Reviews by Mike Russo

IF Comp 2022

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Approaching Horde!, by CRAIG RUDDELL
1 of 1 people found the following review helpful:
A real-time, mechanic-heavy management game (with zombies), November 22, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).

I played Approaching Horde right after One-Way Ticket, a game that wore its art-house pretentions proudly, so it was nice that the Comp randomizer gave me something far more populist as a change of pace – Approaching Horde Exclamation Point is an old-fashioned zombie B-movie, with desperate survivors of an undead uprising scrambling to survive a surprisingly math-heavy apocalypse. It took me a minute to get a bead on the game, I confess. There’s a linear introductory section that’s jokey, but wordy and repetitive (“As you relaxingly try to watch your favorite TV channel from the comfort of your couch, you notice more gunshots than normal ring out in the neighborhood this evening for some reason,” is one of the first sentences, followed quickly by “At first the gunshots don’t even bother you as it’s fairly normal for this neighborhood”) – it also glosses way, way too quickly over the fact that you start your undead-fighting career by punching your never-named spouse to a second death.

The dodgy writing quickly falls by the wayside, though, since once you’re in the meat of the game there’s very little of it. The intro concludes with you assuming command of a group of 10 people, and as the game proper begins, you’re confronted with a table interface allowing you to assign them to one of a half-dozen tasks, from farming to scavenging to researching, all of which work basically as you’d think – you need to balance feeding your survivors with recruiting new members of the group and building new fortifications. Complicating things, though, everything plays out in real time – there are sliders in the left sidebar that tick up to show your progress in each job, moving more rapidly as you assign more people to each task. The cherry on top is that this isn’t a sandbox, because there’s a giant undead horde approaching – er, spoiler warning for those who didn’t read the title – and in twenty minutes, they’ll steamroll your group no matter what preparations you’ve made, unless you’ve managed to dig an escape hole, or research a cure for the zombie plague, in time.

As a demonstration of how a tower defense slash idle game can work in Twine, I’d rate the game as pretty successful. As an overall experience, though, I’m more mixed. Partially this is because despite the cleverness of the gameplay hacking, for a game using an IF authoring system and entered into an IF competition, the writing is fairly minimal – once you’re in the game proper you mostly just get functional one-line updates as your survivors complete each piece of work, and it’s hard to get too excited about reading “your farmers just harvested 6 food from farms!” even once, let alone the thirtieth time (there are ending vignettes, of course, but they don’t meaningfully improve on the opening).

Partially, though, this is because I didn’t find the gameplay itself all that compelling. Ideally managing this paltry remnant of humanity would feel like a desperate exercise in plate-spinning, trying to balance short-term needs like food and the immediate threat of zombie patrols with the need to make long-term investments in research and infrastructure, with the horde serving as a final test of your decision-making prowess. In practice, though, the game was both too hard and too easy: too hard, because the twenty-minute deadline means that faffing about exploring your options will almost certainly mean you’ll run out of time with your victory conditions only half-completed, and too easy, because at least on normal, many of the tasks you can do, like attacking zombie patrols and finding new guns, seem mostly unnecessary and a simple strategy of booming your economy for the first ten minutes (getting to the survivor cap of 50 as quickly as possible, and researching farm tech to minimize the workers you need to maintain that population) then pivoting to cure research for the last ten (which also requires you to capture some zombies for study, admittedly) allowed me to win handily, barely touching the survivor assignment buttons for the last seven minutes, on my second try.

I don’t mean to be too harsh here – getting this system up and running was surely a challenging bit of programming, and the kind of difficulty-tuning it’d take to make the gameplay sing is typically the end result of repeated stages of testing and refinement, which is a lot to ask of a solo developer making a free game and facing a hard deadline. It’s mostly just a shame, because it seems like it’d be fun to explore some of the deeper mechanics here on offer, like searching for unique items, reactivating the radio tower, and training guards’ marksmanship, but the game as implemented seems to punish you for messing about with that stuff rather than mechanically zeroing in on a victory condition. Hopefully there’ll be a post-comp version that takes advantage of seeing how a bunch of players navigate the challenge to make some tweaks – and maybe revises the intro and ending vignettes to be punchier (er) and hit a more consistent tone.

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Witchfinders, by Tania Dreams
2 of 2 people found the following review helpful:
Recovers from a weak beginning, November 22, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).

There’s recently been an IntFic thread about whether or not novice authors should be warned off the default Twine style – I think mostly the Sugarcube format? – for fear of turning off potential players. There was a substantial bit of back and forth without firm conclusions being reached, but I have to say, Witchfinder’s inelegant first impression makes me pine for the old comfortable white-black-and-blue. Per another review, there’s a font mixup that means that in my web browser at least, the letters come out looking chunky and, where bolded and highlighted to indicate a link, they’re smooshed into each other in a way that impacts legibility.

