Reviews by Mike Russo

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Somewhere, Somewhen, by Jim MacBrayne
5 of 5 people found the following review helpful:
Toilsome fantasy adventure, July 9, 2021
by Mike Russo (Los Angeles)
Related reviews: ParserComp 2021

Reader, a confession: I have played a large amount of IF over the last few decades, but have never been able to dip more than the tiniest toe into Zork before I get bored and wander off. I’ve faffed around in the white house, reconnoitering the mailbox and display case and thinking “this will be fun!” as I lift the trap door and enter the Great Underground Empire – but despite making that descent at least half a dozen times, I have no clear memories of actually accomplishing anything down there, my impressions a uniform smear of over-large maps and exploration-punishing mechanics like time and carrying limits and the murderthief, which always lead me to abandon the attempt.

I’ve read a bunch of appreciations so I certainly understand why this works for others, and some of this is definitely down to expectations – I got into IF in the early days of this century, when a wholly different set of design aesthetics was in the ascendant, so while I’m as subject to nostalgia as the next person, I’m not nostalgic for Zork. And some of it’s down to the ridiculous plenty of the modern age – when Zork was the only thing going, beavering away at its devilish puzzlery was I’m sure the glorious work of many a late night and weekend. Here and now, though? It’s hard to justify the time investment to myself when I’ve also barely scratched the surface of Counterfeit Monkey, to pick one example from literally hundreds.

I bring all this up to lay the groundwork for my two central takeaways for Somewhere, Somewhen: 1) it’s pretty Zorky; and 2) I really didn’t get on with it, partially though not exclusively for the reasons I’ve never got on with Zork. If Acid Rain, the game I played right before it in the Comp, was an example of an old-school game whose archaisms don’t stand in the way of contemporary enjoyment, Somewhere, Somewhen serves as a caution for how easy it is for this approach to go awry. A custom-parser fantasy adventure with a wacky mix of magic and anachronistic technology is certainly appealing to a specific audience, but I think even their patience would be tested by SS’s sprawling, red-herring-choked map (including one literal red herring – no, this doesn’t make it better), arbitrary puzzle design, and too-dense prose. There are some individual puzzles that aren’t bad, and the custom parser is pretty well implemented, but ultimately I didn’t find much to enjoy.

The game doesn’t put its best foot forward, which is part of the issue. After a quote from The Raven that doesn’t connect to anything in the game so far as I could see, you get a vague but wordy introduction where you’re plucked from your ordinary life (in the regular, real world? It’s unclear) and told by a mysterious voice from beyond that you’ve been chose to retrieve an unpronounceable MacGuffin that the mysterious voice and pals have somehow lost (adding insult to injury, when you finally find the MacGuffin at the end of the game, it has only a default description, underlining the arbitrariness of proceedings). Then you show up in a deserted labyrinth, and well, this is the description of the initial location:

"You are in a high-domed and circular chamber suffused with a soft ambient light, which seems to have no obvious direct source, but which appears to emanate from the very walls and ceiling. On those walls, at some distance above your head and spaced at equal intervals around the periphery of the room are six inscriptions deeply inscribed into the vertical stony surface. There are thus first, second, third, fourth, fifth, and sixth inscriptions. In the very vault of the dome and well above your head there’s an aperture. Deeply embedded into the floor of the chamber there’s an inlay. Beside you there lays a lamp and sword."

Yes yes, lamp and sword, but it’s too wordy, and the parser doesn’t allow you to abbreviate the inscriptions to FIRST, SECOND, etc., so you’re in for a lot of typing to fully explore things. And before you’ve gotten a chance to get to grips with your surroundings, the mysterious voice comes back and tells you how to solve the first puzzle, which by that point I’d only started to dig into.

After this rocky beginning, it does improve for a bit – that initial puzzle gives you some magic words that open portals to various other locations, which each have a couple of puzzles to resolve, mostly hinging on unlocking doors and collecting kit. And the writing starts to get a bit more fleet, though it’s never a real draw. By the time I was about a third of the way in, though, I started having additional complaints. First, the various locations you explore are fairly monotonous – there’s a castle, a cellar, and a hall that all felt pretty much interchangeable, though a deserted village at least somewhat changes things up – but have large, sparse maps. There’s an EXITS command to help with mapping, but it has some issues, like closed doors not being listed and a few exits opened by puzzle-solving not being included even once they were available. There are also one-way connections that require a lot of step-retracing, and non-cardinal directions (northeast, southwest, etc.) are used without much rhyme or reason, which complicated getting around to no real benefit.

