The Comp randomizer giving me two solid but slightly underdeveloped parser games involving time travel back to back must surely be as statistically unlikely as a mad scientist dragging an unsuspecting bystander along in their trip backwards through time, but here we – meaning both me, who had Entangled come up after Seasonal Apocalypse Disorder in the randomizer, and the player character of the said Entangled – are. There are a lot of differences in the settings, don’t get me wrong: no secret-agent-druids to be found here, and we’re wandering around a declining Rust Belt town rather than a cult’s forest base. And the locals are definitely a bit more chatty. But just as with SAD, I felt like I enjoyed Entangled a bit less than I wanted to because the worldbuilding and puzzles are just a little underbaked.
The game starts as it intends to carry on – you’re given a minimum of information about your character and the task at hand that was initially quite confusing to me, and set loose on a large, sparse map with lots of locations described but inaccessible. As you move through the streets of your hometown – which is clearly on the downswing, with a shrinking population and many folks living in a trailer park – you get a bit more context filled in, explaining that your buddy Sam and his harridan of a wife have moved in with you but now the landlord is cranky and you need to track down Sam at the one bar that’s still open for business in the town (it’s attached to the bowling alley). Then a funny thing happens on the way to the bowling alley and lo and behold, you’re stuck in 1980 and need to gather three weird-science materials in order to fix the time machine and make your way back.
There’s a little more to the setup than this, but not too much. Despite the fact that the player character seems like they’ve lived in this town of 350ish people their whole life, I didn’t feel like I got a great sense that the relationships with the other present-day characters ran especially deep, nor did the narrative voice convey much interest or enthusiasm when seeing the 40-year-old version of their home. While the writing is largely typo-free and communicates enough to understand what’s going on and how to solve the puzzles, there isn’t much affect to any of it.
If the backdrop isn’t the draw here, the supporting cast do much better. There are a wide variety of inhabitants to talk to – I found around ten, and the post-game text told me I missed another ten (this might have been because I didn’t spend too much time poking around 2020). They’re a fun bunch too, running the gamut from the disaffected bowling-shoe girl with dreams of making it big in New York, to a cut-rate fortune-teller and a high-art gallerist with sharp elbows – not to mention the nerdy convenience-store clerk who’s stuck around all these years. Interaction is made simple through a TALK TO command that lists likely topics of conversation, though I found a lot more bonus options were implemented, and probably the most fun I had in the game was talking to these colorful folks about their histories and their dreams. They also serve as a light hint system – when I wasn’t sure where to start looking for one of the three widgets I needed to get back to 2020, asking around set me on the right track soon enough.
The flip side of this, though, is that most of the characters aren’t that integral to the action, and those that are tied to puzzles are among the least grounded, behaving in somewhat cartoonish fashion to make things work. The puzzles themselves are fine, though gathering three MacGuffins isn’t all that exciting – they do boast a whole lot of alternate solutions from what I was able to glean from the walkthrough, and seemed pretty well-clued to me (with that said, one early puzzle(Spoiler - click to show) – giving something to the UFO-obsessed oddball outside the bowling alley – seemed very poorly motivated to me since I’d thought I was bent on finding Sam and didn’t really know who this guy was). But they don’t take advantage of the time-travel premise – there’s no betting on who’s going to win the World Series or anything fun like that – and most of the approaches I found involved swapping item X for object Y, or giving character A thing B so you can abscond with item C while their back is turned.
There’s not really anything wrong with Entangled – the implementation is good throughout – and I enjoyed wandering around its atypical setting and interacting with its pleasant residents. But I couldn’t help thinking that it could have taken its premise and characters more seriously. Like, I never managed to have a conversation with Sam, nor did the scientist who kicked this whole thing off because he wanted to explore 1980 ever pop up after his initial appearance. The time-travel stuff is fun, but again it only goes so far: I couldn’t help noticing that the local fortune-teller charges you a buck to get your palm read in 1980, and it still costs a dollar in 2020. Inflation was 13.5% in 1980! There’s clearly something about this place, these people, and this time that’s meaningful to the author – there’s a lot of loving attention lavished on its creation – and much of that comes through, but I was left wanting a little more.