Meanwhile, I’m a sucker for historical fiction but the content of the intro doesn’t reassure either:

"Edinburgh, 1827.

"Age of Enlightment gave a way to Romanticism, leaving behind medieval brutality and aspiring beauty of Reneissance.

"Scotland regained their territories and started its way into the Industrial Revolution.

The typos are unfortunate, and the breezy nods towards alternate history beyond the witchcraft identified in the blurb (like, did the Act of Union get reversed? Which territories are we talking about exactly?) didn’t fill me with confidence. Luckily, the game does bounce back from this unpromising opening, turning into a reasonably entertaining, albeit low-key, experience helping your neighbors through the power of hedge magic, but I do wish a little more care had been taken to polish things up so it could put its best foot forward.

But for the supernatural elements – and honestly, even with them – Witchfinders would be best characterized as a slice of life game. Pace the blurb’s suggestion that the protagonist will be dodging witch-hunters in a high stakes game of cat and mouse, most of what you wind up doing is running errands to heal a friend’s sick son or keep the local cattle from losing weight. You do have a “witch score” that ticks up if you arouse too much suspicion, triggering a game over when you reach four points, but while there are a couple places where the score can go up despite your best efforts, for the most part it’s easy to keep a low profile unless you’re bent on drawing attention to yourself (like, when buying a potentially-suspicious item, you can either offer an innocuous excuse, or react with hostile defensiveness. Guess which one increases the score!)

Solving these quotidian problems does require a bit of work, and indeed, it’s possible to fail at least one of them. These aren’t puzzles, exactly, since you’re typically either straightforwardly completing a task (e.g., upon being told you need willow bark, you go to the one willow tree in the area), or on the flip side, inadvertently locking yourself out of full victory (e.g. by exhausting all your options in the Esplanade before making a purchase in Lawnmarket, with no indication of why you’d need to do the one before the other). Still, the game lets you eke out a marginal victory even if you make a mistake, and replaying goes very quickly, so it’s hard to hold this against it.

For the most part the prose isn’t trying to be especially authentic, sticking to a direct, slightly anachronistic YA-ish style, but there are a couple nice touches. First, whenever you pass through the hub area, you can read a randomly-generated broadsheet which is drawn from real examples of the form, and second, there’s a butcher who speaks in – well, the author describes it as a Scottish accent, but I think towards the end this is getting into straight-up Scots:

"Aye, amurnay sure whit’s th’ issue thare, bit th’ animals we git lest time keek a bawherr puggelt.”

I was following up until the point where he started talking about a cake decorated with a naked Puggle.

Ultimately I found Witchfinders a lightweight bit of fun, and coming up on halfway through the Comp, that’s certainly nothing to sneeze at – not everything needs to swing for the fences, after all. It’s rough around the edges, sure, but there are worse things to be, and I have to say the bug that meant I scored 110 points out of a possible 100 brought a smile to my face – albeit wonkiness towards the end is always more forgivable than issues at the beginning, and not all players will be willing to give a game the benefit of the doubt after a shaky opening. Authors, make sure those first five minutes are airtight!

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Zero Chance of Recovery, by Andrew Schultz
2 of 2 people found the following review helpful:
A chess dilemma, November 22, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).

It’s a funny coincidence that the Comp randomizer picked the alphabetically-last game as the final one in my queue. Zero Chance of Recovery is a nice bit of comfort-food to end on, too. I’ve played and enjoyed Andrew Schultz’s three previous IF chess puzzles, with his endgame-focused entry in this year’s ParserComp, You Won’t Get Her Back, being my favorite of the trio. The present game is quite similar to that one: again, there are only a few pieces on the board – in this case, white and black each have a king and pawn apiece – with the outcome hinging on pawn promotion. And again, the presentation and interface are very slick, with multiple options for how best to display the chessboard (there’s also a screen reader mode), intuitive syntax for how to direct your pieces, and a host of help screens to orient you to the challenge.

One point of difference from the earlier game is that You Won’t Get Her Back actually boasts three slightly-different scenarios, based on the varying strategies the black side can adapt – roughly, whether it prioritizes moving its own pawn down the board, threatening your pawn, or striking a balance between the two. This initially wrong-footed me, as black’s freedom of movement meant I wasn’t sure why it was making some choices instead of others, but it only took a little bit of trial and error to work out a potentially viable approach; once I solved the first scenario, the others were significantly easier, which was satisfying since it felt like I’d figured something out!

