(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
Is there a harder genre at this point to parody than Hammer horror flicks? By this point, not too many people have actually watched the movies, but we’ve all seen a million I-vant-to-suck-your-blood-bleh-bleh sendups that make it seem like the originals were just as silly. Dr Horror’s House of Terror manages the task, though, keeping the traditional comedy monster-mash angle while adding a meta twist (you’re not running around actual Transylvanian villages and Alpine laboratories, just movie sets) and playing some moments of horror just straight enough to land. To be sure, the main draw of this big puzzlefest is working through its just-hard-enough challenges, but the tone is also just-novel-enough to make the fourish hour runtime go quickly.
The other strong element here is the pacing. I find long games can often feel awkward on this score, with an intimidatingly-big environment at the beginning and a saggy late-middle as you run out of things to solve. Dr Horror does well out the gate, though, with a focused, linear opening that establishes the premise and stakes – the head of the horror-movie company moonlights as a cult leader and wants to give you a starring role in a sacrificial rite to summon their demonic patron to earth. Then the map leads you to a hub where you find five different themed soundstages where the bulk of the game plays out, but you need to solve the first one, and get a feel for how the puzzles will work, before all the doors unlock.
Indeed, the game actually winds up being a bit formulaic. To fight the cult and their demons, you need to build an army of undead, since turns out Dr Horror has been cutting costs by enslaving real-life (er) zombies, vampires, and mummies. On each soundstage, you’ll need to deal with a roving security guard (in gruesome ways that raise the question of who exactly is the monster here), then figure out how to find, summon, resurrect, or control the various flavors of monster before doing it again at the next stage over. There’s enough variety of theme – you’ve got your werewolf-stalked hamlet, your sun-blasted Egyptian ruins, your voodoo-y New Orleans – as well as puzzle style – there’s some traditional object manipulation, some messing around with NPC behavior, some light futzing with machinery – that this formula winds up being a strength, since it gives the player a framework to grab onto without making things stale. Then there’s an endgame that introduces a fun new puzzle-style that’s not too out of left field, nor too hard – often the bane of late-game mechanical twists.
Speaking of difficulty (what a segue!) I found it tuned well throughout. Most of the soundstages are self-contained, with only a few requiring bringing items over from other areas, which helps limit the possibilities, and several puzzles have alternate solutions implemented. The puzzles aren’t easy enough that I solved them immediately, but at the same time I only needed one hint (Spoiler - click to show)(I didn’t realize the animal cages were portable) which is impressive in a game as long as this. The implementation was also quite smooth, and once I had an idea it usually didn’t take any wrestling with the parser to make it happen. I did run into a couple of bugs, though – I encountered a thematically-appropriate resurrecting security guard in the sands of Egypt, and one time when I got thrown out of Dr. Frankenstein’s lab, the crematorium wound up accompanying me to the parking lot. But some quick UNDOing was enough to set things back to right.
The writing is another strong point, with jokes that generally land (I liked the main character’s perhaps-forced naivete about where their co-stars kept disappearing to) and some real moments of gross-out horror preventing things from getting too weightlessly silly (those poor security guards!) There are some typos, though, and I did find things got a bit overly wordy in places, leaving me scrolling through more than one page of text just to see what was happening in a location. These are small niggles that hopefully can be ironed-out for a post-Comp release – given its long run-time, I’m guessing some folks won’t completely finish Dr. Horror’s House of Terror during the judging period, but this would be a perfect one to revisit once the time-pressure is off.
Highlight: There’s one puzzle that was a standout for me, a Delightful-Wallpaper-style combinatorial riff that requires you to reenact a Cajun-spiced melodrama of family secrets and voodoo curses. The writing and puzzling are both really fun, and there are enough clues to prevent things from devolving into the trial-and-error slog that often reduces the fun-factor of these kinds of puzzles.
Lowlight: When you solve that puzzle, instead of recruiting the cast of messy antebellum ghosts, you just got a crowd of zombies to swell the ranks of your undead army. Boring!