There’s some Hemingway quote that I’m not going to bother to look up (look, hopefully it’s clear by now that with these reviews you get what you pay for), but the gist is that a writer needs to write a million words to figure out how to write and get them out of their system, and starting with the millionth and first, possibly they’ll be worth a damn, and be pure, and good, and clean, and true (you’re also not paying enough to get anything other than the world’s laziest Hemingway impression). The principle extends to IF, where I think just about everybody has had the experience of making a starter game before getting their feet under them to try something more ambitious (mine’s a half-completed House of Leaves – er, why don’t we call it a “homage” – moldering away on a hard drive that hasn’t been plugged into anything since 2003 or thereabouts).
Elsegar I is a pretty exemplary illustration of the type: there’s only a bit of backstory, about being sucked into a strange new dimension by some sort of singularity, and a found-object approach to worldbuilding that’s largely there to provide scaffolding for the variety of puzzles and programming tasks. There’s a holdall, a darkness puzzle, NPCs who respond to being asked about a couple of keywords, randomized combat, a put-X-in-Y-to-make-Z puzzle, a (big, old-school) maze – classics all, and what’s rare for a first game, all solidly implemented, albeit with a large number of typos. There’s nothing especially fancy about the design, though there are some fun jokes and easter eggs involving a radio, and an actually quite neat text effect for a bit of graffiti. It’d be more interesting if it stuck with a specific kind of puzzle and tried to elaborate it with a few variations, or leaned more heavily into its setting or characters, but again, for this kind of game it makes sense to try out a bunch of different things.
After I’d played the game I saw from the author’s posts on the forums that it’d been disqualified from the Comp since it’d been posted as part of a call for beta testers. That’s a shame – it’s an easy rule to run afoul of – but hopefully part II will make it into next year’s Comp or otherwise see release. Now that the author has the basics down, their next release could be one to watch out for.
I’m worried that this one might get overlooked and I’m guessing it’s because of the title which – and I say this as someone who has a game called “The Eleusinian Miseries” in the Comp, which I’m happy about since it’s the best name for anything I’ve ever come up with – is awful. Between the lack of capitalization, the weird quotation marks, and the difficulty of resolving how these three words fit together to form any sort of meaning (after having played the game I’m still struggling with making sense of it -- apparently it's a Prince lyric?), I think people might be giving this one a pass, despite the evocative cover art and a solid blurb. That’d be a real shame – EWL is good and folks should play it.
The setup here is low-key but nicely drawn: you’re the reluctant co-host of a Halloween party in 1999 (the opening maybe goes a little too far making winking references to LiveJournal and WinAmp, but things on that front thankfully calm down pretty quickly), and at first it seems like the business of the game will be awkwardly bumbling about with all the strangers flooding your apartment, with intermittent flashbacks to the player character’s childhood. There aren’t too many choices that have much of an impact on the overall plot, but there’s some light interactivity that switches up the order you see things, and gives you a chance to get more detail and bring a bit of characterization to the main character. Then you find some of your actual friends have shown up, and it becomes a slice of life hangout game, until the main thrust of the story kicks in.
Before I duck behind the curtain to talk that through – if you haven’t played the game yet, you should hold off on reading the spoiler-text until you do – let me just emphasize once again that this is worth your time. There are good jokes! Here are a couple of my favorites:
”A man in a vampire costume is leaning close to a woman with multicolored hair and fishnets. You’re not sure what she’s supposed to be, though “victim of a vampire” is starting to look pretty likely.”
“There’s more than one puddle on the floor half-heartedly mopped up with bits of mummy.”
The prose is super clean, with no typos or even any noticeable infelicities. The characters aren’t given incredible depth, but they’re sketched in cleanly and effectively, and once the story really gets into gear, it’s heartfelt and well done. Play EWL – just don’t think about the title, jump in, it’ll be fine!