There’s a final bonus challenge, too, which ties in with the conceit of the plot, because just as in Schultz’s earlier chess games, there is a story here. This time out it’s a rather slight thing, with an inciting incident where your king is waylaid by mercenaries hired by black, providing the justification for the white king starting off on the far side of the board. It works well enough to set up the action, but I confess it wasn’t as engaging as the political satire of the Fivebyfivia and Fourbyfourian games, or the unexpected relationship pathos of You Won’t Get Her Back – these narrative riffs are fairly superfluous to the core mechanics of the puzzle, I suppose, but I missed the extra allegorical heft they provided to the initial trio. For all that, the writing here continues to be well-done and entertaining, hitting a breezy tone that provides some well-considered nudges in the right direction, and boasts a surprising level of detail (the descriptions of the different pieces shift depending on where you are and what they’re doing, which is delightful).

My only other complaint is that the aforementioned bonus challenge did stymie me – I’d made one assumption based on the hints the game was giving, but managed to get the wrong idea entirely (Spoiler - click to show)(I understood that I needed to “cheat” by getting the black king in trouble with the mercenaries, who he was only going to pay once the black pawn promoted – but I thought that meant that I needed to prevent the pawn from promoting so that the angry mercenaries, cheated of their pay, would go after the opposing king. Instead, you’re supposed to let the pawn get promoted, but only then take the queen and force the draw; the idea is that only in those circumstances does the king need to pay up). It’s plausible enough once I knew the trick, and provides a fourth distinct way of getting to stalemate, but for whatever reason it just didn’t click, robbing this one of the “aha” moment I felt in some of the other games.

I’ve spent a lot of time comparing Zero Chance of Recovery to those previous three games in this review, because there really isn’t anything else like it and because it’s very much of a piece with those. But for all that I’d say it’s my least favorite of the now-quartet, I still enjoyed playing with it – the high production values and attention to detail make it fun to fiddle one’s way through the puzzle, and as I said at the top of the review, it very much felt like comfort IF, as though I were sinking into a warm bath at the end of the Comp.

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Am I My Brother's Keeper?, by Nadine Rodriguez
4 of 4 people found the following review helpful:
A sibling bond gone wrong, November 22, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).

I’m a sucker for stories about siblings. Much of that’s probably for boring autobiographical reasons – most things are when you get right down to it – but even without that personal link, I’d stand by the opinion. They allow you to have strong connections between characters outside of a romantic relationship, with a potentially richer palette of emotions – for one thing, there can often be more pain, resentment, and ugly history between siblings because even after doing things to each other that would be unforgivable in a friend or a partner, they’re still related – and unlike with parent/child relationships, who has power or who’s in control in a particular situation often needs to be continuously negotiated, and can shift drastically with little warning.

Am I My Brother’s Keeper? is a short choice-based thriller that centers on one such bond, following the protagonist as she searches for her missing sister. Sofía’s got a drug habit, which means everyone else is prone to write her disappearance off as simply ducking off the grid for a while. But you’re sure something terrible has happened, and after a late-night phone call, you get a lead that could take you to her, if you’re got courage enough to brave some sketchy warehouses and even stranger places…

This is another game written in Texture, and while I’ve enjoyed several of the Texture games in the Comp, for some reason the system didn’t seem to work too well for me this time. For one thing, I had to start over since when I played on the phone, I hit a point a third of the way in where I couldn’t drag one of the action-boxes I needed to in order to progress – and then once I switched over to my laptop, had to start over again because the game reset itself after I alt-tabbed for five minutes. For another, the game largely uses choices not to present different paths through the story, but to expand on details in the text – and these are added inline, which dynamically shrinks the font so that the full passage stays on a single page, meaning the writing was often uncomfortably small for my aging eyes.

These minor gripes aren’t all the author’s fault, of course, but they perhaps made me grumpier at its weak points than it deserves. There are very much some pieces of Am I My Brother’s Keeper? that I enjoyed; the investigation is pacey, and introduces supernatural elements in a gradual, grounded way that kept me from immediately guessing the truth behind what was going on. And when you share a scene with your sister (there are flashbacks, so that’s not a spoiler), the sibling rivalry and banter definitely strike me as authentic.

But there are other aspects that aren’t as successful. For one, while much of the joy of this kind of procedural is running through the beats of an investigation, the process of finding and decoding clues here feels overly abstract or unrealistic (there’s a sequence where the cop assigned to your sister’s case suggests running down a lead together, then later lets you explore an evidence-containing warehouse on your own, as thought they’ve never heard of the concept of chain of custody). The writing also aims for a neo-noir patter that’s effective at communicating a vibe of omnipresent gloom, but lands in Max Payne territory more often than not:

"A journal on a coffee table in between two seats. Compared to the rest of the building, it’s immaculate, unburdened by the marring of abandon."

The game’s almost entirely linear – there’s one choice at the end that might have an impact on the outcome, but other than that you almost always need to use all the actions available to you in a passage in order to move on – which I often don’t mind, but again, for what’s framed as an investigative game, makes progress feel unearned. This extends to a sequence where you’re told you can only take a single item into the final confrontation: but rather than this being interactive, the game just railroads you into bringing a gun, surely the most boring choice imaginable.

