Reviews by Mike Russo

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Lovely Assistant: Magical Girl, by Bitter Karella
3 of 3 people found the following review helpful:
Presto puzzle-o, December 9, 2020
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

Despite the name prompting me to think this might be an anime-inspired visual novel type thing, LA:MG puts some stage-magic theming on a zippy explore-the-crazy-mansion-and-solve-puzzles parser game. There are lots of typos, one or two wonky puzzles, and a few tonal issues that I found a little offputting, but in the main, this is a pleasant diversion, with plenty to do, solid pacing, and some laughs along the way.

The premise makes it clear from the off that the operative vibe is going to be zany: the player character is a magician’s assistant (named, inevitably, Trixie), who works for a stage magician who moonlights as a superhero, or possibly vice versa. After he’s captured by a member of his rogue’s gallery, you step up to rescue your boss by exploring his wacky mansion to find the various taunting clues the villain has left hidden about, Riddler-style. Oh, and also you’re on a deadline (Spoiler - click to show) (thankfully notional, rather than an actual turn limit) to get all this done before you have to leave to do a magic show for the President’s kid’s birthday party.

It took me a little bit to get a handle on the conceit here, since it’s mashing up a couple of different kinds of tropes. I eventually landed on “Sixties superhero parody” as the dominant note (even though there are newpaper clippings indicating it’s meant to be the present day), though partially that’s because it helped me make peace with an unpleasant undercurrent of sexism that runs through some of the text. I think this is meant to set up jokes about how everyone underestimates Trixie due to how attractive she is and her stereotyped job, but there aren’t the kind of internal eye-rolls that would undercut this and clearly mark it as dumb. Trixie is certainly presented as brave and resourceful as she solves the villain’s various challenges, but there are also lines saying that she found history class “SO BORING”, and upon typing X ME, she posits this as the reason she’s so good at her job: “with your golden blonde hair cascading over your shoulders like a shimmering waterfall, your full red lips so often coyly pursed into a tantalizing pout, and your ample bosom encased in a sheer sequined gown, distracting audiences is no challenge for you” (not a lot of straight ladies or gay men in these audiences, I’m guessing). It’s not omnipresent by any means, but every once in a while a bit like this would hit a sour note.

Moving on to the game itself, it is well-structured, with a just-large-enough mansion playing host to a series of challenges that must be solved one at a time, with the villain’s clues providing clear direction on which puzzle to be pursuing next. The puzzles themselves are generally fair, and you use your boss’s collection of magic tricks and wacky gizmos to good effect without requiring too much outside-the-box thinking, which can be a flaw of this style of game. There’s a hint system integrated into the game – you consult a crystal ball – but I only found it necessary to check it once.

That once was annoying, though: I had the right idea, but the situation wasn’t described well enough for me to clearly picture how the intended solution was meant to work, a key object wasn’t implemented, and near-miss solutions earn default failure responses. (Spoiler - click to show)This was the puzzle to get the drill bit – it’s clear you need to pull or cut it free from the larger drill, but the bit itself isn’t implanted, SAW DRILL WITH doesn’t indicate that you’re on the right track, and the drill and guillotine were somewhat hazily described, I thought. Some of these issues are present in other parts of the game, but this was the one place where they all overlapped to make things challenging.

Finally, the game is lacking that final coat of polish. There are a large number of typos, including one in the opening text, and some of the verbs in the HELP text don’t appear to work as advertised (despite what’s stated, you want to TALK TO characters, not SPEAK TO them). It’s a shame, because the jokes are often quite funny – the god-bothering clown is a highlight, and he’s presented with sympathy despite being a ridiculous gag character – but these issues mean they sometimes don’t land as well as they should. Regardless, LA:MG definitely scratches the itch for a quick, puzzle-y romp – but with a few small tweaks I would have enjoyed it a lot more.

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Lore Distance Relationship, by Naomi "Bez" Norbez
2 of 2 people found the following review helpful:
Affecting even if you've never had a Neopet , December 9, 2020
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

I am I think of the last generation to grow up without deep social relationships in online spaces being a thing, so there’s something strange to me about seeing a game like Lore Distance Relationship offer an affectionate overview of a decade’s worth of living, as mediated through an online game, complete with the slow improvement of graphics and eventual introduction of a phone client (the something that is a bit strange is realizing that I am old). While I don’t have any experience of the specific nostalgic notes LDR hits, I can certainly recognize how resonant its touchstones will be for lots of folks, and there’s more than enough craft here to make it accessible and enjoyable even for folks outside that audience.

This is a relatively long game that plays out almost entirely within the chat function of an online game about magic dogs that fight monsters – I gather it’s meant to riff off of Neopets – and it’s almost entirely in dialogue, since 99% of the time you’re choosing different options for the main character to use to reply to Bee, their best friend in the game. As the blurb says, the game takes you through ten years in its hour-long playtime, and while there are some fun grace-notes around how the game updates in that time, the overwhelming focus is on how the central relationship shifts as the two main characters go from age 8 to 18.

There are heavy themes discussed – there’s a prominent trigger warning about domestic abuse – but not, thankfully, depicted: you engage with the aftermath, as the main character and Bee grapple with how to understand what’s happening and hopefully chart a path free. Similarly, I was a bit wary since the blurb flags that there’s some sexual exploration – a tricky thing to manage in any circumstance, but especially so when everyone’s underage for most of the play time – but the game strikes a nice balance of making clear what the characters are up to without getting at all explicit or too uncomfortable.