How I failed the author: I played the first half of the game while keeping my wife company during one of Henry’s late-night feedings, when I was feeling pretty loopy – things got pretty wacky in my transcript as a result.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
The ingredients in this Adventuron game aren’t especially novel by IF standards – a dungeon-crawl with a combat system, an Alice in Wonderland riff, an inversion of the typical adventurer-vs-monster moral framework, a pun-filled scavenger hunt – but there’s something about the way they’re stewed up in Off-Season at the Dream Factory that feels fresh and coherent. The clean prose and fantastical yet grounded visuals help create a unified aesthetic that equally fits the orc protagonist’s dead-end job (he gets repeatedly slain by paying adventurers looking for a thrill) and his occasional visits to his fetch-quest setting uncle, who’s straight-up Lewis Carroll in orc drag. And the one element that’s thematically out of place – the occasional dungeon-delving segments where you’re a customer, not an employee, of the Dream Factory – is set off by bespoke vector graphics that make these sequences visually distinctive too.
(Side-note on my expectations on Adventuron games – by this point I’m unsurprised to find one with great visuals, but I also mentally prepare myself to struggle with the parser. But this time I didn’t, and that’s been true of other more recent Adventuron games I’ve played too. I’m guessing this is some combination of authors gaining familiarity with the platform and the system maturing, but it’s awesome to see).
The other thing that makes the disparate pieces work well together is momentum. I tend to like IF Comp games with a good number of easy puzzles – they make me feel like I’m a clever person making good progress through the big competition (this is not a flattering observation about myself) – and it’s an effective choice here. There's a good variety of puzzles, from figuring out viable combat strategies for different opponents to some maze navigation, but none of them are especially difficult, and many even solve themselves, with inventory items being used automatically if your command is even in the right ballpark. Combined with the interesting worldbuilding, solid writing, and pretty pictures, this makes Off-Season at the Dream Factory go down easy.
Highlight: I figured out one somewhat outside the box puzzle straightaway (Spoiler - click to show)(catching lightning in the bottle) which made me feel clever, though I also worried it was underclued. Then I kept playing and found it actually was well clued, I’d just gotten to the solution a little early.
Lowlight: The ending is generally satisfying, but I felt like one subplot (Spoiler - click to show)(the fate of the protagonist’s father) was left a bit hanging – though I didn’t get the Last Lousy Point, which I suspect might bear on that.
How I have failed the author: not by very much, I don’t think! Henry was sleeping and I pretty much banged through this one, despite my new-parent brain.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
Going into this year’s Comp, I knew that my time for IF would be limited, so I resolved not to get too sucked into any of the “longer than two hours” games on offer, to make sure I was able to play as many games as possible. Well, here I am, my resolve in tatters: I’ve probably put five or six hours into 4x4 Archipelago over the last few days, and immediately upon winning was tempted to start again to try a different one of the I think three possible main plots driving this slick, addictive Twine CRPG.
I call 4x4A a CRPG advisedly, not to imply it’s not IF – ugh to genre gatekeeping – but to highlight how far it goes to deliver the features you’d expect in a mainstream CRPG. As your randomly-generated adventurer embarks on a voyage across the 16 islands making up the titular archipelago, you’ll encounter a clever skill system that starts you with two skills out of a choice of fighting and noncombat options; a robust inventory tied to an economy that stays relevant throughout the playtime; a main hub boasting shops, services, a library, and more; a multi-step primary quest and numerous fleshed-out side quests; a host of dungeons and mines, many with a boss at the end; and random encounters out the wazoo. Oh, and an automatically-updating journal that puts all the key information you’ll need at your fingertips – seriously, this thing is better than the journal in any AAA CRPG I can recall playing. Plus it’s all randomly generated so replay value is high.
Of course, just as the game delivers so well on the CRPG genre’s positives, it also inherits some of the weak points too. It can feel grindy, with a few too many dungeons that are a few rooms too long. My main character was a magician, and I definitely wound up with a bad 15-minute-workday habit. Plus the early stages can feel a little tough, as you go from island to island building out a list of fun stuff to do but the ability to complete only like 10% of the tasks given how much of a greenhorn you are. But I can’t lie, there’s comfort-food pleasure even in these hoary irritants. 4x4A is the kind of game that isn’t always well-served by the Comp, since it’s long and a bit outside the genres that traditionally do well, but it’s super fun and I’m definitely looking forward to coming back to it post-Comp.
Highlight: The game sets out clear patterns and expectations around how side-quests work and the geography of the archipelago, but it also doesn’t hesitate to break those patterns to create some cool moments of surprise.
Lowlight: The writing here is actually better than it needs to be – here’s the description of one island: “The forests of Old Oak Island remember ancient times. They are dark and foreboding, and hide numerous secluded gorges and valleys. Many islanders are woodcutters, hunters, or pig farmers; local long-haired, black pigs are grazed in the oak woods, where they gorge themselves on acorns.” But it’s too bad that the well-crafted text really fades into the background as the gamier aspects take over and you visit the same places and encounter the same monsters over and over.