The other issue that reared its head at that point was the inventory limit. Its existence was predictable enough, but what was less predictable was that worn items still count against it, and the conveniently-provided carryall you get towards the end of the first act also has its own limit. And as mentioned above, there are rather a lot of useless items and red herrings scattered throughout the game – in addition to a number of critical ones only findable via SWEEPING DUST and LOOKING UNDER and LOOKING BEHIND – so you will run into this limit, and it will require a whole lot of inventory-juggling and backtracking, which combined with issue number one (remember those sprawling maps?) makes much of the mid-game an unfun exercise in logistics.

The puzzles themselves are a mixed bag. Most are pretty traditional and straightforward – collecting ingredients for a witch’s brew, navigating a maze, solving riddles, getting an iron key with a (Spoiler - click to show)magnet – but there are a few that rely on authorial mid-reading. One late-game puzzle requires realizing that a safe has a key lock rather than a traditional dial one, but there’s no indication of that in any of the descriptions I found. And then there’s the riddle that had me tearing out my hair – I’m going to spoil it, because if you try to play Somewhere, Somewhen you’ll need it spoiled to. Getting into the witch’s cottage requires entering a code on a keypad (remember what I said about the wacky mix of magic and technology?), clued with the following message:

"Winifred accepts digits
spider’s legs and octopus
arms on weekdays."

Right, so that’s 885, easy enough. But no! “Digits” is meant to indicate that you should type a 10, and “weekdays” translates as 7. Maybe this is a Downton Abbey joke (you know, “what’s a week-end?”) but it sure requires some trial and error. And some of the puzzles like this are item-based, so playing the game straight would require a whole lot of item-hauling to enable you to run through the red herrings and figure out which are actually useful. Others might have the patience for this, but I very much don’t, especially when the rewards of advancing the story and exploring more of the setting are pretty lackluster – I started having regular recourse to the hints about halfway through, and didn’t regret it one bit.

I’ll close by repeating that the custom parser is actually pretty good for such things. It doesn’t like abbreviation of objects, and you can’t interact with objects in containers or on supporters, even to examine them, without first taking them (I haven’t mentioned the inventory limit yet this paragraph, have I? Yes, this makes the inventory limit even more annoying. And it applies to the caryall too). But other than that, it affords most of the conveniences of a modern system, including being able to recall recent commands. It’s clear a lot of time, energy and enthusiasm went into coding it, and I’m sure that’s true of this big game as a whole – and for someone looking for another Zork to pour hours and hours into, I could see Somewhere, Somewhen being the most fun they’d have in this Comp. But for someone like me, who’s barely ever been eaten by a grue and sees a flood control dam and just wishes the whole thing were over, it sadly misses the mark, especially with a bunch of other games I’m excited to get to.

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Acid Rain, by Garry Francis
3 of 3 people found the following review helpful:
Old-school but approachable, July 9, 2021
by Mike Russo (Los Angeles)
Related reviews: ParserComp 2021

The gods of randomization decided I should play both of Garry Francis’s games back-to-back, so here we are with another older-school Inform game – but instead of the tepid parody of Danny Dipstick, with Acid Rain we’ve got a puzzle-y adventure that I quite enjoyed. Sure, it’s got some player-unfriendly archaisms, like an inventory limit that adds nothing to the gameplay and a too-tight time limit that required a restart, but there’s definitely pleasure to be had in scratching a familiar itch in a well-designed, well-implemented playground.

Per the ABOUT text, this is actually a reverse-engineered reconstruction of a game from the late 80s, which helps explain the title – I grew up in the northeast U.S. in a similar time period, and remember hearing lots of worrisome news stories about acid rain, so using it as an ominous near-future setting element makes sense in world before a regional cap-and-trade system (the endearingly-named RGGI) got the problem under control. Acid Rain isn’t about getting recalcitrant Reagan Administration officials to take Canadian concerns about trans-national pollution seriously, however – instead you’re some flavor of scientist driving home from a conference when your car dies due to a drained battery. Good thing your car fetched up right outside the mansion of a mad scientist, who’s surely got a replacement battery stowed somewhere amidst all the junk from their electrical engineering hobby!

It doesn’t take long for the structure of the game to emerge – you’re quickly trapped in the house, and in addition to finding a new battery, you also need to gather a bunch of components to create a door-opening gadget so you can escape. There are also a host of strangely-behaving animals scattered throughout the mansion, serving as both barriers and occasional sources of assistance. Some of this is explained (the animal stuff), but some of it you just have to chalk up to text adventure conventions (why the mad scientist made the front door automatically trap visitors inside, but then also provided a sign clearly laying out the situation and a note with a list of the parts needed to build the opener).

This isn’t the only way Acid Rain is a bit of an archaism: as mentioned above, there are some retro design touches that maybe provide some aesthetic pleasure to grognards, but serve mostly to annoy in the here and now. The refusal to allow X NOTE or X SIGN to reveal what’s actually written on them is just a niggle, and the inventory limit isn’t too harsh, though I ultimately found it rather pointless since it doesn’t force any decision-making or interesting gameplay, just a bit of backtracking tedium. The time limit is the worst offender here – you start out with a flashlight with limited battery power that will die if you take too long exploring the dark house, which I don’t believe you can recover from. There are new D-cells available within the house, and they appear to function indefinitely, but they’re not in a place you’d reasonably expect to find them meaning it’s pretty much blind chance whether you come across them in time to avoid a restart.