(Spoiler - click to show)So, the deal here is that after your friends show up to the party and you start hanging out with them, it turns out that one of them, named Andy, died on their drive over, and is spending their last night with you all as a ghost. This is presented in a very understated way, and reasonably well telegraphed since the player character’s memories in the first sequence all revolving around Andy, as well as the cover photo and blurb hinting at something supernatural. The presentation isn’t that this is some shocking twist – what the game is clearly after is creating space for the main character and Andy to enjoy some last time together, and say goodbye.
It’s all very restrained – there are no teary jags of emotion, but I think that fits these characters as they’re presented to us, and Andy says he doesn’t want a fuss made over him. The ghost aspect is maybe a bit underplayed, as the main character and Andy himself both seem to adjust to this insane thing happening without spending too much time grappling with it. There’s a bit of an indication that Andy might have romantic feelings for the main character, but it’s not spelled out (or at least, it wasn’t spelled out given the choices I made, though I don’t really see any places where things might have gone differently). Again, it’s low key, even down to the final goodbye.
Does this work, and is it emotionally effective? It’s presenting a universal experience and yearning – someone very close to me died earlier this year, and while it wasn’t a bolt from the blue, I still very much fantasize about the things I wish we’d been able to talk about before the end – but presents it very concretely, with characters whose relationship and emotional makeup feel specific to them. The last conversation they have does come off a bit unsatisfying as it doesn’t lead to any sort of revelation or catharsis, but I’m also aware that even if I did have that last conversation I’m wishing for, the results would be much the same. You can’t sum up and say goodbye to a whole human in a night, much less a few exchanges of words. EWL recognizes that, and captures it effectively – it’s not trying to leave you in tears or fundamentally change how you think about death. It just offers its characters a few moments of grace, and invites you to share those moments with them. And I think that’s enough.
A workman-like piece of choice-based IF, Eidolon’s Escape hits its marks while dangling hints of a deeper mystery, and if it lacks any particular standout feature, I nonetheless enjoyed my time with it. You don’t know your character’s full backstory in EE, but there’s a reason for that: you’re playing a disembodied spirit whose memories have eroded over years of imprisonment in a magical crystal. One of the tricks up your sleeve is possession, though, and since two hapless youths have picked your gaol as the site for their romantic rendezvous, you finally have a chance to escape the tower of the mage who’s caged you by riding one of them to freedom.
This goal is clearly communicated, and it doesn’t take long before you’re able to learn the steps needed to carry it out – there are a couple, but they don’t feel needlessly convoluted. The main gameplay is more puzzle-focused than exploration-focused – you usually only have two choices at a time, and a large number of these are false choices that shunt you back to the main thread. There are challenges and wrong answers, though, most of which revolve around social interaction: you might need to fool the cook into telling you something she’s meant to keep secret, or bluff your way past a skeptical guard. While it’s not too hard to figure out the right approaches in these situations, the eponymous eidolon doesn’t really understand humans so you’re not given too much prompting, meaning it feels satisfying to succeed. Adding to the gravity of the challenge, there’s no save game option and incorrect choices can quickly lead to game over – replays go reasonably fast as there’s no timed text, so this isn’t too annoying, but it does provide an incentive to get things right the first time.
These puzzles and situations, while well-constructed, aren’t that interesting by themselves – it’s all stuff you’ll have seen before. The eidolon’s character and way of understanding the world are what give the game its flavor. I was struck by the way that the choices on offer really only allowed for two ways of playing the eidolon: either as an imperious figure commanding others to do its bidding, or a master manipulator disgusted at how easy it is to twist people around their finger. It’s not very good at social cues much of the time, though, and is usually stuck doing blunt imitations of behavior it’s seen people perform, with the aping only occasionally convincing. Guiding such a character, and engaging with whether its behavior and attitudes are just a reflection of how alien it is from humanity, or if there is something truly sinister about it, adds a welcome note of mystery the otherwise rather quotidian proceedings.
The writing is – I’m going to back to the well of “workmanlike.” I think I only caught one stray typo, and it usually focuses on the right things. But it describes more than it evokes. Take this passage when you possess one of the youths and are embodied for the first time in ages:
"You clutch at the rough cloth of his shirt as your mind wheels. He continues to talk to you but you cannot take any of it in; lights and images blind you, burn into your mind’s eye and blur with new images. Sounds boom, rip and echo through your head, incessant waves of unbearable odours assault your nose, every touch sends lightning through your nerves and your mouth feels as though it has been packed with all the vilest effluvia that the world has to offer."