How I failed the author: Henry was having some rougher days sleep-wise whie I was playing this one, so after starting out the game and getting about an hour in, I didn’t get back to it until a few days later, only to find my saves were wiped (there may have been an update in the interim?) Too bad, Titus the Swashbuckler, but Letho the Tinkerer found the Heavenly Spire in your place!
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
This ChoiceScript game about a fictional online fandom is a lot. Before you start, there are two full pages of stats, eight or nine pages with background on the online personalities as well as in-universe info on the Nebulaverse, the tropey YA series the fandom focuses on, and a character-generation process for your blogger-avatar that comes complete with two “what Hogwarts House are you?”-style quizzes – and then gameplay itself involves going through five or six “rounds” of play, each of which has you first reading half a dozen different Tumblr-ish blogs and deciding whether to like or reblog (or possibly reply to) each of their 5-10 posts, then making choices about how to write your own fanfic set in the Nebulaverse, plus some optional additional engagement with other bloggers.
There’s a lot to be said for creating a detailed and consistent world, but there’s also a need to present the player with a compelling hook to bring them into said world – a resonant goal, some emotionally-engaging conflict, an interesting puzzle or strategic challenge, or even just a clever take on a familiar milieu – and here’s where I found APBW fell down. Notionally, you’re meant to be optimizing your follower count by reblogging good content and writing resonant fanfic, but this is presented in a pretty bloodless fashion and is clearly more a pretext than a motivating force for engagement. The breadth of the game also means there’s less time to go deep and make any particular character or mechanic stand out, plus the incredible tropiness of the Nebulaverse, while clearly intentional to help it resonate with more real-world fandoms, made it really hard for me to care about shipping the blank-slate chosen one, the genius love-interest, the blue-blood frenemy, the white-bread sidekick, or… the other one who I don’t remember that clearly two days on from playing.
Eventually the game reveals that it is about something specific, and I found it got a lot more engaging (Spoiler - click to show)(it ultimately hinges on a pretty much note-for-note riff on the Harry Potter fandom’s reactions to J.K. Rowling’s increasing transphobia). But it took too long to get there for my tastes, and didn’t integrate the fanfic stuff with this main thread tightly enough for me to stay invested. Works of IF are almost always in real need of a good editor, because all pieces of writing are in need of a good editor (the beta testing process isn’t a substitute, in my experience) and I think APBW suffers that lack – it puts in so much effort to create a plausible world, and has something to say, but needs some nips and tucks to better help the player find what's engaging.
Highlight: Despite the game making clear that I was making incredibly suboptimal choices in terms of follower count, it was perfectly happy to let me express myself as a normcore loser – I took a gleeful joy in choosing the most boring hero as my favorite one, eschewing shipping to focus on the setting’s lore in my blog posts, and even quitting writing the fanfic super early because of (Spoiler - click to show)the transphobia incident.
Lowlight: As I alluded to above, I found the blogging sections offered way too much granularity of interaction – so the game’s bow to realism by having characters re-post stuff you’ve already seen on the pages of other bloggers made for extra drudgery.
How I have failed the author: Due to a general lack of brain-bandwidth, I wasn’t sufficiently motivated to read the multiple pages of background info on the Nebulaverse, which probably reduced my engagement with those sections – and that in turn meant I was eager to stop writing the fanfic so I could skip those bits and get to the end faster, missing out on most of the thematic resonance that I’m sure exists between the different strands of the story.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
The Best Man sits firmly in a genre that’s typically less well served in IF than in static fiction: it’s a piece of literary fiction, with nary a spaceship, broadsword, dead body, or tentacle in sight. For all the mundanity of the setting, though – we’re at a wedding in a small, well-realized Irish town twenty-odd years ago – I found the protagonist the most bone-chilling character I’ve seen in the Comp. By dint of his predicament, Aiden could be sympathetic: after a stag night mishap, he’s called up to be the stand-in best man, with the twist that he’s been nursing a years-long crush on the bride. Being relegated to the friendzone is, I think, a broadly-shared experience, so heightening the drama around this common situation makes for compelling drama. The Best Man isn’t trying to create a universally-resonant story, though – it has a very specific narrative, with very specific characters, and what really drives the story is Aiden’s toxic self-involvement.