Indeed, if anything, despite all the traumatic themes and plot points on offer, LDR felt pleasant, and ultimately comforting to me. Bee is a supportive friend (Spoiler - click to show)(and if you go that direction, romantic partner), and his dad, who gets called in occasionally to offer advice, is invariably respectful and helps set good boundaries (re-reading this review, I'm now not sure whether Bee's pronouns are ever specifically stated, but their magic dog is male so I thought of Bee as "him" even though that's a dumb rubric). The main character likewise has a loving sister who’s there when things get tough. Don’t get me wrong, there are definitely painful and sad moments (Spoiler - click to show) (reflecting on why the main character chose “StaircaseHaven14” as their username was one of those for me – and both characters suffer some bullying and abuse for their marginalized identities, since the main character is trans and Bee has a disability), but the sweetness of the central relationship ultimately won out.

Partially this may be due to the choices I took – there are a lot of these on offer, as you’re prompted for input after every couple lines of chat, across ten different vignettes separated by a year each. And while most of them are more about emphasizing different aspects of the main character’s personality – especially around self-esteem and their ability to open up to Bee – I get the sense that your choices can add up in significant ways (Spoiler - click to show)(most obviously in how and whether you pursue romance with Bee). I mostly made choices that had the main character trusting Bee and trying to engage with their feelings, rather than bottling them up, which wound up working out really well – possibly the vibe is different if other choices are made.

I think either way, LDR would be effective, though. A good part of the credit here goes to the writing, which treats the situation, and the tender-age characters, with the nuance they require. The dialogue sounds exactly like I’d expect these characters to sound, with shifts over the time and clear differentiation between the two primary voices (the maybe-a-bit-uptight main character uses proper capitalization and punctuation pretty much from the start, but under Bee’s influence eventually loosens up). There’s the very occasional false note – at one point, the eight-year-old protagonist replies to a question with a diffident “Maybe. We’ll see.” – and maybe a few small anachronisms, but LDR overwhelming succeeds in creating a plausible milieu.

Where LDR maybe errs in going too far in creating plausibility is the jankiness of the presentation. Obviously the messy-but-improving-over-time graphics are both a gag in themselves, and a way to mark the passage of time, but I found some of the art actively off-putting (one of those dog-aliens will haunt my nightmares). You primarily move the story forward by clicking a large reload icon, and it’s occasionally replaced by a large picture of a keyboard or a blown-up mouse cursor. But the game window is usually at the top, so need to do a bunch of scrolling, and it took me a while to realize that the graphics are completely static and none of the displayed interface elements actually do anything. There’s also some timed text that I found sometimes went too slow, and sometimes too fast. After I played for 15 minutes, I figured out how the game wanted me to play it, and again, it’s clear that much of this is an intentional throwback to how much the early-mid internet kind of sucked, but it was still a bit annoying.

Anyway, though, this one is all about the relationship between these two characters, which it charts very well. There are lots of touches that I think a specific target audience will especially enjoy, but LDR’s resonance goes well beyond just those folks by offering a sympathetic, well-written depiction of a challenging but ultimately hopeful adolescence.

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Little Girl In Monsterland, by Maurizio Colucci (as 'Mike Stallone')
3 of 3 people found the following review helpful:
Unconventional and scatalogical but endearing, December 8, 2020*
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

(While the first part of this review notes I was only two hours into it when I wrote that section, I later went back and finished it, with an addendum running through the ending right below the main review)

As of this writing, I’m only two hours into what’s advertised as a 15-hour experience, I’m a little underconfident in this review – I could see some of the things that worked for me wearing out their welcome 10 hours hence, and similarly, some of my critiques might vanish once the overall framework of the game becomes clearer. But if I let a lack of sound factual underpinnings keep me from mouthing off, these reviews would be a lot, lot shorter.

You know, it’s probably not worth interrogating that in depth – let’s just get on with it.

LGiML feels most of all like an old-school graphic adventure, albeit in text form (there are graphics depicting the characters and a few key events, and the author has said that there’s a full graphic version in the works). You’ve got a sprawling map to explore, lots of different puzzle chains, a setting that draws equally from fiction, fairytales, and Python-esque satire, and an interface that requires chaining a specified list of verbs to a specified list of targets. There are some significant deviations from this well-worn template, though – some that I liked, and some that I was more mixed on.

The elephant in the room here is that the primary way of interacting with the game isn’t constructing commands like USE RUBBER DUCKY ON MISANTHROPE – most commands also require you to add an intent, so you’d have to say USE RUBBER DUCKY ON MISANTHROPE TO FRIGHTEN SOMEONE, or USE RUBBER DUCKY ON MISANTHROPE TO WIN ELECTION TO CONGRESS. Trying the correct action with the incorrect intent or rationale will fail just as surely as trying the wrong object with the right intent.

On the one hand, this pretty much eliminates the too-frequent experience in old graphic adventures of clicking everything on everything else just because you’re out of ideas, and seeing the main character embark on an extended bout of moon-logic that you in no wise had in mind when you made your click. And it usually isn’t too hard to suss out the right option, since you choose the intents from a list and it’s pretty clear if there’s something that might match.

There are places where this does lead to difficulty spikes, though, especially in the variant where instead of coming up with an intent tied to a concrete outcome (like, saying that you’re doing X in order to get the character in front of you to leave the room), you need to link what you’re doing to a vague high-level goal (like, saying you’re doing X in order to defeat Dracula). This can be challenging because you can’t do standard adventure-game things like examine a suitcase to see whose it is, or what’s in it, unless you have the correct goal in mind (what if I wanted to look at the suitcase to figure out what I can do with it?)

Compounding the difficulty, this is a big game, with a lot of text, and clues aren’t always as signposted as I think they could be. Here’s a spoilery discussion of one that stymied me for a long time: (Spoiler - click to show)at one point, the player character decides she wants to meet a mermaid. There’s a book about mermaids in the library that describes some of their behavior, emphasizing that they’re mischievous creatures who like playing pranks. This didn’t really help me much, though, and all the obvious things I tried – making a sand castle that she could wreck, playing music to see if she wanted to join in – failed, so eventually I turned to the hints. According to them, what the book was meant to communicate was that mermaids like playing pranks specifically on ship’s captains. With that prompt in hand, I was able to use the intent system to dress up as the down-on-his luck captain down by the docks, at which point the puzzle solves itself, but due to the intent system, there was no way of blundering into the solution by having a new “hey, can I borrow your clothes?” dialogue option unlock after reading the book that was supposed to give me the idea -- or, if more subtlety was preferred, changing the description of the sailor to mention his clothes.