On the flip side, the game is well implemented, with a surprising amount of scenery implemented and some nice conveniences too. It’s definitely possible to die, but a quick UNDO sorted any trouble out, and there’s a character who provides in-game hints. I didn’t need to use this feature much, though, since the puzzles are typically well clued and fit the world reasonably enough once you grant the premise. There’s nothing you haven’t seen before, but they’re satisfying to work through, with a bunch of keys to juggle and animals to feed on the easier end, and a secret passage to find and a code to decipher on the harder side. The code was probably my favorite puzzle, as it’s possible to solve via brute force but also has a good number of clues for those who don’t like grinding through such things.

Is Acid Rain anything other than a scavenger hunt through a medium-sized map of rooms that primarily hold one gettable object and one bit of scenery? No, and if that kind of thing isn’t your jam, or you’re easily turned off by clunky gameplay elements that haven’t stood the test of time, nothing here is going to change your mind. But if you’re the sort of person who sometimes looks at a long list of ice cream flavors and picks a vanilla – occasionally, one just wants the simple thing – Acid Rain fits the bill.

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Danny Dipstick, by Garry Francis
3 of 3 people found the following review helpful:
A more polite Leisure Suit Larry, July 9, 2021
by Mike Russo (Los Angeles)
Related reviews: ParserComp 2021

If you are a gamer of a certain age, you will look at Danny Dipstick’s title and blurb (“You need to find a girlfriend, but all the girls think you’re a dork. Try to overcome your dorkiness to pick up a girl”) and feel a cold pit of dread form in your stomach, suffused by a terror far beyond what your quotidian Amnesia-clones could ever hope to induce: yes, in space-year 2021, we’re looking at a Leisure Suit Larry parody (though apparently this is a reimplementation of a 1999 original, which is still late in the day for such a thing but is a bit more understandable).

I never really played any of the LSL games (one friend had a copy of the third one but we couldn’t get very far, so my only memories were of answering dry trivia questions to defeat the copy protection, and then making a beeline for a set of binoculars that allowed you to see an at-the-time-exciting pair of pixelated boobs), but my understanding is that to the extent they worked, it was because most of the jokes were at the protagonist’s expense and the games weren’t nearly as lecherous as they seemed to be. This is a delicate balance to strike at the best of times, and given the way parody heightens and deforms its inspirations, my hopes were not high.

The good news is that Danny Dipstick isn’t going for parody or exaggerated laughs, so it mostly avoids the kinds of gratuitous offensiveness I’d feared. The bad news is that I can’t tell what it actually is going for. Neither the puzzles, the plot, nor the writing seem to be trying to stand out in any way – the game is perfectly functional and moves the player from point A to point B, but I’m couldn’t tell you why the author wrote this game in this way at this time. There’s perhaps a clue in the ABOUT text, which reveals that this was originally an assignment in a computer science class, and while Danny Dipstick is polished far above the level that implies, I couldn’t shake the feeling that the game was written to build and demonstrate familiarity with programming, with the player experience coming second, not because it’s actively bad, but because it’s frustratingly flat.

The gameplay provides a good example of what I mean. You’re told from the jump that there are three things you need to do to get a girlfriend: fix your bad breath, get some better clothes, and develop social skills (one of these seems harder than the others…) These objectives are available at any time via the STATUS command, and each can be met in a single, clearly-signposted step. The game plays out over a small map of maybe a dozen locations, most of which offer up two or three possibilities for interaction. There are a number of characters, all of whom are looking for one and exactly one item, and who as far as I can tell respond only to TALK TO, with ASKing about other topics not leading to anything interesting. The author provides frequent prompting, if not hand-holding, to make sure you’re able to progress (my transcript is littered with a lot of “You should…”s), which keeps things on track but drains the sense of agency.

The puzzles are of a piece with this general approach. There are two main puzzle chains, both of which require a little bit of poking around to start, but which run quite similarly: once you find the initial object, it’s very clear who you should give it to, which then leads to you acquiring a second object with a likewise obvious use, and then there’s an even more obvious final step to take to wrap up the game. Everything works fine, but there’s nothing distinctive or interesting about any of it.