This is all extremely well-motivated: long-term romantic disappointment can be tough to weather for anyone, but Aiden has a combination of vain self-regard, social awkwardness, and inability to self-regulate this emotions that means his infatuation with Laura immediately curdles, and by the time of the wedding, he’s developed a whole alternate universe in which his sense of his own intellectual and emotional development means that he is now a fitting romantic partner for her (or at least will be after the inevitable divorce). The twist of fate that’s led to his brevet promotion is reinterpreted as meaning he’s now playing a leading role in the wedding, and I felt a queasy sense of anxiety as he ran pre-ceremony errands for fear of what awful gesture he had planned for the big moment of the best man's speech.
Fortunately for my enjoyment of the game, we’re not locked into Aiden’s claustrophobic viewpoint the whole way through. In addition to chapters alternating wedding business with flashbacks to Aiden and Laura’s college days, there are also several that follow residents of the town incidentally swept up in the nuptials: the widower Aiden bumps into mid dog-walk, the partner of the Civil-War-obsessed florist (Roundheads vs. Cavaliers, not Blue vs. Gray), the church organist who could have been so much more (maybe?) Besides providing some relief for the reader, these vignettes also highlight Aiden’s self-absorption, laying out the rich seams of life he’s oblivious to in his inability to see anything but (his distorted image of) Laura. There’s also a sequence from the viewpoint of another wedding guest, Nick: a pleasant fellow who tries to make friends with Aiden but is instead ruthlessly judged, partially on the basis of his lower-class food preferences (though being a vegetarian from California, I share some queasiness at Nick’s love of white and black puddings).
Literary fiction lives and dies by the quality of its prose, and The Best Man for the most part gives a good account of itself, with lots of well-observed details and generally naturalistic dialogue. I’m adding caveats because I found the Aiden sections to have noticeably weaker writing than the rest of them. Given the contrast, this is clearly the result of authorial choice: his voice is generally intense to the point of histrionics, and the thing about histrionics is they do sound clangy when written out. Still, I found the dialogue of some other characters also felt clumsy during these sections – the opening exchange with Laura I think has some of the weakest writing of the game, unfortunately – so feel like another editing pass wouldn’t have gone amiss.
I’m quite deep into this review and haven’t mentioned anything about interactivity yet, which isn’t necessarily a kick against how the game deploys its choices but just an indication that they aren't what’s of most interest here. There are opportunities to decide on different high-stakes courses of action for Aiden – most notably how he behaves when it’s time to hand over the rings mid-ceremony, and what he says in an impromptu post-wedding speech – but in most passages, there are options to expand different sections of the text through inline links. While this is definitely a game with a specific story to tell, and you can’t change the viewpoint characters into people that they aren’t, the process of playing The Best Man definitely feels engaging enough.
I can see this game bouncing off of some people, given the comparatively low-key setting and the off-putting central character (the closing narration from Aiden made me think that in the years since the wedding, he’d become an incel or something – he’s that awful). But anyone who likes literary fiction, or a good antihero drama on TV, will find some real enjoyment here.
Highlight: I really, really loved the sequence with Bill, who can turn even the most innocuous of questions into a disquisition on the New Model Army – it made me sympathize with what my loved ones put up with.
Lowlight: The whole sequence with the bride’s 15-year-old sister. Ugh. Just ugh.
How I failed the author: I don’t generally listen to sound when playing IF, and that’s true a fortiori now with the baby since I’m typically playing while Henry’s napping and I don’t want to wake him up (or not hear if he makes noises). From the listing in the credits, though, it seems like there’s a great soundtrack for The Best Man that I’m bummed to have missed – though if there was going to be a Pulp song, I question going with This is Hardcore when Disco 2000 seems to have by far the clearer thematic resonance.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
When looking over the list of entries into this years Comp, I found myself looking forward to Funicular Simulator 2021 just on the strength of its title. Oddly, I’m a sucker for a good transit-themed game – I’m thinking of the waking-dream fugue of What the Bus in last year’s Comp, or the meditative hangout-game Misty Hills in this year’s Spring Thing. I’m guessing this is partially because I miss my public-transit commute, 18 months into COVID (I used to get a lot of reading done!) Beyond this personal bias, though, I think public transportation is actually a great match with IF: transit is a liminal space, where you can encounter different people whose lives are very different – and while the destination is your own, someone else is driving, so you can sit back and enjoy the journey. Funicular Simulator 2021 is not really a transit-game in the sense I was expecting – there’s nothing quotidian about this trip, as the protagonist is climbing a very special mountain on the night of a once-in-a-lifetime aurora. But it wound up scratching the itch nonetheless, because it provides some of the same pleasures.