The other structural consideration that sometimes makes the difficulty harder is that there are always a lot of different goals available. The game provides a really helpful interface for tracking them, and allows you to rewind to key conversations or bits of observation so you can’t get too lost, but much of the time, you get the goal well before you can do anything significant to advance it – at the point above where I first had recourse to hints, I had five different goals, but the first hint for three of them was “go do something else, there’s nothing you can do to make progress on this yet.” Ultimately, for the second hour of play I typically consulted the first hint or two anytime I got a new goal to make sure I knew what to focus on and see if I was missing something that was meant to be obvious, which made for a more pleasant play experience, though I’m not sure that’s intended.

…just noticed we’re almost a thousand words in and I haven’t even mentioned what the game’s actually about. OK, speeding this up: the setting is a sort of skewed fairytale, featuring a brash and fearless six year old girl as a protagonist who’s bent on avoiding her chores by meeting some fun people, most of whom are monsters of some description. She’s a lot of fun, and when she hooks up with a princess her same age early on and you wind up playing dual characters, the banter between the two is one of the high points of the game. There’s a lot of humor, though much of it is scatological and wasn’t quite my taste (your protagonist barfs a lot, and if you find the idea of Dracula having diarrhea funny, you’re in luck because there’s an extended sequence that I thought ran the joke into the ground) – there’s also some errant profanity that might be less kid-appropriate. There’s some tonal oddity in the graphics, too: the main characters are depicted in a loose, cartoony style that I really dug, but many other characters look like they come from traced-over photos, and have a more realistic vibe that felt like it didn’t sit easily with the rest of the art.

The plot, at least as far as I got (solving Dracula’s castle, meeting the mermaid, and winning the horse race, along with some miscellaneous other progress) is a series of self-contained sequences that don’t interact with each other all that much. Each of them is entertaining – Dracula’s castle especially had a fun series of puzzles that played with the classic-monster gimmicks of the different characters (Spoiler - click to show)(cutting off Frankenstein’s monster’s electricity by hitting him with his back taxes made me chortle) – but there was nothing really to be gained from any of them. Meeting the mermaid leads to a ride through the ocean, but that doesn’t help you solve any other puzzles, or advance any overall plot that connects the vignettes; ditto winning the horse race, or even stealing (Spoiler - click to show)an evil orb of necromantic power from Dracula. As a result, dropping the game part-way in felt a little easier than it maybe should have, since there’s no real indication of how the story would be any different if I put in an additional 10+ hours. I’m still looking forward to coming back to LGiML and checking out where things go, but some kind of overarching plot or structure in the earlier parts of the game would probably make players more likely to put in the extra time beyond the Comp threshold.

MUCH LATER ADDENDUM: I went back and won LGiML, and had quite a good time doing so. The first two hours do give a solid indication of what’s to come, so I think what’s in the existing review holds up – the plot, in particular, continues to be a shaggy-dog story, albeit with a good number of recurring characters and story-threads, which I wound up enjoying even though there wasn’t much of an overarching structure. Once I got deeper into the game, I think I clicked with its approach to puzzle solving a little better, and while the scatology-plus-parody humor did wear out its welcome, there are definitely some funny bits that made me laugh (the bits with the (Spoiler - click to show)pope and the (Spoiler - click to show)undead pirates were especially good, I thought – to be clear, those are two separate bits, not one bit involving both things!)

There’s a whole second town, with a whole new set of characters and, more importantly, puzzles, and while I’m not sure whether this was just a sign of increased familiarity with the interface, I found the challenges in this part of the game a little easier to engage with, with a few really clever ones mixed in (I especially liked the one where you need to find a cave…) The large size of the game does lead to some scope issues later on, however. Old areas are never blocked off – and in fact several late-game puzzles depend on going back to very early areas and noticing what’s changed, which sometimes stymied me due to my reliance on fast-travel – and inventory items tend to stick around after you’ve used them. This increased the complexity of the game while meaning that sometimes I felt like I’d figured out four or five potential solutions but only one would be accepted. Spoiler-y example: (Spoiler - click to show)when trying to track the dragon’s servant through the caves, I considered putting manure on him so I could smell him, using the dog again to track him – or just using the time-travel potion to “catch up” anytime I started falling behind. In fact there are a lot of puzzles that potion should be able to bypass! Clearing out used inventory items, and maybe more clearly signposting when an area has changed (or doesn’t have anything else to offer) as a hint option, might be helpful quality-of-life features.

At any rate I’m glad I went back and finished the game, since it was a good time – the author’s apparently also working on a version with full graphics and gave me a sneak peek, and I have to say it’s really lovely, so for folks who didn’t get all the way through this one during the Comp, I’d definitely recommend a revisit once the updated version comes out!

* This review was last edited on December 9, 2020
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Limerick Quest, by Pace Smith
3 of 3 people found the following review helpful:
Careful what you wish for, December 8, 2020*
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

Like everyone who played last year’s Limerick Heist, when I saw there was a sequel in this year’s Comp I was chomping at the bit to play it – and therefore wasn’t best pleased when the randomizer decided to save it for sixth-to-last out of 104. I wound up getting to it on Halloween, which is perhaps fitting, because in addition to the predictable linguistic legerdemain and some surprisingly robust puzzling, Limerick Quest also offered me an object lesson in being careful what I wished for, albeit a much more cheerful one than in the seasonally-appropriate monkey’s-paw model.