As for the writing and plot, they’re certainly there? Again, this is largely a positive, because when I went onto the dance floor and saw two women described primarily via the colors of their dresses and hair, I cringed. But it turns out once you solve the relevant puzzles and talk to them they’re reasonable people, partnered up but happy to chat with Danny and help him out after he does them a good turn – and while his opening lines are awfully smarmy, they’re not too bad in grand scheme of things, and once it’s clear they’re not interested in a date, he’s basically respectful. This is much much better than gratuitous offensiveness, of course, but it’s also kind of boring! There aren’t many real jokes, or at least few that landed for me (there’s a bit about a guy taking up collections for the Society for Retired Adventurers…), but it feels like the game isn’t even trying for laughs.

(I should point out that the exception to this overall inoffensiveness is the character of the convenience store clerk. He’s described as ethnically Indian, with a thick, hard to understand accent, and his main personality trait is extreme indolence. And after you complete a transaction, he says “thank you, come again.” So this is Apu from the Simpsons, again presented not so much as a parody or the opportunity for a joke, but just as Apu from the Simpsons, plus calling him lazy. Not great!)

Danny Dipstick at least doesn’t wear out its welcome – it takes maybe ten minute to go from utter loser to having a beautiful girlfriend – and it’s cleanly implemented in Inform 6, with no parser awkwardness to speak of. But I found it a quintessentially inessential game, and there’s not much I’m taking away from it beyond the mild relief that it wasn’t as bad as I’d feared.

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Loud House 'game on', by Caleb Wilson
3 of 3 people found the following review helpful:
Promising first effort, July 9, 2021
by Mike Russo (Los Angeles)
Related reviews: ParserComp 2021

A quick disclosure to start out this review: while I don’t know him personally, Caleb Wilson was an early and perceptive tester on the game I wrote for last year’s IFComp. I don’t think that dramatically undercuts my ability to assess a game with a reasonable degree of impartiality – one strives for professionalism, after all – but I definitely went into this one with some goodwill.

That goodwill was quickly tested, though, as Loud House ‘game on’ doesn’t make the best first impression, with doodly cover art, no ABOUT text, and a default X ME response. The basic setup – you’re a kid who wants to buy a new video game, and needs to collect some stuff from your siblings to make that happen – is fine enough, the writing is enthusiastic in a way that’s occasionally catching, and while the jokes are juvenile a good number land, but there are still tons of typos, objects with default descriptions, takeable scenery, and guess-the-verb challenges. Trying to figure out what Caleb was getting at with this was bewildering, and I wondered if it was aiming at parody, or if there was a meta layer I was missing? Eventually I got to a point where I couldn’t figure out how to progress, and in frustration I checked these forums in search of hints or a clue as to what was going on, and I came across this post.

If you have the common sense God gave gravel, you’ll see where this is going: Loud House ‘game on’ was written by a different Caleb Wilson, who is ten and entered a fan-fiction game about a cartoon he likes into the Comp (as one of approximately ten million Mike Russos, including at least one other who posts about IF stuff occasionally, you’d think I’d be more attuned to such things). Upon finding this out, I blinked, looked over the transcript I’d been annotating with increasingly-snippy complaints about spelling and grammar issues, and felt like the worst human being in the world – and then went back to the game and, expectations appropriately reset, had a much better time with it.

So yes, there’s nothing pomo here, it’s just a first game from a young author with a good amount of first-game-itis, but actually some real promise too. What starts out looking like a simple collectathon of running around hoovering up every quarter you find actually goes through two game-changing shifts, with a second act that riffs on a bunch of additional cartoons in a bunch of higher-action mini-scenarios, and a riddle-y finale. This change of pacing enlivens the mid-game, and I found the humor in this section landed better for me (I especially liked the joke that sees a lion suddenly pop up in your inventory), though maybe that’s because I was more familiar with its references and tropes than the Nickelodeon cartoon that’s the basis for the first bit.

While a couple additional passes for polish wouldn’t go amiss to iron out grammar, tweak some puzzles (I was stymied by the football puzzle since it didn’t seem to make sense given the rules of football), and add some synonyms (a hint for anyone else having trouble using weapons – try throwing them rather than hitting or stabbing with them) Loud House ‘game on’ is actually quite a good time. So now the next time I see a game from Caleb Wilson, I’ll still be looking forward to playing, regardless of which of them wrote it!

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Snowhaven, by Tristin Grizel Dean
4 of 4 people found the following review helpful:
Moody in a good way, July 9, 2021
by Mike Russo (Los Angeles)
Related reviews: ParserComp 2021

The central business of this evocative Adventuron game is cooking, and appropriately enough, on starting up you’re given a choice of seasonings: the story can be served up pleasant, “emotive” (said emotion being melancholy), or sinister. Of course, sometimes chefs who vary a dish too many different ways find their reach exceeds their grasp, and Snowhaven unfortunately runs into same coding issues that add a sour note to proceedings. But like the old family recipe the protagonist cooks for their visiting sibling – a hearty mushroom stew – its warm, earthy flavor overcomes such minor mistakes.