The other exception is very early on, when you’re given the chance to answer the title’s question in the negative, and abandon Sofía to her perhaps-deserved fate. This takes you to what’s clearly a premature, unsuccessful end, but along the way the game also plumbs the relationship between the two sisters with more nuance than comes out in the faster-paced rest of the game. With more of this, and less of the soft-boiled narration, Am I My Brother’s Keeper would be substantially stronger; as it is, it’s pleasant enough to play but is unlikely to stick with me for very long.

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The Pool, by Jacob Reux
2 of 2 people found the following review helpful:
Goofy but zippy horror , November 22, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).

I’ve a couple times in my reviews done the gimmick of presenting a game by harping on its most hackneyed or weakest elements, then doing a lame rug-pull and revealing that Actually It’s Great. I’m not doing that here – The Pool is objectively not that good of a game. It’s a horror thriller that’s simultaneously underdeveloped and overbaked, with a premise (sci-fi monster aquarium research base attacked by inside-man saboteurs and also the fish monsters turn you into zombies and also some are psychic octopi or something plus you have social anxiety) that has way too many details yet makes way too little sense to hang together. It’s a default-Twine presentation, with all the typos and sloppy writing that black-and-blue color scheme often signifies. It boasts multiple branches, but they don’t work that well on their own, throwing out-of-context character betrayals and plot twists that seem to presuppose multiple replays to be coherent, let alone effective. And at every point it manages to step on its own theme, as the story ostensibly presents the protagonist learning to grow past their anxiety but in reality brutally punishes you nearly every time you step outside of your shell and trust someone else or behave the slightest bit altruistically.

But – of course there was a but coming – I enjoyed it quite a bunch, laughing at it as much as I was laughing with it but laughing all the same. For all that I take IF sufficiently seriously that I’ve written a review engaging with a game through the lens of Brechtian “epic theater”, sometimes all it takes for me to have fun is playing a dopey monster mash on Halloween, as I was lucky enough to do.

Look, this thing is ridiculous, with shifts in tone that make gold-medal slalom look like a lazy inner-tube ride down a gently winding river. One second you’re about to bash a sea-zombie with a rock but focused more on how that’s scary because it’s taking you outside your comfort zone than because you’re about to bash a sea zombie with a rock (who does have that in their comfort zone?), the next you’re facing down a terrorist who’s unleashed all this chaos because “I just wanted to escape all of this. This monotony. Don’t we all?” (protip: if your villain’s motivation could equally well apply to starting a D&D club, taking up swinging, or unleashing a seamonster apocalypse, it could probably use more time in the workshop).

There are a ton of instadeaths, too – again, many cued by doing something seemingly in-genre and innocuous like extending a moment of mercy to seemingly-beaten enemies – gorily described but so many in number, and so lightweight due to the omnipresent undo button, that I started to relate to the protagonist as though he were Wile E. Coyote, fated to be dismembered, drowned, and zombified for my amusement.

My instinct is of course to overcomplicate this, to bang on for hundreds more words unpacking why I enjoyed it despite its flaws, perhaps delve into what “so bad it’s good” really means and assess whether liking something ironically is meaningfully distinct from liking it directly. But for once I’m going to resist, save for noting that for all its warts, this is a game that moves, setting up and resolving conflicts quickly and efficiently. Due to some of the storytelling issues noted above, the transitions can sometimes be a little rough since you don’t know what all the characters’ deals are, and the worldbuilding is pretty arbitrary so what happens next can feel a little random. But once you’re in a scene, the stakes tend to be established clearly and concisely, and nothing feels belabored or like it overstays its welcome. Lots of IF – especially choice-based IF, which tends to have longer gaps between player input than parser games – can feel quite plodding so it’s nice to play a game with some zip in its step, and as the rest of the review demonstrates, good pacing can make up for a whole lot of other faults!

Bottom line, The Pool is trashy and dumb, but if it catches you in the mood for something trashy and dumb, and you don’t overthink it – for god’s sake don’t replay it to fully understand how all the strands of its plot fit together – and read it quickly so you don’t notice the typos as much… well, you still might dislike it, because it’s a rickety contraption. But you might find it scratches an itch, and catch yourself thinking “sea zombie” to yourself with a giggle for a day or so. Some games aim for more, some settle for less, but here we are.

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The Staycation, by Maggie H
3 of 3 people found the following review helpful:
Maybe broken psychological horror, November 22, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).