To my mind the thing that was brilliant about Limerick Heist wasn’t so much the concept – although it was amazing – but rather the execution. When I read the blurb, I thought to myself “this sounds super fun, but stretched out to game length inevitably like 30% of the limericks are going to suck.” But then, miraculously, they didn’t, with not a single dud in the bunch! I don’t mean to damn with faint praise in the slightest; a prudent person contemplating the challenges of writing narrative with a demanding rhyme and meter scheme would give up before they got out of the starting gate because of the inevitable clash between fitting the framework and allowing the reader to understand what’s happening.

Limerick Quest, though, does this one or two better, both by keeping the quality of the limericks absurdly high, but also by frankly just showing off. Not only are the accessibility options limericks – and inevitably, good ones – so is the complex, dynamically-updated inventory! Unlike the more traditional choice-based approach of Heist, here you can navigate around a map, with the movement options predictably also limericked, and again, not just with a single rote one listing north south east etc. but with a unique one in each area listing available and unavailable exits and what you can expect in each direction. Possibly best of all, there was one early limerick that I thought was a bid fudged (it rhymes “door” with “square”) except then I dusted off that one semester of Russian I took in college and realized it works perfectly if you can read Cyrillic characters.

I don’t to risk this review devolving into just a list of all the poems I thought were great – and it’s not just gags, I thought the relationship and banter between the two adventurers was also really well-depicted – but I can’t go without citing two, just to show how the author uses different approaches to the limericks to keep things fresh. Here’s an example of using baroque vocabulary to make the limerick work and the joke land:

You insert the egg in its station.
The clockwork maintains its rotation
as part of the Earth,
for what it is worth,
in orbital circumgyration.

But sometimes, all you really need is to rhyme “it” with “it” three times and it’s just as effective (though yes, the known/honed/prone bit provides some additional rhyming ballast):

Sacrifice. Aztecs were known for it.
This altar was carefully honed for it.
By what weird criteria
is this near Siberia?
You don’t know - just don’t end up prone for it.

As that first excerpt suggests, to go with the free navigation, this time there are also inventory puzzles – I realize I haven’t mentioned the setup, which is that following on from Heist, the Faberge egg you stole leads two of the crew on an adventure to a hidden temple in search of treasure. Some of these are traditional red-key-goes-in-red-door type inventory puzzles, but very quickly, they invite the player to participate in the fun of making a limerick, as you’ll need to do things like choose an option that fits the rhyme scheme or meter of the limerick representing the outcome you’re trying to achieve. I don’t want to give these away, since they’re really decidedly clever, but I will include my favorite in a spoiler block: (Spoiler - click to show) the mine cart puzzle, with the words you need to rhyme slowly fading in, was a blast, though I did have the accessibility option that means you can’t lose turned on.

Here’s where the monkey’s-paw bit comes in, though: I think there were one or two gentle puzzles like this in Limerick Heist, and I remember wanting more and thinking there was a lot more fun to be had exploring variations on this kind of challenge. The author has more than delivered on the brief, but now that I’ve got what I wanted I think I was wrong? The puzzles are all nicely constructed – they build on each other so you’re always doing something new, there are neither too many or too few so the pacing is good, with the hardest, fiddliest one coming right before an easier lightning round and then you win, and there’s an easily-accessible, well-integrated hint system to keep you moving.

But for all that, I found several of them quite hard, and while the game is generous in not letting you die, there are some puzzles you only get one try for (there’s no save game option) and wasn’t sure why I failed until I replayed and accessed the hints. Eventually it all makes sense, but the later puzzles do require you to spend a lot of time assessing rhymes and counting syllables and word length, which I think felt a bit too much like constructing a limerick and not enough like reading one – it was harder to appreciate the end result when I’d spent so much time at the brick-and-mortar level, and I often found myself clicking from room to room and grabbing different objects to try as I worked to get myself unstuck, without paying much attention to the delightful writing, which felt like a real shame.

Again, I’m not sure any of the puzzles are too hard or inadequately clued or anything. And there’s an amazing number of options and lots of hidden depth on offer here (there’s a whole achievement system you can use to help find some fun unexpected interactions and easter eggs, though I didn’t get very far with it). It’s just that Limerick Quest made me realize that maybe what I actually want out of this franchise is a worry-free romp rather than than well-designed adventuring. With the ending teasing a possible third, pirate-themed outing, though, I’m definitely on board for any voyages to come!

* This review was last edited on December 9, 2020
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Last House on the Block, by Jason Olson
1 of 1 people found the following review helpful:
Some promise, but very frustratingly implemented, December 8, 2020*
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

Despite a little bit of ethical wonkiness (and the title cueing me to expect a horror game), the setup here really drew me in – the neighborhood weird old man has just died, and the player character, who seems to be a kid of 10 or so, decides to pair up with their best friend and search the house for treasure. Again, leaving aside that this is a bit ghoulish, there’s a pleasant Goonies or Stranger Things sort of vibe to the premise, and you get to choose which of three possible characters is your best friend – they accompany you on your adventure, reacting in different ways to everything you find and each even providing a shortcut to solving a different puzzle.

Where things go off the rails is in the implementation. Beyond a lot of typos, the game unfortunately sometimes seems like it’s running through a checklist of common complaints about parser IF. Default X ME description? Huge numbers of under-described red-herring objects? Puzzles that are mostly either guess-the-verb or hunt-the-pixel? Items not listed in room descriptions? A light source that can permanently run out of charge? An inventory limit? They’re all here, and make the experience of playing the game highly frustrating.