I haven’t played many Adventuron games, but almost uniformly, I find they set a very strong mood – and that’s the case here, too. The austere, near-ascii graphics are certainly a draw, but the prose isn’t far behind: it’s typically unobtrusive, but every once in while I’d come across a line like the one describing freshly-dug parsnips as “white and wrinkly as a witch’s finger” and smile. The two variations I played – pleasant and emotive – share the same map, plot, and most of their puzzles, as well as a similar wintry, lonely vibe. But they each put their own spin on things through a few well-recast details. Praying at the grave of your grandfather in the pleasant version leads to a wistful reflection on how one generation cares for the next before passing on, for example, whereas in the emotive one the grave is your wife’s, and prayer leads to a moment of sadness and regret.

There’s not so much a plot here as a situation: we’re in a primeval, near-abstract wilderness – a person, their dog, a stream, some books – with Snowhaven suggesting a few reasons why they might be out there and how they might feel about it. Then the business is all about gathering some ingredients so you can welcome a long-unseen relative with a gift of food. The puzzles are similarly low-key, as most of them just involve finding bulbs of garlic or hardy herbs in the places you’d expect them, then chopping and throwing them in the pot.

There are a couple harder puzzles that skew more traditional – guessing a locker code from careful examination of the protagonist’s home, building a snare to catch rabbits. And contrarily, there are also a few places where the game requires the player to be assumptive about what they want to do in a way that doesn’t comport with text-adventure conventions (I’m thinking of the puzzles where you need to find the lost soap, or get bait for the fishing rod – the solutions are completely logical, even obvious once you know the trick (Spoiler - click to show)(FIND SOAP and DIG WORM) but they’re nonetheless tricky since you need to interact with objects that aren’t “really” there). Both these approaches mix things up, but I still preferred the more quotidian tasks that make up the bulk of the game, as they better fit the gentle, lonely mood that’s the major strength.

I have a second expectation I bring to an Adventuron game, which is that I’ll struggle with the parser – I understand action construction isn’t as robust as in TADS or Inform, and it has some distinctive foibles, like the way it sometimes bluffs you about the existence of objects that aren’t actually there. Snowhaven suffers from these issues, but unfortunately adds some significant bugs on top. Some of these are just silly, like being told I couldn’t leave the cabin without the soap in the same response that then told me I’d successfully left the cabin without the soap. But my first emotive playthrough dead-ended when TIE ROPE led to an attempt to tie it to itself, and then the thing simply vanished. And I didn’t win my second time either, since I couldn’t get carrots out of the storage locker – TAKE CARROTS led to “You take a few carrots out of your store of frozen vegetables”, which seemed promising, but after a line break I saw “You can’t do that,” and in fact no carrots were ever taken.

There’s definitely been some care taken with the implementation – there’s a lot of scenery, I only found one typo (“No sooner than you sitting down to rest”), there’s an achievement list, and unnecessary actions like the aforementioned PRAY are rewarded (speaking of rewards, there’s also a potentially-remunerative easter egg that I felt clever for finding). But the coding of the actual game logic doesn’t have the same attention to detail, which is an awful shame. A similar misstep is the requirement of pinging the author to get a password to access the third, “sinister” take on the story – I’m already fairly sure I’d get less enjoyment from a less-gentle version, and it’s probably not wise to add an additional barrier to entry when there are 17 other Comp games waiting to be played.

But in the end I didn’t find these drawbacks all that meaningful. Snowhaven isn’t a game you play to be a completionist, or for bragging rights for working out all the puzzles – it succeeds at creating a place and a mood, with everything you do in that place rather incidental. I’ll look forward to an update or smoother post-Comp release, and maybe one day check out the version where I can be eaten by a bear, but I don’t need anything more from Snowhaven beyond what I’ve already gotten.

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Project Arcmör, by Donald Conrad and Peter M.J. Gross
3 of 3 people found the following review helpful:
Pretty, brutish, and short, April 23, 2021
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2021

(I beta tested this game)

Project Arcmör is a Twine horror/sci-fi hybrid that has no compunctions about killing you. Most frequently this will happen when half-glimpsed test subjects tear you apart, but the game’s true baddies aren’t the man-eating mutants: instead that’s capitalism in general and the Star Quorp corporation, your employer, in particular. This what-if-businessmen-are-the-real-monsters angle goes back to the birth of the sub-genre (i.e., Alien and Aliens), but it’s well-realized here, giving rise to some entertainingly dark satire and enlivening an otherwise-familiar scenario with a bit of social comment. Stir in some darkly-evocative pixel art and you’ve got a recipe for some good, bloody fun.