Belying its title, Funicular Simulator isn’t about the vehicle but about its passengers. The main gameplay consists of extended conversations with four different people, all of whom are ascending the mountain for the same basic reason – to check out the mountain’s mysterious phenomena – but who ascribe very different meanings to what they’re about to experience. You get to learn more about their backstories and what they’re hoping to find, and while the protagonist is a blank slate, by responding to the various characters and validating or denying their motivations, you can define what's brought you to the mountain. Without spoiling too much, my takeaway was that this is about allowing the player to explore some of the common human responses to the numinous: to look to it for escape, for study, for comfort, or for distraction.
The game doesn’t posit these as exclusive choices, I don’t think, and doesn’t put its thumb on the scales for any one in particular, allowing you to see the value in, as well as the counterarguments against, each worldview (though with that said, I found the artist to be too callow to take seriously – perhaps that’s more about where I’m at in life than about anything in the game, though). You get multiple opportunities to engage with the four characters, and you can spread your attention equally among them, or focus on just one or two to explore their conversations more deeply. Replay shows that there isn’t a huge amount of branching in the content of what they say, but the different choices do feel like they portray the protagonist in a significantly different light, so I found them satisfying.
The writing is strong throughout, taking sentiments that could be cliched and events that could be too abstract to resonate and making them sing. The understated visual design – which portrays the night progressing from the initial golden hour through midnight – aids the immersion. It all leads to a final choice that’s lightly shaped by how you’ve spent your time on the journey. The stakes for this choice weren’t completely clear to me, nor am I sure how much changes based on your decision. But the ending I got was poetic, and felt like it organically built on what came before, so much so that I don’t feel tempted to take the journey again and make different choices just for the sake of it.
Highlight: I found the conversation with the pilgrim character really well-done and personally impactful – her situation could be played for melodrama, but the grounded dialogue and unique worldview she offered made her stand out.
Lowlight: Some of the sequences when you reach the mountain struck me as a little too oblique, but if so it’s a close-run thing.
How I failed the author: I played this one late at night, after a day of Henry not sleeping well at all. But I think this wound up being good, since even though this meant I didn't appreciate the prose as much as I should have done, my zonked-out brain found a lot emotional heft in the game that I might not have been able to experience clearly if I’d been feeling sharper (you ever notice how pregnant with meaning the world can seem at 5 AM when you’ve been up all night?)
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
My favorite band is indie-rockers the Mountain Goats, on the strength not just of the songs but also the witty, humane stage banter. There’s this one bit that's stuck with me ever since I heard it: the frontman talks about how when he first started writing songs, all the romantic ones involved protagonists stalking the objects of their quote-unquote affections, because what’s more emotionally intense than stalking? But of course beyond the super problematic nature of this approach, this means all your songs are kind of the same, and have nowhere to build. So pretty soon he wised up and moved on.
One glance at the content warnings for we, the remainder should indicate why I bring this up – I thought A Papal Summons was going to run away with the Most CWs sweepstakes, but it’s actually a close-run thing. The game is about a disabled girl who’s been left behind when the cult she and her mother belong to transcends their earthly fetters. This is a compelling premise, but I found myself exhausted by the author’s decision to twist every dial to 11. There are piles of dead bodies, gross-out scenes with spoiled food, and a bingo-card’s worth of abuse heaped upon the young protagonist as well as comprehensively meted out from the prophet to all his followers. It’s certainly effective at setting a mood of well-nigh-postapocalyptic horror – and there are indications that some of the terrible things on display are hallucinations brought on by trauma and starvation – but I found it hard to immerse myself in such a grand guignol spectacle, as the comprehensive awfulness put me at a distance. It also made the cult members seem less like real people who’d made understandably-bad choices to trade off their autonomy for a sense of belonging, and more like cardboard cutouts in a cabinet of horrors.