A typical sequence involves entering a new room which might have a sentence or two of description, seeing 8 or 10 items (all of which are listed in Inform-default style, e.g. “Here in the living room you can see LiYuan, a comfy couch, an easy chair, a mantel, on top of which are a silver picture frame, a gold picture frame, a brass picture frame, a blue picture frame and a photobook and a nearly-empty bookshelf, on top of which are a white picture frame and a plain picture frame”) examining each in turn to see that only a few have real descriptions implemented, but all can be picked up, then hoping that you’ve guessed the right verb for finding anything hidden (at one point, you can open a dresser, which reveals some clothing; SEARCH CLOTHING gives you a default failure message, but if you SEARCH DRESSER – you also get a custom failure message the first time, though if you repeat the action twice more you’ll find a key you need to progress).

The puzzles are nothing you haven’t seen before, but they’re reasonably well-conceived and fit the story and setup. Solving them, though, often feels like it requires reading the author’s mind. About midway through, you find a trap door leading to the attic, but the pullchain’s been detached and there’s no ladder to help you get up there to reattach it. I hit on the idea of pushing furniture into the room and standing on it to get the height I needed, and when that didn’t work, stacking a chair on top of a bed, none of which worked – when I checked the walkthrough, I had the right idea, but to solve the puzzle I had to move in a different piece of furniture (a chest from all the way in the basement), and instead of climbing or standing on it (those commands lead to failure messages), just try to attach the pullchain to the trap door, which makes your character automatically clamber up and accomplish the task.

Adding insult to injury, this all takes place in a darkened room that can only be lit by your quickly-depleting iPhone, and if you run out of charge, you appear to be in a dead man walking scenario. And OK, just one more example: later on, I was stymied for how to progress because I needed to MOVE COUCH in the rec room to find a (totally unhinted-at, so far as I can tell) panel leading to a secret tunnel. The only difficulty is, I’d already moved the couch out of the room via PUSH COUCH EAST, which didn’t mention that I’d revealed the panel (and in fact when I went into the neighboring room and typed MOVE (the now nonexistent) COUCH, I was told that I’d found the panel there!)

It’s a repetitive bit of conventional wisdom that IF needs testing, and parser IF needs it more than any other variant, but it’s conventional wisdom because it’s true. No testers are listed for Last House on the Block, and it really seems like the author, without an outside perspective, spent most of their time on adding cool stuff like the varying-BFF system and lots and lots of scenery, but didn’t make sure the puzzles made sense to anyone coming to them fresh. It’s a shame, because the concept here would make for a charming game, and you can occasionally see flashes of that game poking out from underneath the one we got. Hopefully the author sticks with it, but gets some good testers for their next piece of IF.

* This review was last edited on December 9, 2020
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The Land Down Under, by The Marino Family
2 of 2 people found the following review helpful:
A paper chase, December 8, 2020
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

I dunno – on this one I’m slack-jawed, don’t have much to say.

…sorry.

Anyway, The Land Down Under, which I’m going to call LDU from here on out to avoid further temptation to quote Men at Work, is an appealing fantasy adventure with a moral and an entertainingly-realized world, plus some jokes that, unlike the one at the top of this review, actually work.

The fantastical bit of the premise is immediately grabby – the player character needs to explore a magic sort of paper-doll world to find other kids who’ve been sucked into it – but I have to admit I found the character introductions, and the emotional dynamics between them, made for a somewhat confusing opening. I suspect this is because I haven’t played the earlier games in this series, though LDU does draw attention to their existence and even includes links to play them in-game, so that’s on me I suppose. Still, given that the heart of the game is the relationship between Lin, Wanda, and Peter, I felt like I had to fill in those details based on what I learned once in paperworld, rather than coming into it with a strong understanding of them from the real-world sections.

Once Lin is shrunk down and paperfied, though, I experienced charm overload. The mechanics of how this paper world work are clearly thought through and delightfully presented, both in a playful narrative voice and the occasional illustration that really fits the storybook vibe. I’ll spoiler-block two of my favorite bits so as not to ruin things: (Spoiler - click to show)trying to surf the breeze as a paper-person was super fun, and the kitchen table that flips from breakfast to dinner back to breakfast was a great gag!

There are lots of choice along the way, and the game clearly signposts which are important by presenting them as an exclusive list at the end of a passage, with regular progression and exploration handled with inline links. There are some dead-ends, but there’s an undo mechanic that’s sufficiently generous to make them not feel punitive, as well as providing a further reward for poking beyond the critical path.

Surprisingly to me, LDU does touch on some relatively heavy themes – not just the expected look at escapism and conformity, but there are also hits of trauma, divorce, and depression around the edges. This is done with a light touch, though: they add weight and some added significance to the story without creating a tonal mismatch by dragging things into grimdarkness.

I did run into issue that I think is a bug, though I’ll hide it since it involves a mechanical spoiler (I also believe it may have been fixed in a mid-Comp update). (Spoiler - click to show)After I found the second part of the poem right after getting to school, I was asked if I wanted to trade in my poetry power for extra jetpacks. When I said yes, the story put me back to where I was when I found the first half of the poem, just before entering the paper world. I was able to replay and then finish the game with no further issues, though). But overall the implementation was smooth, allowing me to focus on experiencing the heartfelt story.

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Just another Fairy Tale, by Finn Rosenløv
2 of 2 people found the following review helpful:
Pixel-hunting in text form, December 8, 2020
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

Much like Hansel and Gretel, this one needs a bit more time in the oven, I fear.

The overall setting and structure for JAFT are nothing close to original – the player character is a ten-year-old who’s contacted by a wizard and transported to a fantasy land to save it from a wicked queen – but some good old tropes are good and old for a reason. Entering the world is at first like entering a warm bath, as you pick clean a homely cottage in the woods and then enter a dark forest for some light adventuring. The writing is undistinguished, but fits this high-fantasy story with a pre-teen protagonist just fine.