Let’s start out with that whole “you’re going to die a lot” thing. You play a colonist who’s been deep-frozen for the trip to whatever interstellar hellhole the company wants you to settle, and who’s unexpectedly thawed out when your ship encounters a derelict hulk mid-way. The ship’s computer has chosen you to head through the airlock and try to render assistance, which involves navigating through the defunct ship’s dark halls solving a few small puzzles (straightforward enough) while not being ripped limb from limb by the aforementioned monsters (much harder). Fortunately, unpleasant as these repeated gibbings must be to experience, they don’t set you back much – not because death is a trigger to reload a save (though I mean, you can if you must), but because the indefatigable ship’s computer will just defrost the next colonist in line to try again. Each is distinguished only by their ID number, which ratchets down by one after each gruesome killing, making me very curious what happens if you manage to run through the lot.

The lovely visuals help make this live/die/repeat cycle go down easy. I usually tend to tune out the visuals in IF, but here I found myself enjoying them just as much as the prose. They paint the derelict in moody blue-black tones, though of course there’s more than the occasional burst of red. There’s also some nicely understated animations that serve to enhance the mood, a sidebar map to make navigation clearer. Unlike some high-production-value pieces of IF, though, the graphics don’t mask weak writing, which on the contrary is nicely done as well, efficiently laying out the scene and boasting a bone-dry wit that helps the dark humor land. Your one companion (well, other than the monsters) is your ship’s computer, VAL, and in between bouts of puzzle-solving, you can call it up for a chat, allowing it can remind you of your goals and drop barely-coded hints about your ultimate expendability and low prospects for survival. My favorite bit of writing is from the best ending, which I’ll put behind a spoiler-block:

(Spoiler - click to show)You are greeted with a hero’s welcome.

“Congratulations! In recognition of your outstanding performance, StarQuorp™ would like to reward you with unlimited access to oxygen during the rest of your time on board this vessel.”



However, the StarQuorp colony ship was designed to operate without human supervision. The supplies of food and water on board have been sealed for transport.

Eventually, you starve to death.


I repeat, this is the best ending.

The game underlying all of this is, as mentioned, fairly straight-ahead. There are a few small inventory puzzles, and a climactic choice leading to one of three different endings. I also found a few easter-egg-like interactions using some of the many items left lying around the abandoned ship, though I wanted there to be more of these, or at least for them to have more impact on the world and story. Still, there’s nothing wrong with a focused game with a unified, effective aesthetic, which Project Arcmör boasts in spades.

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So I Was Short Of Cash And Took On A Quest, by Anssi Räisänen
2 of 2 people found the following review helpful:
Fun but underripe, April 23, 2021
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2021

So I Was Short of Cash… is a rarity in this Spring Thing, as it’s a story-light, puzzle-focused parser game that doesn’t take itself too seriously. I found it a nice change of pace, though the implementation is awkward enough to prevent it from going down as smoothly as I’d like.

Plot-wise, SIWSOC jumps right into the action, with the title conveying the basic setup and then the opening text further relating that you’ve been hired to deliver an envelope to someone (you don’t know who), and you’ve entered a house (you don’t know whose – actually turns out it’s some kind of embassy?) to look for additional instructions that have been placed there for you. There’s a lot that’s vague about this, and I found myself unsure even of what the setting was meant to be as I started (the word “quest” to me conjures up a fantasy vibe, though what’s on offer here is more a light-hearted 20th Century spy romp). Turns out the game is all about the puzzles and you can just go with the flow without worrying too much about any of this, and I had a fine time once I did that – but still, even for a jokey game like this, it would have been nice to have a clearer sense of the premise.

So what are those puzzles like? They’re largely about following somewhat-cryptic notes left by your patrons to get around a series of locked doors, primarily through traditional object-manipulation actions. I found they were pitched at a good level of difficulty – the riddles usually give you enough to start poking around, but weren’t immediately obvious to me, leading to a couple of fun “aha” moments when I figured out the trick. The game also offers a few small nudges in the right direction, and was kind enough to explain one puzzle after I solved it by trial and error.

On the other hand, even as someone familiar with how Inform games work I found I struggled with the parser a fair bit – just about everything I tried to do took a little more effort and created a bit more friction than I wanted. I ran into some guess-the-verb issues (when trying to see if there was something concealed under an object, LIFT and PULL didn’t work, requiring TAKE or LOOK UNDER; emptying a bucket required POUR INTO rather than EMPTY); unimplemented synonyms (a device described as an “electirc [sic] lock mechanism… with another keypad” responds only to “keypad”, not “lock” or “mechanism”); and a lot of small conveniences I’m used to seeing in modern games are absent (automatically figuring out which key I want to use to unlock a door, for example). Again, there’s nothing game-breaking or that delayed me too long, but a bit more polish would have substantially increased my enjoyment.

The writing side of things is pretty similar – it’s easygoing, with some bits that actually made me laugh (including, mirabile dictu, a toilet-flushing gag). But there are some technical errors, including typos and spacing oddities, and some odd word choices, with a chicken left in the oven described as “getting ripe… maybe overripe?” Again, it’s nothing too bad, but bespeaks a game that could use another round of editing.