This is all solid enough, and touches on the right elements to highlight – you’d imagine this is what the experience would be like. But it’s a little vague, and it never sings. There are also some odd anachronisms (the eidolon can attempt to dress someone down by asking “did I stutter?”, and try to seduce another by praising their “symmetrically aligned features”) that undermine the immersion somewhat.
Eidolon’s Escape is smoothly put together – I enjoyed scheming my way to freedom and found the various obstacles on offer fair to work through. The first ending I got, while a victory, was a bit anticlimactic, so I went back and played to a second one that, while technically a failure, was more satisfying and hinted at a resolution to the questions about what exactly the deal is with the eidolon (Spoiler - click to show)(as best I can tell, it’s actually a fragment – and probably not a very nice fragment – of the soul of the mage’s long-dead lover). I wish there was a little more of a spark here, but I can’t be sure that’s because something’s missing in the game, or just personal preference for writing with a bit more flair, and for weird-protagonist games that do more to lean into their odd conceit, rather than EE’s way of playing things fairly down-the-middle.
Dr. Ego is an old-school, parser-based treasure hunt that wears its influences on its sleeve: the ABOUT text says the idea came to the author while watching Indiana Jones, and one look at the starting inventory, which includes a fedora and a whip, shows we’re not messing about (I know the character is called Dr. Ego, but in my headcanon, an Indy knockoff is always named Tennessee Williams). As I recall, the initial bit of dialogue with the guide character nods a bit at the imperialism of carting off indigenous peoples’ cultural artifacts (I lost my transcript so I might be misremembering), but we’re clearly not meant to take things too seriously.
The classic setup is mirrored by classic gameplay – you wander through a jungle environment solving traditional adventure-game puzzles. The map is relatively small and there aren’t that many objects or barriers to work through, so it definitely doesn’t overstay its welcome (the “two hours” estimate on its entry page is off by at least a factor of two, for those folks considering whether to give Dr. Ego a whirl). For the most part, the puzzles make sense given the environment, and it’s usually clear what you’re meant to be doing next (if anything, the final one, (Spoiler - click to show)which is lifted directly from the opening of Raiders of the Lost Ark, is too easy).
Implementation is all right, if unspectacular: scenery is generally there if it’s described in the location, though most of the default responses haven’t been changed and there aren’t a lot of custom reactions to actions not required to solve the game. I also ran into two guess-the-verb issues, or rather two variations of the same one: (Spoiler - click to show) despite having figured out that I needed to go behind the waterfall, repeated attempts to do that were stymied until I used the hint function to discover I needed to LOOK BEHIND WATERFALL. Once in that chamber, it was also hard to examine the object in the hole until, by parallelism, I thought to try LOOK IN HOLE. There are some typos (including in the opening text, unfortunately), and the line breaks felt a bit haphazard, which sometimes made it hard to parse what was happening.
Overall this is an unpretentious game that was good for whiling away a pleasant hour, even though I’m not sure how long it will stick in my mind. One last complaint though – I lost my hat midway through. How can this be an Indy homage if you lose your hat!
The “fantasy monster gets a job” genre is a fun one – the first example that comes to mind is Dungeon Detective and its sequel (you’re a gnoll and you fight crime!) but I know there are many others – because there’s a lot of comedy baked into the premise of an otherworldly being, sometimes with magical powers, grinding up against the quotidian reality of working for a paycheck. Dopplejobs very much delivers on this, but also offers a setting with some intriguing mysteries, while striking a nice balance with its choices – there are a lot of them, and they feel (and are) very impactful to the success or failure of your various contracts, but the game isn’t overly punitive so most sets of choices will still get you to a satisfying ending.
