more memorable sections. Bloodless is a pretty entertaining, bite-sized riff on the vampire genre.
[Time to completion: 15 minutes. This game mentions violence and harassment.]
You leave the village, defying the wills of the "wise men", in search for the heart of the forest. You have nothing, and danger presses in all around.
Krypteia sounds like an allegory, using both the language of adventures and quests, and the familiar language of the "monsters" and the "wise men" will likely be familiar to femme-presenting folk, who are, for instance, so often told not to dress a certain way, lest they invite trouble ("You can't go out dressed like that, the wise men told you. The monsters will tear you apart.").
The theme of metamorphosis suffuses Krypteia. This game diverts based on a single dichotomy: stealth or fierceness. Do you blend in, or do you confront? I found it striking that despite the approach you choose, the PC still loses her identity.
The language used here blends imagery of the wilderness with that of the night-time city, filled with leering men and streetlights. This is also interpreted literally in the ever-moving graphics. Building on that, symbols usually associated with femininity were, here, weapons.
With its purposeful text styling, graphics and sound effects, it is no surprise that Krypteia was nominated for a XYZZY in Best Multimedia, but it is also allegory, social commentary, kinda-fairy tale and a story of personal growth.
[Time to completion: 15-20 minutes]
You are Cinderella, and you must infiltrate the ball to steal the King's secret military plans - and fret not, it's all in aid of the revolution!
The visual novel-style illustrations define the tone of the story and, in parts, deliver information relevant to the story. You, intrepid reader, will need to pay attention to detail, and, like me, you may get imprisoned a few times before figuring out how to escape in one piece.
The directions were my main stumbling block; I had trouble correlating compass directions, map and directional arrows. Otherwise, though, this is a fun one.
Taking about fifteen minutes' playtime for a runthrough, Secret Agent Cinder would make a great lunchtime game - mischievous, well-executed and often surprising.
You are standing at a crossroads. Wherever you go, you will end up at a crossroads.
The writing is memorable: evocative language, unsettling imagery. Visit a location twice, and it opens up. Enter. Participate. Maybe, finally, you'll discover where you are. Some locations recall childhood - a playground; a zoo - but all are deserted. There is a semblance of life, but you never get to see it for yourself.
Quiet piano music, links which set the pace and mutable text illustrate a place which changes only when you're not looking, which constantly keeps the ground uneven under your feet.
In the pattern of my father's long, long legs, Crossroads presents itself as an unsettling, low-interactivity twine. As dynamic fiction, one tends to ask, would this work as static fiction?
Perhaps not. Not without a way to set a reader's expectations, and let the reader discover how they might be broken.
You start out trapped in a dungeon - not an unfamiliar scenario - with a long list of possessions. Not all of them are tangible.
The basic idea behind this is simple enough: choose the right belonging, and you'll move on. The right object is not always obvious, however, and the error messages are unhelpful (probably due to the word count). The landscapes that this game traverses are often surreal non-sequiturs, leaving me to suspect that the inventory objects might have come before the story.
Inventory uses the aesthetic of old-school parser - monospace font, green words on black background, even a command prompt - but I think making it choice-based streamlined the actual process of using the objects.
(Spoiler - click to show)The heart of this game is escape, and it is elegantly brought out - yes, even in such a brief game as this. Escape is always in service of a goal, marks the start of a journey. But escape, here, demands a price: every time you escape from something new, you must give something up. (In this aspect it is tangentially reminiscent of Cat Manning's Invasion.) For what end? Is it worth it? For me, this made Inventory feel much more substantial than a 300-word game should be.
This game was one of the first few games written in the current incarnation of Texture, presumably meant to showcase Texture's strengths and capabilities. At the moment, these are very similar to that of a limited parser. Like a limited parser, Texture lends itself to focusing on a small collection of verbs while giving the reader some ability to interact with the environment (compared to, say, purely choice-based games), and it is used here to simulate making and redirecting conversation, to surprising effect.
There is an elegant twist in this, and it's pleasingly circular, topping off the whole game like the proverbial cherry on the ice cream. Predictions is brief and very largely linear, but hides a positively delightful surprise.