I have a really hard time writing reviews when I haven’t enjoyed a game much, but can’t tell how much of my dissatisfaction was due to the design and writing, and how much to bugs. I try (though often fail, I know) to spend at least part of the time in my reviews assessing how well a game achieves what appear to be its goals, and if it doesn’t meet them because the gameplay is at war with the theme, or the characters need to support a level of emotional engagement they’re just not up to, or what have you, that’s fair enough and I feel like I can evaluate those shortfalls in good faith – likewise it’s no big deal to identify discrete bugs, even potentially far-reaching, gamestopping ones. But when I can’t get a sense of the creative agenda, and there appear to be bugs whose scope I don’t fully understand, it’s really challenging to figure out what to say that’s at all useful: were things largely working as intended, and I’m pinning my confusion on a few minor bugs to avoid owning up to being a big thicko? Or was there actually a masterful design whose shape I didn’t get to apprehend due to some unfortunate bugs? Either way, besides the author hopefully realizing they have some fixes to make, I doubt anyone would get much out of my virtual gum-flapping.

(I know, I know, how is that different from any of my other reviews, etc.)

Anyway, I’ve got that dilemma here. Staycation didn’t work for me, but I’m flummoxed to pinpoint what specifically went wrong. Maybe it’s best to just recount my experience with it? This is another Texture piece, whose premise is that you’re a young New Yorker whose housemates (who are romantic partners – you must feel a bit of a third wheel) decide to go for a trip to warmer climes to escape the northeastern winter. You decline, however – this is railroaded despite there being various options, which show up as emoji (?) though thankfully you get a preview in words of what each potential action will be. Apparently you’re a bit of an introvert and looking forward to some time alone? After some painting and lighting some incense – relaxing! – you turn in, only to be woken by scratching in the middle of the night: your cat, which can either come off comforting or menacing depending on the actions you pick.

Either way the vibe goes from cosy to horrific in the course of one like 50 word passage; my first time through, I somehow jumped forward in time, staying I think with my parents and reflecting vaguely on something highly traumatic that had just happened – at which point the game ended. So I tried again, making slightly different choices, which led to much the same events except upon the cat entering, the game seemed to rewind to the painting sequence – which I thought was a bug, though from looking at the blurb it sounds like repetition is supposed to be part of the experience? This time I made slightly different choices once again, and wound up at a passage reading “You choose to ignore the cracks within your marrow,” with a check and an X as my verb options, but nothing to apply them to, making it impossible to progress further in the game.

I assume some of what I encountered wasn’t intended – at least that last game-ender has to be a bug – but based on this sort of heap of incidents, I’m having extreme difficulty figuring out what was supposed to happen and how I was supposed to be feeling. Partially this is due to the fact that the game moves really, really fast. Despite the two hour playtime listed in the blurb, each of my tries lasted maybe five or ten minutes, and the shifts from socially-anxious interactions with housemates, to laid-back alone time, to night terrors played out with virtually no transitions between them, leaving me with an emotional hangover that had me still reacting to the previous sequence while a new, tonally distinct one was playing out. The writing doesn’t give much in the way of prompting, either, consisting of workmanlike but not especially evocative prose, with the occasional infelicity:

"Incense alights in its holder."

That must be magic incense!

I can try to reverse-engineer a sense of what’s supposed to be going on in Staycation. Maybe we’re awkward with our roomies and not going with them because even in the opening of the game, the protagonist is already on a repeat of the time cycle, so they know this is how things have to play out? Perhaps the attempt at painting shifting the mood from satisfaction to fear indicates that we’re a creatively frustrated type? None of these interpretations quite work, and I can’t say that even on repeat plays things cohered enough for me to even figure out how my expectations were being disappointed. Certainly some combination of bug fixes, more focus on establishing the protagonist’s mindset, and improved pacing would have made the game more successful, but I honestly can’t tell you what combination, or what success would wind up looking like, though I’d be very curious to find out!

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Lost at the market, by Nynym
3 of 3 people found the following review helpful:
A shaky Gruescript allegory, November 21, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

Lost at the Market is I think the first Gruescript game to be released by anyone other than the language’s creator, Robin Johnson. It’s a system that aims to make it easy to create parser-like choice games, allowing the player to easily click their way through the kind of actions and object interactions that typify the parser experience. Sadly Lost at the Market isn’t much of a showpiece; there’s a potentially compelling story here a protagonist trying to change the moment when they gave up on their dreams and walked away from a career in music, but it suffers from slapdash implementation, perfunctory puzzles, and stripped-down writing. There’s the germ of something good here, but it needs elaboration and refinement to be memorable.

In terms of the gameplay, what we’ve got here is yer standard allegorical journey of self-reflection. You start out at a beach, ruminating on the hubris of whoever built the sand castle that’ll inevitably be swamped by the tide – to progress, you need to kick the castle over, reflecting how the protagonist has self-destructively surrendered their dreams in order to protect themselves by beating the world to the punch. There’s the germ of something here, but the action is too abrupt – there’s not much else you can possibly do – and the writing isn’t quite crisp enough to do the idea justice:

"Once in a while you see something like this and wonder what your dad would say, the point in building sand castles that are here waiting to be swept away by the ocean is the same dream that keeps the world moving, yet can anyone move the ocean?"