I don’t want to be hard on SIWSOC, since I did pass a fun half-hour or so with it, and it’s definitely got some charm. And it was entered into the Back Garden, so perhaps it’s unfair to expect it to have the same level of testing as a Main Festival or Comp entry. But I think there is a missed opportunity here – given the amount of work that went into making it, only a little more could have made it even more of a fun diversion.

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Budacanta, by Alianora La Canta
2 of 2 people found the following review helpful:
Worthwhile even though currently incomplete, April 23, 2021
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2021

Rounding out the excerpts in this year’s Back Garden, Budacanta is a visual novel with ropey graphics but a neat conceit: you’re a voice in the head of the autistic main character, Alianora, helping her navigate challenges both logistical and social as she travels from the U.S. to Budapest to visit a friend and take in some motorsports (I think like F1 racing, maybe?) The piece of the game on offer covers her departure and a train journey through Prague, then ends on arrival in Budapest, with a few choices and vignettes along the way.

I led my description of the main character with her autism not to reduce her to her diagnosis but because the game is clear that it’s largely about the questions of why, and how, an autistic person would travel so far from home by themselves. There’s a satisfying answer offered – likening the unfamiliarity a neurotypical traveler feels in a strange place to the similar discomfort autistic people sometimes feel even in familiar surroundings – but the game intends to show as well as tell. As a result, it has a light pedagogical feel, with frequent asides to the player to better inform them about what it’s like to be autistic, and offering different potential strategies for navigating a world built for the neurotypical.

I thought these bits were well done – I was familiar with some of this information, like “spoon theory” (roughly, the idea that neurodivergent people or people with disabilities often have a relatively fixed pool of energy or capacity to do things that feel effortless to folks who don’t have those conditions, so deciding when to do those things can be a weighty task). But it’s all well-explained, and I definitely learned some new things – I was surprised when Alianora said that she enjoyed talking about being autistic, and saw her stock of spoons increased as a result, because I would have thought explaining these things over and over could get exhausting!

Per that reference to the stock of spoons, as far as I can make out the core gameplay of Budacanta looks like it will be about making resource-allocation decisions. At some of the major decision prompts, you’re shown your “spoon count,” and occasionally your cash on hand as well, indicating that some decisions will increase or decrease these finite quantities. Because this is just the first part of the game, there’s currently no risk of even coming close to running out of either, but I could see this working well to add a bit of additional engagement to a story that so far seems like it’ll be a pleasant, low-key bit of tourism.

The narrative voice is appealing throughout, friendly and casual in a way that feels authentic. The writing is generally good, too – I liked this description of a plane taxiing then taking off:

"Low primal rumbling sensed as much through the feet as the ears. To the sides, a thrumming blaze pulsed a beat of four."

There are some rough patches in this version of the game, though. The primary one is probably the graphics, which in most scenes are black-and-white sketches painted with a broad brush and which I often found hard to decipher. They do get more colorful as the journey progresses, so hopefully the visuals will see an upgrade as Budacanta moves to a full release. The choices can feel a little awkward, too – upon starting the game, I found several of them seemed pretty similar to each other so I wasn’t sure what each would do. And in important decisions, the first choice often lists the player’s spoon and money inventory, as well as stating the time, before adding an actual option after a hyphen. I think this is mean to be a way of updating the player about Alianora’s condition, but it would be clearer if this information was conveyed in a separate part of the interface. Finally, there was one odd bit of writing that likened neurodivergent people temporarily “passing” as neurotypical to Black people “passing” as white, which I found rather jarring given how fraught racial passing can be – but from how it’s described, I think the intended reference might actually be to code-switching.

Regardless of these small issues, I enjoyed my 15 minutes or so with Budacanta – even the graphics stopped bothering me after I focused my attention just on the text box. This is definitely another one where I’ll be anticipating the full release!

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Manikin Demo, by Rose Behar
5 of 5 people found the following review helpful:
The mannequins are legit terrifying, April 23, 2021
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2021

A demo with not much there yet, Manikin nonetheless does a good job of realizing its text-message conceit and presenting an appealing central character (who isn’t actually the player). It’s also got a heck of an inciting incident, which is the main character’s mom texting to tell them that their neighbor’s house-slash-compound-slash-terrifying-mannequin-museum has burned down overnight, claiming his life. Your mom, her suspicions raised, decides to investigate, and also decides to keep you abreast of her exploits.

This is a kind of loopy setup, albeit with some moments of fear when you see the photos of the burned-out mannequin hall of horrors. It worked for me, though, since your mom comes off as an endearingly loopy woman. She’s not really up on slang, she derisively refers to the cops as “the popo”, and she’s a brave enough mix of clueless and bullheaded not to have any compunctions about entering a taped-off crime-scene based on nothing but a gut instinct that something’s not right (based on her profile photo, she’s unsurprisingly white).