Gameplay-wise, we, the remainder is curiously parser-like, with compass navigation links off to the sides of the screen and each location in the large map offering three or so different objects to interact with. Some are just there for atmosphere, but a few of can be picked up (there are inventory puzzles, but they’re handled automatically so long as you’ve been to the right place to get the right item). And others trigger flashbacks, as the protagonist recalls one or another instance of abuse (there’s a suppressed-memories trope here that feels a bit icky). The writing is effective, as these vignettes do convey a sense of what life was like in the cult – and in fairness, there are a few moments that leaven the near-unremitting darkness of the story with at least potential rays of light. The ending too is reasonably positive, at least the one I got (apparently if you’re less efficient at exploring, you can get different ones). I think it would have rang truer if the path to get there had been less choked with muck, though.
Highlight: There’s an effective bit of characterization early on, where you can decide what single talismanic object you’ve kept hidden from your controlling mother – and once you’ve picked it, there are numerous callbacks to you touching it for comfort as you encounter the compound’s terrors.
Lowlight: Since I was playing on mobile, I accidentally clicked through the aforementioned passage really quickly, and didn’t see a way to undo to see the other choices. I wound up with an Orioles baseball cap, which I guess was OK?
How I failed the author: since I played on my phone, the cool ascii-art map didn’t display properly, which made navigation difficult. Though east and west seemed to be flipped on my screen in a confusing way, and having the map available maybe would have made me feel like I was playing Angband, so perhaps it’s for the best!
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
Puzzley fantasy adventures don’t tend to be my favorite IF subgenre, but they’ve got deep roots and an undeniable cozy appeal. I was surprised it took me about 2/3 of the way into the Comp to get to one on this year – they’re typically thick on the ground, so maybe they’re falling out of favor? Fortunately, Finding Light does a good job flying the flag, with enough of a twist on the hoary standards of the genre to stay fresh and puzzles that go down easy. It’s not going to set the world on fire, but it’s a worthwhile way to scratch this kind of itch.
Let’s start with the twist, since it’s tied up with the premise: you play a familiar spirit, bound to a boy with magical abilities and able to swap between human and fox shapes at will (the human shape kind of threw me for a loop since it gives the whole nonconsensual soul-binding thing a creepier vibe). The game starts with him being kidnapped by raiders, so it’s up to you to sneak into their fortress and set him free. Your different forms have different abilities – as a fox, you can track scents and talk to other animals, whereas as a human you have hands and er, color vision? Really, the fox gets the better end of the stick here – which come in useful as you work through a series of simple obstacles, from a maze with a twist to a couple of fetch quests.
None of these puzzles are anything too tricky, but they’re not trying to be too brain-melting and they don’t overstay their welcome. Similarly, the setting sketched-in, and the boy you’re bound to doesn’t register as much of a character, but they work well enough to justify what you’re doing. There’s a topic system that makes conversation with the various animals you encounter go down easily, too – these are actually a highlight, since while your master is rather a bowl of oatmeal, the raven, rat, and horses you meet have personality.
Implementation-wise, there are a few small niggles. I ran into a bug where trying to go in non-cardinal directions either didn’t produce any output, or gave a response that only made sense in the maze, and there were some missing synonyms or fiddly action phrasing required in a few places. But it's nothing too major, and the puzzles are well-clued and smoothly implemented. I think this is the author’s first game, and it’s an impressive debut both in terms of programming and design – I'm definitely looking forward to seeing what they do next!
Highlight: The raven was my favorite character, and it was fun to take reading material back to her to decode.
Lowlight: The game doesn’t have any ABOUT or CREDITS text as far as I can tell, so I’m not sure whether there were testers – if not, this is impressively smooth, but regardless, always have testers!
How I failed the author: I was reasonably tired when playing this one, so I appreciated the overall gentle difficulty, but I was thrown for a loop by what was supposed to be a hint: the rat says he has exactly three things to trade, so after I got three things from him I thought I was done, without realizing that one of them was a freebie that didn't count as an additional swap, and I had one more left. Fortunately this didn’t hold me up for too long.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
Alexisgrad has a grabby premise and a killer gimmick I don’t think I’ve seen before in the Comp. Start with the premise: we’re in a fantasy world, albeit a grounded one whose politics and social organization seem quite resonant with our own circa the late 18th/early 19th century. The title city wrested its independence from an authoritarian monarchy some time ago, but has recently been weakened by a bout of Paris Commune-style internecine violence, and now the monarchy’s armies are coming to reclaim what they lost so long ago. And as the blurb makes clear, they will succeed: the game is about how Alexisgrad falls, not whether it will.