There are a few things that distinguish JAFT from the countless other stories with similar premises. First, there’s a note of whimsy and humor – I’m thinking especially of the puzzle involving the trolls (Spoiler - click to show)(they’re from Poland, so of course when they’re turned to stone by the sun, they transform into poles made of petrified wood) and a punny bit of business involving a magic clock. Several puzzles also have alternate solutions or offer multiple paths through the game, which is very helpful given that I found the difficulty level of the game quite high.

On the negative side, there are two primary issues I had with JAFT that wind up reinforcing each other. Many puzzles rely on what I’d call pixel-hunting design in a graphic adventure – there are many progression-critical objects that can only be found by methodically examining every single word that’s mentioned in a description, and even some that aren’t (Spoiler - click to show)(for the former issue, I’m thinking primarily of the sprig of thyme, where you need to examine one specific piece of the hedge despite there being no reason to think to look there; for the latter, all of the hidden spots on walls that don’t draw any attention to themselves).

The related issue is that “near-miss” solutions don’t wind up generating helpful nudges to the right track, but rather parser confusion. I had to go to the walkthrough to get through the aforementioned bit with the trolls, because something I was expecting to be there wasn’t, and the responses to trying to interact with it didn’t lead me in the right direction, even though what was going on should have been obvious to the player character (Spoiler - click to show)(that is, I kept trying to X TROLLS or X STATUES to no real effect, even though apparently there were a bunch of undescribed giant troll-shaped wooden poles lying in the clearing). Dialogue with characters similarly felt very fiddly – there was one puzzle (Spoiler - click to show)(talking then listening to the wind to get the dragon’s name) that I couldn’t get to work even when I was trying to just type in the walkthrough commands. And there were several guess the verb/guess the noun issues that stymied progress.

Combined, these two issues meant I felt like I was groping my way through JAFT, unclear on what I should be doing or how I should be doing it or whether I was close to a solution or miles off. Again, I think the basic concept is solid, and some of the puzzles do have some promise, but there’s some significant polishing to be done to make the experience of playing the game fit the charming, winsome mood the story’s trying to create.

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Jay Schilling's Edge of Chaos, by Robb Sherwin, Mike Sousa
2 of 2 people found the following review helpful:
Wackiness with some heart, December 8, 2020
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

If you’ve played other games by these authors, you probably have a reasonable sense of what you’re in for in JSEC: an off-kilter comedy with some surprisingly serious character work, clever implementation, and puzzles that are mostly there to shunt you to the next bit of story. You might rarely know exactly what’s happening at any point in time, or what you’re meant to be doing, but that sense of dislocation is integral to the game’s deadpan, absurdist delivery.

Attempting to sum up the plot here is a rather daunting prospect; yes, it’s a sort of private-detective missing-persons case, and you do track down victims using internet searches, interrogate suspects, and look for hidden doors in the villain’s lair. But you’ll also fend off a snake attack while sleeping rough in a garage, get into buddy-comedy antics with two deeply unexpected sidekicks, and stop a pervert from creeping out other patrons at the library. There are a lot of animals involved – the game opens in a petting zoo that doubles as a bar, or perhaps it’s the other way around – for reasons that aren’t entirely clear (but sort of reminded me of Blade Runner?) There is a narrative through-line of sorts, but it’s really all about the ride – you could almost shift the order of the four or five main scenes that make up the plot and with only a few tweaks it’d probably still work.

JSEC is all about the texture, in other words. If you’re hyper-focused on tracking down leads and getting through the case, you won’t get nearly as much out of the game as if you poke and prod your way through at a more leisurely pace. The narrative voice guides you towards this approach, I think – the game is in first person, which allows Jay’s understated, anxious but somehow languid vibe to come to the fore. He’s the butt of some jokes, but cracks some good ones himself (I was a fan of his response to the cell-phone mishap that, given the claims in the blurb, of course occurs almost immediately after game start). He’s not exactly a relatable character, and his behavior can sometimes be pretty off-putting, but he means well, and, crucially, gets along well with the generally-really-pleasant supporting case.

Gameplay-wise, this is a talky one. Conversation is handled smoothly, with a TALK TO command spitting out some ideas for topics to explore in depth, often with ASK X ABOUT Y syntax though sometimes, pleasingly, prompting alternative phrasing that make conversation seem more natural. These conversations aren’t puzzles – you can just exhaust the topics and get through just fine – but I found they had a good rhythm to them, which is really hard to manage in IF! There are also some puzzles, most of which are pretty straightforward but a few which are quite clever (though there’s one that I think will only be intuitive to folks in a very specific age band). Some even pull the rug out from under the player without making them the butt of the joke (I’m thinking in particular of the darkness puzzle in the cabin basement).

I did hit one puzzle that I think was a bit unfair and/or buggy: (Spoiler - click to show)I’d hit on the idea of trying to deter the snakes by lowering the temperature, but couldn’t get this to work until I followed the LOOK -> LISTEN -> LOOK -> USE REMOTE sequence listed in the walkthrough; after I’d finally managed to succeed, in the course of three turns I slept through the night, woke up and had breakfast, then got into a cab, only for the snake-murder event to somehow fire well after the threat made sense. But the included walkthrough got me past that without much fuss.

It’s hard to think what else to say here except recite the various things that made me laugh or grin in delight, which isn’t very useful as it just ruins the fun. I will say the ending was surprisingly affecting, though not necessarily in a wholly positive way ((Spoiler - click to show)I can’t believe those jerks killed Raisin!), which is maybe a good synecdoche for how JSEC does way more than it the average zany private-dick adventure, and is well worth your time.

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INFINITUBE, by Anonymous
2 of 2 people found the following review helpful:
Intentionally alienating, unintentionally buggy, December 8, 2020
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

Oof, this one just didn’t work for me. There’s obviously a lot that went into Infinitube – a lot of work, a lot of writing, and a lot of targets for an omnishambles social satire. But perhaps playing it on a day that was already a lot (it was the day Trump got COVID and the world went even more bonkers than we've gotten used to), in a season that’s already a lot, and in a year that’s a lot more than a lot, was just too much.