The game’s interface is a mocked-up smartphone displaying a text thread, and it commits to the gag – messages take a few seconds to arrive and come with time-stamps (there’s not much actual waiting, thank god, as the timed text moves very fast and occasional time-jumps take care of any downtime), and there are inline photos as she shows you what she’s seeing. After every half-dozen or so messages, she’ll pause and give you an opportunity to weigh in, either asking a question, trying to direct her investigation, or advising her on the best course of action.

The choices at this stage are pretty low-key, mostly coming down to either supporting or pushing back against your mom’s Nancy-Drew-themed mid-life crisis. The plot doesn’t appear to branch based on these decisions – at least in this early section of the game – though given the way she’s characterized, I wasn’t bothered by the fact that she’s undeterred by her kid’s attempts to rein her in. Things might open up later on, and it seems clear that the central mystery will get more elaborate, as there are already intimations that there’s something untoward going on with the dead neighbor’s mannequins.

I was definitely disappointed that more of the plot hadn’t come out by the time the demo came to a halt, though I have to say I was also starting to get a little restless. I’m not sure if this is because the pacing sometimes felt a little slow, or if it had to do with the accumulation of the short but very frequent pauses as messages came in. Still, while this again isn’t anything close to a complete story, it did enough to put the full game on my radar screen, so I’ll be keeping an eye out for it!

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Eyewear Cleaner 2077, by Naomi Norbez
4 of 4 people found the following review helpful:
Promising start, April 22, 2021
by Mike Russo (Los Angeles)
Related reviews: Spring Thing 2021

The NPC-eye view of a AAA video game is a genre I’m often a little hesitant about – it can easily devolve into a delivery vehicle for a million arrow-to-the-knee jokes – but this demo for Eyewear Cleaner 2077 makes clear that it’s about something beyond just making fun of how dumb games are, leaving me interested to see the final shape of the story.

As the title makes clear, in this Twine game you play a retail peon in the world of Cyberpunk 2077 – in a clever bait-and-switch, the piece opens by telling you you’re a cis white dude with all the best guns and gear, before admitting that nah, you’re a nonbinary wage-slave. This isn’t a one-note joke, though: the circumstances of the main character’s life are established not to throw a satiric light on the exploits of the (presumably, since I haven’t played it) terrifying murder-hobo who’s the protagonist of the big-budget RPG, but to create sympathy and resonance with real issues: capitalism, state violence, exploitation, the rights and dignity of trans and genderqueer folks… The world is also nicely fleshed-out – I’m not sure how much of this is drawn directly from the AAA game, but there are social media feeds to drown in, a choice of video games offering cheap distraction, and more.

Part of what makes this work is that Eyewear Cleaner stays relatively grounded, at least so far. The main character’s job and lifestyle definitely suck, but not in a parodic, over-the-top way. Sure, there’s an AI in their head that docks their paycheck if they have a stray thought during work hours, but once the day is done they can visit a friendly bartender, or display some common humanity to a homeless person in a way that isn’t immediately punished. I’ve often seen these kinds of stories come in with too heavy a hand, but an overdone miseryguts presentation can distance the player by making clear that this awful milieu is being conjured up in the service of polemic, or again, bad parody – Eyewear Cleaner steers clear of this.

As you navigate this proletarian life, the player is given a large number of choices. Some of these have more or less immediate consequences – you opt into or out of the pay-docking distractions mentioned above – but the ones given the most weight by the game turn on conformity versus revolt, with your status along the continuum tracked by a handy Rebellion Level meter in the sidebar. The choices are primarily small, like sympathizing with a complaint fellow-bystander’s complaint about brutal cops, though there’s one that seems to intersect with larger-scale concerns: (Spoiler - click to show)whether or not you alert the cops about the anti-corporate vigilante.

I’ve seen this mechanic handled poorly in the past, where rebellion is positioned as the only possible choice and immediately rewarded in a didactic orgy of wish-fulfillment that neither convinces nor satisfies. Eyewear Cleaner again does this well, at least so far. The more rebellious choices are more likely to lead to negative consequences, sensibly enough, but nor are they punished overly-harshly as of yet. I found this pushed me to engage with the story rather than just blindly pick one side or the other in every circumstance – keeping my head down sometimes seemed only reasonable given the risks, but it’s possible to get small victories helping others or asserting your dignity, which again kept me invested in the character and the story.

The demo gives you two days of a planned five, and while there are some missing images testifying to its incomplete state, I found what’s on offer well polished, without typos or bugs, which bodes well for the finished product. It’s hard to fully evaluate a story without knowing where the narrative and character arcs are ultimately going, of course, and I find dystopic sci-fi often doesn’t stick the landing, but I enjoyed this excerpt and suspect the remainder will live up to the good example it sets.

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