Let’s get the downsides out of the way early: there are some typos and the writing is a little bit awkward in places, though it’s not 100% clear to me that these are unintentional – there are many places where articles are dropped, for example, as well as some ungainly use of prepositions and syntax, which could reflect an author whose primary language isn’t English, but could also be an attempt to reflect the overenthusiastic, off-kilter (at least by human standards) character of the eponymous doppelganger. There are also some bugs in the code related to your finances – the framing challenge of the game is earning enough “quartz” to pay back your business’s startup loan, and you get varying amounts of it depending on how well you perform in each of your jobs, as well as having the opportunity to plow some of the proceeds into more advertising, a swankier office, or just going on a spree. However, the math often didn’t add up: I’d have 350 quartz, earn 300 more, and be left with 550, or spend 50 when I have 1050 accumulated, after which I still had 1050.
These niggles don’t undermine the experience all that much, though. As mentioned, the infelicities in the prose ultimately have a kind of addle-pated charm that seems very much in keeping with who the doppelganger is. And despite the loan-centric framing, it didn’t seem like the amount of money you have at the end really has that much impact on where the story ends.
So there’s not much holding back the considerable upsides, which are that this is a fun world to inhabit with lots and lots of reactivity. Each of the jobs you take on – your business is to impersonate humans who want to duck out of some embarrassing or annoying experience you’ll go through in their stead – is quite varied, and offers ample opportunities to stick to the remit, try to cause chaos, or poke into the secrets of the city where you work (this isn’t the real world, and its snake-centric superstitions and bizarre infrastructure make it a pleasure to explore). Your choices not only impact client satisfaction – and therefore how much you get paid – but also help define your character. Since doppelgangers take on some of the traits of those they impersonate, if you behave in an especially curious, or introverted, or patient manner, you’ll inherit some of that in the remaining go-rounds.
The jokes are often quite funny – if you underinvest in advertising, a client might say that the reason they sought you out is that they “appreciated the fact that the slogan was small and the office hard to find. It proves you’re discreet.” Or, when contemplating doing something about that: “when it comes to advertisement, you feel like you are a pretty good singer. You could compose a catchy song advertising your business. Something like: ‘Doppel doppel it’s all proper fa la la la la!’” Again: slightly demented, but very fun.
DJ is well-paced, too – each job has some meat to it, but is fairly zippy, and the post-job opportunity to spend some money offers a nice punctuation of each phase. This, combined with the 20ish minute playtime made me eager to jump back in and replay after I’d finished first time – and sure enough, while you appear to always get the same jobs in the same order, there are a lot of variations possible depending on what you decide to do, and the game is fairly forgiving such that even choices that seem suboptimal don’t take that much of a toll.
This is especially nice because I think on my first play-through, I was overly cautious – I was very fixated in paying back my loan, and the way the job payoffs work you always feel like you’re on the knife-edge to be able to do that by the end. So I passed up a lot of choices that seemed riskier, including opting out of the final bonus job since I was just over the 1000 quartz threshold and didn’t want to mess things up. I had much more fun on subsequent go-throughs, when I didn’t feel so much tension: DJ is at its best when it’s letting you try new things, look under rocks for what might be there, and role-play a well-meaning monster whose instincts for human behavior are not all there.
I keep wanting the title here to be a pun but can’t figure out how to make “ceviche” fit to “machina”. That feeling of not-quite-rightness is perhaps representative of how I felt about the game. I’m not sure what words to describe the setting – it’s like a Jorodowsky comic book about a sentient virus attacking a capitalistic R’lyeh, maybe? But that doesn't given the full flavor, and I'm unclear on whether I've got the sense of who’s trying to do what to whom (or to what). All this to say the game is enticing and disorienting (in a good way!) off the bat, and the odd interface, atmospheric pixel-art, and punchy text vignettes are grabby and drew me in.
Ultimately, though, that grabbiness wore off for me, I think partially a casualty of the age-old crossword vs. narrative war, and partially because of how the instructions are presented. There’s some in-game help, with a helpful goldfish offering tool-tips when you mouse over bits of the interface. But there’s also a file that comes with the game – the Holy User Manual – that goes into some detail, in out-of-world voice, about the mechanics, goals, and a bit of the strategy of the game. When I played the game, it looked like part of the instructions, and it clearly laid out the mechanics. (Spoiler - click to show)In effect, the game is played in rounds – in each, you’re shuffled a hand of five cards, three of which you must play into three different slots, and then allocate two (differentiated) worker-units to the played cards. Each card gives, or takes, or exchanges resources based on the slot to which it’s played and whether, and which, worker it gets. When you accumulate enough of one of the resource types, you get a special ceremony card – do that three times and you finish the game.