To back up a bit – the conceit is that the player gets a free trial to the eponymous product, which is some sort of reincarnation or simulation or mind-hopping service that allows one to vicariously experience various, well, experiences. Through each vignette, you make choices which give you different traits, which are worth different amounts of points (some can be worth negative points) and may have an “attribute” which modifies the scoring of other traits. You cash out your traits at the end of each round, and then need to pay a point toll, which ratchets up each cycle, to have another go-round. If you can’t pay the tax, it appears you get booted back to the beginning to try it all again. (Spoiler - click to show)There may be a way to end the cycle and come out the other side, but I was unable to do so – see below.

The game layer is pretty thin, though – the meat is really in the experiences, with the accumulation of traits primarily serving as sharp jabs of satire or polemic to underscore the narrative. And the experiences are – unpleasant, I guess was my main reaction? I’m not sure if the sequence is truly random, and if so, whether I got dealt a bum hand, but the ones I pulled included being:

• An orca stuck in Sea World
• A 7-month-old inducted into the Marines to re-enact a new civil war
• A conniving sitcom star working on an abusive set
• A frustrated sculptor pinning all their hopes on finagling a rent-controlled lease

Each of them were evocatively written – the style is very David Foster Wallace in Infinite Jest, to give a rough flavor. But man, they’re all pretty dark, and at times I’d even say flirting with nihilism. To give some more detailed, spoilery analysis for the Marines bit:

(Spoiler - click to show)the premise is obviously over the top, but the sequence condenses into having to choose a side in a conflict that’s based on current struggles for racial justice: either a “Waker”, who’s super-woke, or a “Dreamer” who’s blinded by the American Dream, per Ta-Nehisi Coates’ writing (which is explicitly cited). You are white – in fact you get a “white” trait which makes all the other traits worth more to you, which is a good illustration of how the mechanics underline the social satire. I chose the Waker side, which shunted me into a sequence where I had to prepare for battle by giving away some abstract inventory items to different members of my squad – my “ten year plan” to parley military service into personal success, and my “bouncy body” from being an infant. I found one combination that let me win the first battle, but that took a lot of trial and error. And then there’s a final sequence that reveals that you lost after all, because the buddy you joined up with – who’s now revealed to be Black, I guess? – chose the other side because he feels responsible to support his family. It feels like an out-of-nowhere gotcha, punishing the player for trying to believe in change with a “twist” that’s not exactly surprising to anyone who’s moderately informed about racial dynamics in the U.S.

There’s similar dark futility, if not unkindness, as well as tonal oddity, in the other scenarios – I’ll share a few light spoilers here. As the sitcom star, if you try to complain about the abuse, it’s revealed that actually this is the early 90s, no one cares, and now you’re unemployable. And if, as the sculptor, you succeed in getting the apartment, you get this list of outcomes:

“YOU NOW HAVE A RENT CONTROLLED LEASE IN THE EAST VILLAGE

YOU ARE NOW A THWOMP
YOU ARE NOW UNDEAD”

(I think “Thwomp” is those trap-things from Super Mario Brothers?)

In fairness, there are indications that we’re meant to find all of this hellish – you can come across a character who seems to be trying to escape. But for me, that didn’t change the fact that the experience of playing was really unpleasant! There are also some typos and I think real bugs, which led to some dead-end passages and sequences playing out of order. I also ran into one that stopped my progress by zeroing out my points, at which point I stopped, about an hour and a half in – details might be spoilery: (Spoiler - click to show)the description on the “white” attribute flagged that if you get too many duplicates of it, you sort of overdose on whiteness and get a different trait that acts as a value-inverter – so positive traits give negative points and vice versa. This wound up happening to me, so I tried to do a shoot-the-moon run by seeking out negative outcomes in hopes of a big payday. But the point-inversion didn’t work when I got to the cash-out sequence, so all the negative points wiped out my total and I couldn’t continue.

Going back to Infinite Jest, that is a dark book at times, but what made it palatable to me was the vein of humanism and compassion threaded throughout each of the different narratives (leaving aside whether DFW embodied that in his personal life!) Infinitubes’ apparent approach of sequencing globs of awfulness one after the other, with a faint hope of reaching something positive at the end, doesn’t work as well for me, at least at this moment. This is clearly a big work, trying to speak to big things, and I suspect there are players for whom it will resonate very strongly, but sadly I’m not among them.

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The Incredibly Mild Misadventures of Tom Trundle, by B F Lindsay
5 of 5 people found the following review helpful:
Anything but mild, December 8, 2020
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2020

OK, I’m going to assign several Pinocchios to the “incredibly mild” tag, because while there are a lot of things you could say about this game, “mild” sure doesn’t seem like one of them. I mean that positively: TIMMoTT has a strong and appealing narrative voice, a distinctive setting, and some fiendish (in a good way) puzzles. But I also mean it negatively: the protagonist’s well-meaning but still an often-annoying horndog, the overall plot oscillates between ridiculous and insane, and there are some fiendish (in a bad way) puzzles. And unlike the title, the “more than two hours” warning in the blurb is completely accurate – this is a big one that took me about four hours to work through, including recourse to the hints and walkthrough on more than one occasion. For all this, I did enjoy my time with the game, but it was a complicated, spiky sort of enjoyment.

With something as overwhelming as this, it’s tricky to figure out where to start but I guess we can default to the plot. For over an hour (that is, over halfway through the judging window), I thought TIMMoTT was doing a sort of Risky Business thing, with its 1980s setting, focus on adolescents desperate to get laid, and late-first-act reveal that the main character has a friends-with-benefits arrangement with a significantly-older prostitute named Anne (buckle up, it’s gonna get weirder). But then the story shifts in a radically different direction: (Spoiler - click to show)after his girlfriend breaks up with him so she can move to California and start a new life, the protagonist goes to visit her for one last heart to heart, only to find out she’s been kidnapped. Her house’s phone starts ringing, and when he answers it, it’s the kidnapper, who says he wants the main character to bring Anne’s book of clients to the school as a hostage swap. .