There are a few more puzzles after that one, which generally require both a bit more object-manipulation to solve, and a bit more mental engagement to decode, before fetching up at the climactic performance where you can choose to change the past and play your music – or, alternatively, go south at an unmarked intersection and find yourself forced to once again walk away from your passion (at least there’s an UNDO).

The interface for doing all this is reasonably functional – a set of buttons let you move around and examine objects at your location, which in turn pops up more buttons to further interact with them, plus you have an inventory that works on the same principles – albeit it’s pretty ugly, with the main screen subdivided into too many short, narrow rectangles with a color scheme that even I can tell clashes horribly. This isn’t the only way the implementation feels slapdash – actions often have awkward names consisting of multiple words linked with underscores, and while I’m not sure if this is a limitation of Gruescript, even if it is the author should have found a less immersion-breaking workaround. And there are a fair number of typos, including one in the subtitle on the Comp page (oof).

I don’t want to be too hard on Lost at the Market. It’s trying to communicate something that clearly has personal relevance for the author, and stretching to try out a new authoring system is good for the IF community as a whole (man does not live on Inform and Twine alone, I suppose). Some of the elements do show promise – there’s a choice at the end, about whether to adapt your music to what the crowd wants to hear, that points to something that’s more engaging than the more mechanical puzzles before that point, and some parts of the story do have some thematic resonance even if the writing needs a few more passes to make this resonance effective. Still, it’s disappointing to see a new platform not shown off to its best effect; hopefully this won’t be the last Gruescript game the Comp sees, or the author writes.

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Traveller's Log, by Null Sandez
4 of 4 people found the following review helpful:
Beware the snadwick, my son, November 21, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).

The ur-philosophy of video games was surely Existentialism. Regardless of whatever thin veneer of plot was spangled across the decals of early arcade cabinets – Space Invaders, Asteroids, what have you – in practice the player found themselves in an endlessly repeating world, set to some cryptic task that would finish only when their patience, or quarters, ran out, the myth of Sisyphus transformed by the alchemy of late capitalism from a punishment to an amusement. True, the ever-increasing score in the top corner provided some indication that progress was possible, but assigning meaning to an arbitrary number surely takes an act of will – and while, as overclocked apes, we’re wired to be susceptible to the draw of competition, even Camus couldn’t have come up with a vision of conflict more absurd than vying over a Pac-Man high score table. And even video games’ nerdier cousins weren’t especially different: the early treasure hunts of Adventure and Zork are just more score chases, albeit with gestures towards genre tropes to provide a bit of texture. The player is nothing but the sum of their choices, starting with the choice to assign a value to success at all.

We’ve gotten better at evading this dynamic over the years – with strategies ranging from leaning into the competition angle, drawing meaning from imagined dominance, to cloaking fundamentally empty, endlessly-abnegating gameplay in ever-more-elaborate narrative disguises, and maybe every once in a while creating something that can stand alongside the best music and novels and films in claiming to get as close as possible to inherent significance as anything can in this fallen world. But ninety-nine times out of a hundred, scratch the surface, and we are confronted with absurdity.

To bring this around to the point: one must imagine Sisyphus happy, sure, but after playing fifteen minutes of Traveller’s Log I’m definitely not.

What we’ve got here is an RNG-heavy RPG, implemented in Python, with as far as I can tell no goals, plot, or characterization beyond a randomly-generated backstory that wins points for silliness but has no bearing on the game itself:

You are impulsive, precise and mysterious.
You are a dragon
Your name is Zureom.
You were born and grew up in a fairly rich family in a normal village, and lived happily until you were about 4 years old. But, at that point, your life changed drastically.
You lost your parents when they left after a government takeover and are now alone, miserable and abandoned.
You now have to survive in a rough world, filled with magic and mystery.

Hopefully dragons age in like dog’s years, or Zureom’s enemies could bring their adventures to an untimely end with one call to Child Protective Services.

You’re set loose into one of half a dozen different regions, with the options to “walk” – which basically means trawling for encounters – trade with some invisible, omnipresent merchants, or try your luck in a randomly-picked different region. Random encounters can be with foxes, who just provide a bit of atmosphere, handleless doors that can’t be opened, treasure chests that alternately provide a couple coins or kill you without explanation, inns that don’t do anything, and two different kinds of fights: against bandits, that never give any reward, or against the game’s one monster, a “snadwick”, which I kept misreading as sandwich maybe because I was hungry. Death has little sting, since you instantly respawn, though this sometimes will zero out your accumulated riches – that’s what brought my most successful run to an end, with 49 coins vanishing into the ether because I typed “s;ash” instead of “slash” when I attempted to attack a monster (you need to type full commands, as far as I could tell).