Now, there’s definitely narrative flavor on top of this dry recital – the workers are members of a robotic clergy, each card pops up a unique vignette when it’s played, and the resource names and types paint an interesting picture that fits nicely into this strange, skewed world. But when playing, I found that I mostly focused on the board-game aspect of making the numbers go up, and skimmed the text. Partially this is because the narrative vignettes don’t seem to have much continuity, or impact – they’re really just flavor for the numbers. Partially I think the interface is to blame – you click “submit” on the right side of the screen, then just to the right of that is where the mechanical results are stated, then just to the right of that is the next turn button, so it’s sort of against the flow to move your eyes left to read the text. And partially I think it’s because I had read the instructions so I knew exactly what to do, and was therefore more in goal-seeking than exploration mode.
It does appear that there is some exploration to do – it seems like there may be multiple endings depending on how well you play the board game, and I think there was some interplay of the card and slot mechanics that I didn’t fully suss out. But it’s possible to reach a perfectly satisfying ending without getting into any of that. I wound up wondering whether I might have enjoyed the piece more without that instruction file – which, after subsequent posts from one of the authors, turns out was more of a walkthrough. I probably would have engaged more with DEC and its fiction without having seen the mechanics laid quite so bare – so if you’ve got this one on your list, perhaps try playing it without reading the file first, and see how that works?
Lastly, I can’t leave this one without flagging two great jokes: (Spoiler - click to show)”Davy Jones Industrial Average” and the fact that the last line of the game is “FIN”.
(This is a review of the initial Comp release of the game; I believe mid-Comp updates have addressed some of the bugs mentioned below)
Desolation is a sequel to a game I haven’t played (and side-note, that bothers me way more than it should because I’m the kind of bloody-minded completionist who’ll be recommended a TV show that’s uneven at the beginning but gets really good in season four which is a perfect jumping-on point because they rebooted the premise and shifted the cast, and decide right, season one episode one it is). Interestingly, it appears to be written by a different author (much like Magpie Takes the Train, it occurs to me), so I’m a bit curious about the backstory.
Anyway, the lack of familiarity with the prequel isn’t too much handicap, as the opening immediately establishes 1) you’re fleeing into a desert with little but your wits, and 2) you’re being pursued by a sort of demonic Pippi Longstockings. I kid, but the horror bits here are probably the most effective part of the game — whenever the two braids girl shows up or is mentioned, the writing conveys how reality constricts around the player character, and their desperation to get somewhere, anywhere else. There’s not much specificity about who she is or what she wants, but for a plot as elemental as this, I don’t think that’s really a drawback (play the prequel if you want the lore, nerd! Or so I assume the rejoinder goes).
Structurally, Desolation is well set up into a series of self-contained puzzle areas, which generally keeps things zippy, and the puzzles themselves are fairly well clued. However, there’s no walkthrough or hints on offer, and there’s some unfortunate wonkiness in the implementation. In general, there’s not much scenery that’s implemented (including some that seems like it would be needed/helpful, like (Spoiler - click to show)the “softball-sized” rocks that one might try to throw at the dog), there’s wonkiness about trying to go directions that don’t lead anywhere (which the player is likely to do, since exits are sometimes described in a confusing fashion), and there are a fair number of bugs, including lots of scenery not being flagged as such (in the (Spoiler - click to show)apartment sequence, I was able to pick up pretty much all the (Spoiler - click to show)furniture, and start cramming the bathroom sink into the peanut jar). It’s possible to do some things before they should be allowed, and I ran into a guess-the-verb issue that stymied me for quite a while (Spoiler - click to show)(to hit the dog with the pick axe, HIT DOG WITH PICK AXE doesn’t work but ATTACK DOG does – but the dog is very clearly scary, I don’t want to fight it without a weapon!).