Thus is the meat of the game revealed: a long puzzle-fest gradually unlocking different parts of the very large school map, following a breadcrumb trail of (Spoiler - click to show)taunting notes from the kidnapper. Along the way you’ll interact with a bunch of teachers and janitors (in the middle of doing a Spring Break deep-cleaning), discover at least five secret passages, and juggle more sets of keys than Inform’s default disambiguation systems can really keep up with (I’d hoped that the keyring you start with would automate some of this, but no such luck).

There are a couple things to say about this story. The first and most obvious one is that it makes no damn sense – feel free to come up with your own plot hole, but the main piece I got stuck on (Spoiler - click to show)is that the kidnapper’s whole plot makes no sense: they clearly were in Anne’s house so if they wanted to find the notebook, searching her very few unpacked possessions would obviously be far less work than pulling this weird mindgame on Tom. And even assuming he couldn’t find the notebook and actually wanted it, why create so many hoops to jump through that would almost certainly mean Tom would never find the hand-off point? There’s bonus craziness around the whole cult/ritual thing that swerves into period-appropriate Satanic panic, but let’s leave that aside for now. Second, though, it also creates a tonal mismatch with the first part of the game – the relatively grounded teen romance stuff falls by the wayside as the genre shifts from Risky Business to I dunno, like Mazes and Monsters?

At least the narrative voice is consistent throughout, even if the plot elements and tropes shift substantially. An initial warning about the writing: there is a lot of it, and while it’s generally error-free and pretty fun to read, it’s not uncommon for the description of an ordinary room to be preceded with two or three paragraphs of introductory material and then have the room itself take up the rest of the screen. There are also a lot of noninteractive dialogue sequences and cutscenes that are easily a thousand words or more. I didn’t mind this so much, as a matter of personal preference, but I’m not sure this approach is best suited for an interactive medium.

The game is in first person (past tense, with a few small errors), and Tom is generally good company as he explains what the deal is with all his classmates, muses about how he’ll spend his Spring Break, and (eventually) puzzles out how to make progress through the labyrinth the school becomes. He’s a laid-back guy who curses a lot, but he’s overall a good sort who tries to look for those who are having a harder time of adolescence than he is. The fly in the ointment is that he can’t look at a lady without drooling. There are I think just four female characters in the game (not counting Tom’s never-seen mom), each of whom is a total babe with awesome breasts. This is kept PG-13, and is certainly a plausible bit of characterization, but when he’s contemplating how much he feels like he’s connecting with a woman he’s just met and who’s currently caged in an underground prison, it’s a bit much. The fact that pretty much all the teenagers are secretly banging people one or two decades older than they are is also a bit off-putting.

Again, though, after the opening the focus is really on the puzzles rather than the plot and characterization. These are primarily about navigating from one end of the school to the other, surmounting more locked doors than I can easily count. Most of them are fairly well clued and fun to solve – putting pieces together from the intermittent flashbacks to discover secrets in the present was a reliable highlight – but I definitely felt a note of exhaustion when I realized I was going to have to get a set of keys off yet another character, or discover yet another secret passage (the architects for this place must have a lucrative sideline in Transylvanian castles and ancient Egyptian tombs) – cutting the map size and puzzle count by 30% would have still made for a big game while reducing the occasional feeling of repetitiveness.

There are also some puzzles that are less well-clued and do seem like they require some mind-reading, unfortunately. The most egregious example for me was a puzzle that required me to get some salt. Fortunately, I was carrying a salted pretzel, so you’d think this would be a one-step puzzle, no? I never would have hit on the actual solution but for the walkthrough: (Spoiler - click to show)you need to leave the pretzel out on a cafeteria counter that’s glancingly described as having a few ants occasionally wandering through; duck out and come back, and in the intervening thirty seconds they carry away all the bread and leave nothing but the salt. But there were many puzzles with similar issues, including a TV remote that has what are basically magic powers and some rigmarole with an A/V room return slot that I still can’t figure out.

The implementation throughout is solid enough, but in a game this big and complex, “solid enough” can actually get frustrating. As mentioned above, locking and unlocking doors is a big part of what you’ll be doing, but it’s not automatic, and given how many different sets of keys you’ll have, and that both keys, doors, and parts of the scenery might all be described as “rusty” or “steel”, the can be a lot of annoyance to doing something that should be simple. There’s a holdall item, thankfully, but the inventory is quite large and moving things in and out of the holdall can be a pain. And exacerbating some of the harder puzzles, there are some guess-the-verb issues (at one point you find a clue directly telling you there’s something hidden behind the soda machine, but PUSH MACHINE, MOVE MACHINE, and LOOK BEHIND MACHINE, all fail with default behavior since only PULL MACHINE is accepted).

I also got a crash bug late in the game (an out-of-bounds memory access error). And while I’m not sure these are bugs, strictly speaking, I found I think three ways to put the game in an unwinnable state, which I’m not sure is an intentional piece of the design: (Spoiler - click to show) if you put on the robe too early, you can’t change back into the janitor’s uniform to finish up your remaining tasks in the school; similarly if you wander off school grounds after you hand over the notebook, Tom says he doesn’t want to return to campus without it; and I think it's possible to get to the final confrontation without carrying any of the items needed to get to a positive resolution, though alternate solutions are available.

I’m complaining a bunch because honestly, there kind of is a lot to complain about. But with that said, I still had a lot of fun sinking my teeth into this big hunk of game, and while I’m not sure I’d trust Tom around any of my female family members, being inside his head was enjoyable in a retrograde, throw-back sort of way.

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