There’s a little more to the game than I’ve outlined – there’s a labyrinth region where you can unlock successively deeper levels, though they all seem to behave exactly the same, and there’s a map that allows you to choose which region to warp to. I also did a little bit of source-diving, and seems like some characters are born with the ability to wield magic (so much for existence preceding essence) which enables them to use spells to open those unopenable doors and occasionally zap baddies. But there’s nothing that changes up the basic mechanical gist of the gameplay – wander around, slash baddies (well, baddy), get a couple coins, repeat and repeat. As a demonstration of Sartre’s conceptualization of anguish, it’s gangbusters – and, to speak seriously for a moment, it’s competently programmed enough that the author does have the spine of what could turn into a solid RPG once more variety, story, and engagement points are added. But as is, it would take more nous than I’ve currently got handy to choose to push this particular boulder up this particular hill any longer.

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Jungle adventure, by Paul Barter
7 of 7 people found the following review helpful:
The parser's more disorienting than the jungle, November 21, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).

These days when I’m reviewing a custom-parser game, there’s a little introductory patter I usually launch into where I talk about how back when I was first getting into IF 20ish years ago, seeing that an author had created their own parser for a game was invariably cause for alarm – a sign that I was about to be subjected to an insufficiently-tested, awkwardly-designed system that lacked any of the conveniences that contemporary audiences had justifiably begun to take for granted. But over the years, the quality of custom-parser games has inarguably gotten much better – indeed, one even took fifth in last year’s Comp! – with authors paying attention to what the mainstream systems offer and incorporating most of the same features in their own work.

This trend is a very positive one all around, but here’s a downside – it meant I blithely booted up Jungle Adventure with high hopes for enjoying a round of puzzle-solving and treasure-hunting in tropical climes, and wound up striding gormlessly into a rusty old mantrap of a custom parser that brought me right back to the bad old days.

This is going to be a very negative review, because Jungle Adventure is a badly designed game that’s frustrating in the extreme to play. That’s deeply unfortunate, though, because it’s clear the author put a lot of work and creativity into it. This is most obvious in the detailed, often-clever ASCII art that decorates most scenes – it’s fantastic, with a sense of whimsy and humor (like the bend in the protagonist’s plane once it crashes) that always made me smile. But it’s also reflected in the many different gameplay modes Jungle Adventure boasts; much of it is typical parser fare, but there are also some choice-based sections as well as an extended graphical maze, complete with RPG-style combat.

If the author had a lot of fun putting the game together, though, the player is likely to have no such luck. While most of the puzzles aren’t especially challenging, Jungle Adventure is a beyond-punishing gauntlet of suffering, largely due to the extremely limited capabilities of the parser. From peeking at the python code, in fact it looks like there isn’t really a parser – just a whole mess of hard-coded if-then statements that manually match different input the player types. That means that unless you read the author’s mind and type the exact right thing at every stage, you’re doomed to see a litany of completely unhelpful error messages as the game fails to communicate whether you got a verb wrong, an object wrong, a preposition wrong, or are just barking up the wrong tree.

I’ll restrain myself from offering too many examples, but a few of the most egregious include the fact that neither X nor LOOK AT suffice to examine an object – just LOOK THING; that EXIT means QUIT but LEAVE means EXIT; to get the batteries out of a RADIO you can’t OPEN RADIO or LOOK IN RADIO, just TAKE OUT BATTERIES; and when you’ve got the opportunity to offer an object to another character GIVE RADIO doesn’t work but RADIO does.

Compounding this obfuscated system is an obfuscated game design. While there are hints offered in every room, they’re often fairly cryptic, and I found them inadequate to the challenge of gently leading me to the solutions to puzzles like e.g. the second one, which requires finding the aforementioned radio by intuiting that you’re probably wearing clothing with pockets and typing LOOK IN POCKETS, despite the inventory screen telling you nothing of the sort. Similarly, many of the remaining puzzles require you to squint at the ASCII art and guess what it’s depicting – and which of several synonyms for the object the game will deign to accept. I quickly had recourse to the inauspiciously-named junge_adventure_walthrough.txt (now I really want someone to make the Jung-themed adventure game…) but it only explains the solution to like half the puzzles, and just gestures towards them in general terms when what’s really needed is the exact syntax.

I was able to make it to the end by diving into the aforementioned source code and reading off exactly what I was supposed to do. This didn’t save me from a frustrating time in the maze, though – there’s a lot of randomization here, as well as a bunch of instadeath traps and unbeatable monsters (have I mentioned that there’s no undo, and while there are save slots, there appears to be a bug preventing you from overwriting them?), and a combat system that seems coded such that guns are strictly worse than punching, a fact the descriptions in no way makes clear. Still, I am a cussed, ornery soul on occasion, and I certainly did feel a sense of accomplishment at bashing my head against the maze over and over until I battered my way through – a sense of accomplishment significantly tempered by realizing, after I solved one more puzzle through the expedient of source-diving, that my reward was just a message congratulating me on getting past the first chunk of the jungle, and that there will be more to come once the author gets around to it.