One last thing that’s neither here nor there in terms of evaluation, but which was certainly interesting (very light spoilers for an early part of Desolation, then slightly deeper spoilers for a different, 20-year-old game): (Spoiler - click to show)the first main sequence involves the player character hallucinating that they’re back in their apartment, going through a pre-trip checklist. But any time they open the fridge or turn on the taps, sand starts coming out, until everything starts dissolving into dunes. This is Shade! But it isn’t presented in an in-jokey way that makes it seem like an obvious tip of the hat, nor is it exactly the same because the player clearly knows what’s up (the choice of soundtrack creates some really funny moments here). I’m not sure if this is an homage played exactly straight, or what would be even more interesting, independent invention of the idea. If so, well done for having a brain that can simulate Andrew Plotkin!
Hopefully the author can make a quick update to squash some of these bugs (and add a walkthrough file too!) because if you stick to the critical path and don’t poke around too much, this checks a lot of boxes for a short, scary, puzzley vignette.
Deelzebub is a lightly-puzzly comedy game that nails the comedy and got my first out-loud laughs of the Comp.
The scenario – the player character is part of a cult that may be harboring a dark secret – is immediately familiar, but the tone of the presentation quickly subverts expectations, as the player character is presented as earnest, friendly, and a little bit suspicious of many different things and people, but willing to go along to get along. This easygoing vibe fits well with a rather ridiculous but appealing supporting cast, and some engagingly silly situations.
I don’t want to get too much into detail on the comedy, both not to ruin it and because what worked for me might not work for you. But I think it’s really, really well done. The best gags, I thought, have to do with the main character trying to bluff his way through a demon summoning, and this bit alone is worth the price of admission. I can’t help spoiler-blocking my favorite single joke:
(Spoiler - click to show)Dave [the aforementioned demon] looks around the chamber. “So this is the human world, huh? It’s a lot smaller than I imagined.”
“This isn’t all of it. We’re in a basement.”
Deelzebub stacks up well pacing-wise, too. The player character is given a series of tasks, which are generally pretty clear in pointing you in the right direction and none of which overstay their welcome. The structure then opens up during the endgame, with four different endings to pursue (I found two).
The puzzles generally have good clueing, though some niggles in implementation and a little bit of guess-the-noun/verb-ing occasionally undercut the momentum. I also was a little disappointed that Dave, the demon you summon early on, can sort of drop out of the story midway through, since he was the clearest throughline for the first half of the game.
There’s a good amount of scenery implemented, though occasionally objects that seem to be mentioned aren’t actually there (there’s reference to a pamphlet that explains the group’s beliefs in the opening scene, but I couldn’t find or read it), or objects that are important but aren’t mentioned despite being present (Chris was listed as being in the crop field area, but not Ruth, even though you can, and should, interact with her! And I had the same issue with the (Spoiler - click to show)ear in the worm bin). The map felt a bit too big, but maybe that’s just because I had a hard time holding it in my brain due to there being some non-cardinal directions thrown in to confuse things.
There were also a few niggles that might have just been part of the way TADS works, but which stood out as strange to me since it’s been a while since I’ve played a game written in it – in particular, there are a fair number of multi-passage scenes (including the opening) where you need to hit enter to continue, but without specific prompting and with the ability to write text before one hits enter, I wound up being a bit confused because I thought I was playing the game and just getting unhelpful/strange responses before twigging to what was going on.
All of which to say there are a few small rough patches that can hopefully be smoothed over for a post-comp release, because what’s here is really solid and really funny, just tremendously appealing.
Finally, someone dares to tell the truth about pickles - we need to get this game into the hands of Congress because it's time for action!
This one’s pretty hard to discuss without blowing a lot of what makes it so charming - Cursèd Pickle is a candy box of surprises, both narrative and mechanical, and I’m wary of stomping all over said charm by discussing anything other than the graphics on the loading screen (it’s a lovely picture, reminded me of Loom!) And I can’t just put the whole thing in spoiler-text, because there are like double-secret spoilers that I want to conceal even if you have dipped in for a bit but haven’t plumbed all the depths. So do yourself a favor and make sure you’ve played the game at least until you understand the title before you read the rest of this.
It occurs to me that you – my beloved (I mean belovèd) as-yet-unspoiled reader – might need some buffer text after the above admonition so you don’t accidentally seccade your eyes over something unsuited for their gaze. Let’s see, I can point out that there’s a location that features a peristyle, which is a sort of obscure column-filled courtyard that I also worked into my game, and showed up in Vain Empires as well. That’s just the sort of vaguely interesting coincidence one likes to bring up when one’s marking time.
All right, so here we are. Cursèd Pickle continues the MMORPG parody of the author’s earlier game, the Baker of Shireton, except this time you start out as a player character. The "game" is undergoing a big version upgrade, and the resultant crash bugs and corrupted data eventually shift you into reinhabiting the said Baker, except this time in a much more manageable choice-based interface as opposed to the parser chaos that overtook me, at least, when I tried to play its prequel.
Cursèd Pickle commits to its conceit, down to the IRQ port options when attempting to configure your nonexistent 3D hardware (before dumping you into the fall-back text mode). And it commits hard: even before you get to the baking bit, there are a good number of fetch quests, dozens of hair and beard options, a raid dungeon and mansion-looting mini-module, four different classes each with their own combat minigame… there’s even a “legacy” server that presents an interactive vignette from the main game in Inform 7 form! (Spoiler - click to show)(I couldn’t win this one, as I couldn’t figure out how to get ahead of the server wipe – if anyone’s found a secret here, please drop a line!).
I think like 90% of this is technically optional, but it’s all crafted with incredible care, with tiny jokes and novel features everywhere you look. I’m listing a couple of my favorites here, but they’re pretty major spoilers, so proceed with caution: (Spoiler - click to show)you can ask the pickle about its plans for world domination, which spits out a list of the fifty-odd zones it’s going to conquer, with four or five laugh-out-loud gags buried among them; and you can turn into a freakish man-bee hybrid by accepting the Hive Queen’s offer at the end of the dungeon, which lets you grow wings and skip what I think is an arduous desert trek that makes up the final section of the game. Though this makes your henchman flip out and book it for home, understandably.. And all these systems aren’t there just as a joke-delivery mechanism: the core RPG loop is well fleshed-out, and compelling enough that I spent an hour and a half just doing side-quests and grinding up my character’s stats instead of engaging with the main quest.
Speaking of the jokes, the writing is dead on throughout, sending up MMORPG global chat, fetch-quest tropes, and marketing patter with equal aplomb (OK, I do have one note: some of the pickle jokes over-rely on “briny,” and subbing in “vinegary” in two or three places might be worth considering. This is my only critique of the prose, and it is more than counterbalanced by the use of the accent in “Cursèd”). I heartily approved of the disgusting descriptions of how the filthy townspeople gave vent to their pickle addictions, and approved even more heartily of the harbourmaster’s disapproving opinion of same. And the best joke in the entire game is the song my bard sang at the end – it’s a nice, confident trick to save your strongest material for the very end!
Implementation-wise the player is in very good hands here too. The timing aspects of the combat mechanics were sometimes a little stressful for me to keep up with on a trackpad, but not so much so that I felt the need to use the optional slow-down plugin (if you’re in the market for such a thing, you can find it in the message board linked off the stats page). I noticed a couple of very small implementation issues – amazingly few, considering the “more is more” approach to different subsystems and interfaces: as the baker, at one point I had -1 customers queueing for bread, and dough left in the oven when quitting for the day would still be in the oven, yet unburnt, in the morning, just the same as I’d left it ten hours before.
There are few games as positively crammed full of delight as Cursèd Pickle. An ill-wisher could cavil at the premise, arguing that for such a Brobdingnagian game, it’s ultimately rather slight in thematic terms – at this late date, does the world really need another MMORPG satire? But after giving it a play, they’d change their tune right quick.
(The tune is the Melody of Malcontent, and while they’re singing it you’ve been sliced to ribbons. Ow!)
(Also I wasn’t joking in my opener, pickles are gross)