It’s not impossible that part two of Jungle Adventure could be turn out well – stranger things have happened. But to accomplish that, the author will need to do what the authors of custom parser systems have done since they started making them good: look at what the major systems do, imitate them unless there’s a very good reason to drop or change a feature, and test, test, test. As it is, Jungle Adventure Part One is a testbed for some cool graphics and a diverse set of gameplay systems, but I can only recommend it to those looking to bone up on their python-reading skills, or people with disastrously low blood pressure. As released, it’s a frustrating, unrewarding experience that risks resurrecting my old prejudices, though I’m doing my best to fight them.

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Star Tripper, by Sam Ursu
2 of 2 people found the following review helpful:
A slow-paced space trading sim with a well-written intro, November 21, 2022
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp. Star Tripper was an entry in that Comp, but was withdrawn by the author midway through)

After playing a bunch of games in a row that required a fair bit of unpacking, can I confess that it felt nice to sink into one that’s content to be just a game, and a fairly low-key one at that? Don’t get me wrong, Star Tripper has a lot going on – it’s a space trading sim a la Elite or Privateer, with dozens of planets and starbases, a host of commodities with varying levels of supply and demand depending on how developed a world is, an ore mining minigame, as well as an overarching plot, all smoothly implemented in ChoiceScript. But it’s fairly slow-paced, quite content to let you tootle around the galaxy buying low and selling high, and despite intermittently-threatening events like losing half your fuel when you need to make an emergency jump away from a black hole or space cops fining you for your forged ship registration, mostly it’s an exercise in slowly watching your number of credits tick upwards.

I don’t in any way mean this as a criticism. There’s this game design framework called MDA that’s gained some currency among tabletop gamers over the last decade or two which breaks down the reasons players engage with a game into a list of different “aesthetics” – this includes predictable stuff like narrative, discovery, challenge, and expression, which are all intuitively applicable to the IF context. But last on the list is one called “abnegation”, which is all about the joy of shutting off your brain and enjoying the sensation of progress without too many demands being placed upon you. Hardcore people often bristle when this comes up, but in my experience abnegation has a lot to recommend it in the right time and place – when I was in law school and spending a lot of time cramming information into my head, for example, I often spent an hour or so in the evening listening to Mountain Goats bootlegs and playing FreeCell over and over.

Star Tripper offers similar pleasures, though again, the modeling here seems reasonably complex – you can’t just run the same commodity to the same destination over and over, as plants only want a finite number of each, and there’s a sort of primitive supply-chain modeled, with lower-tech planets having a lot of low-cost raw materials and a limited ability to pay for some luxury goods and the fewer high-tech paradises shelling out top dollar for everything but selling at even dearer prices, with intermediate worlds somewhere in the middle. Since you’re not given a map at the outset, this means that every once in a while you’ll need to hop to a new quadrant of space and explore to find a new trade route before exhausting it in turn. And at each stage hopefully you’re earning enough to upgrade your ship to increase its cargo bays (and passenger berths – you’ll find folks on starbases willing to pay passage to particular worlds, though the rewards here are much lower than straight commodity trading) and do it all over again, just at a bigger scale.

While the gameplay is the main draw, there is actually a plot here, too – and one I enjoyed. There’s an extended opening sequence that sees your out-of-touch space aristocrat forced into interstellar mercantilism in order to mount an off-the-grid rescue of a kidnapped sibling. The writing here is wry and enjoyable, and creates an effective narrative framework around the standard interstellar-merchant premise (though once you’ve completed the story campaign, it looks like you can unlock a more sandbox experience that drops these elements). Of course, the plot is mostly absent once you get into the game proper – though I think I accidentally clicked through at least one random event involving a message from my sibling, oops! – but it does what it needs to do.

The main complaint I have about the game is that in the hour and a half or so that I played, it felt very slow and samey, with all the different trading routes and ships failing to shake up the simple basic gameplay – though in fairness, it appears some elements, like combat, might be gated behind plot events in the campaign, and I was acutely aware that were I playing on my laptop instead of my phone, I’d likely have been able to build a spreadsheet that would have allowed me to hoover credits out of the galaxy much faster than my haphazard explorations allowed.

This seems like part of the game’s chilled-out design ethos, though. My life situation is not currently one where I can put on a podcast and play a couple hours of video games each day, but if it were I think I’d enjoy getting deep into Star Tripper, seeing my ship slowly get bigger and bigger as my bank account swelled towards the million-dollar payday needed to reach the plot’s endgame. As it is, the 90 minutes I’ve put in are probably about all I’ll be able to muster, but I can’t begrudge the relaxing time I had with the game even in that short interval.

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