I love this setup – the time period and politics being invoked are ones that personally appeal to me, and knowing the outcome makes it fatalistic, sure, but that gives the player more freedom to try to create an interesting story, rather than focusing on optimizing their outcomes. Or I should say “players”, since that’s the gimmick: this is a two-player game, with one person making choices for the city’s dictator and the other taking on the role of the kingdom’s general. Here again the foreordained result is a good design decision, setting up this multiplayer experience as one of collaborative storytelling rather than an opportunity for cutthroat PvP.
Unfortunately, I found the actual implementation of the story didn’t live up to my (perhaps too-high) expectations. I played through twice, once on each side, and while the dictator’s side of the story was more engaging, both times the experience fell a bit flat, and petered out rather than reaching a satisfying climax. Partly this is down to the writing feeling like it could use an editing pass to tighten up – there’s a lot of description of the city’s architecture and history in the early going, as well as ruminations on the current situation, and while the substance is good it sometimes feels repetitive, with the same idea or fact being restated two or three times without offering any new information. Relatedly, the game features long passages between choices, which is a solid decision that minimizes the amount of back-and-forth required between the players, but can exacerbate the sometimes tension-deflating flabbiness of the prose.
The bigger issue, though, is that the choices generally didn’t feel especially interesting or consequential, with no real surprises or aces up their sleeve on either side. The early decisions primarily focus on the defense of the city, but the kingdom’s forces are so overwhelming that the stakes didn't feel high – not only is the outcome never in doubt, I never felt like the dictator had much ability to exact any pain along the way or play for extra time. Then in the second half, there’s an extended negotiation between the two characters over the terms of surrender, but again the dictator doesn’t have any real leverage and it’s not clear whether the general has the autonomy to create significantly different post-war settlements. The most interesting options in this section involve digging into the recent history of the city, and the attitudes of the two characters towards the revolution are satisfying to explore, but this feels like idle conversation, with no substantial impact on future events.
It’s a shame because I can imagine some fun dilemmas spinning out of this setup, where the two-player gameplay would add a note of uncertainty. If the dictator had some card to play in negotiations, it could set up interesting tradeoffs: they could be forced to decide which of the city’s freedoms to protect, for example, or the general could decide whether they want to prop up one of the city’s factions against the others in the occupation. So while I don’t think this incarnation of Last Night of Alexisgrad quite succeeds, it’s definitely a promising proof-of-concept for an IF two-hander and I hope there’s more to come from this author in the future!
Highlight: The dictator’s opening text is very compelling, dramatizing the impact of the invasion by describing the dictator’s recent political work, and how it suddenly no matters in the slightest.
Lowlight: In my second play-through, where I was making decisions for the dictator, I tried to make the conquest as painful as possible, and be more confrontational in the conversation with the general. None of my efforts seem to slow them down in the slightest, and then the general had me summarily shot.
How I failed the author: I couldn’t schedule a time to sit down and play through the game in a single sitting with a partner, so I had to play asynchronously, with gaps between DMs with my partner. It still worked OK, I thought, even though that wasn't the intended experience.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
I have conflicting feelings on Goat Game, a short-for-each-playthrough choice-based game about the queasy moral tradeoffs forced on us by capitalism. It tells a grounded story well, with just enough worldbuilding to connect this city of anthropomorphic goats to our own situation without getting bogged down. But it also has 15 different endings, and between the two-hour suggested game length and some intimations in the game, it seems like the intended experience is for the player to reach all 15. Replaying made me like it less than I did the first time out, though, and I bailed after only seeing three, making me wonder whether a more curated narrative experience would have served the story better.
This is one of those stories where everybody’s an anthropomorphic animal – I think it’s 100% goats – but it’s not about jokes, it’s about social comment. You play a young researcher who works for the city’s hottest tech company, which has introduced groundbreaking innovations in biotech (I praised the lightness of the worldbuilding above, but I will say I would have liked a little more detail on what exactly the company made, and how the technobabbley magic purple pearls behind the processes worked). The early sections of the game are very slice-of-life, as you decide how to spend your workday, choose your general attitude and morale level, and interact with coworkers and family. These choices impact a triad of stats: “social”, “work”, and “opportunity”, the first two of which are clear enough though was a bit confused by the last.
The game quickly reveals it’s about a small set of major decisions rather than the accretion of lots of little ones slowly impacting these stats, though. A Big Event happens that implicates the company, and there are a few heavier-weighted choices about how you respond that determine which ending you get. Without spoiling things too much, it’s all very Exit, Voice, and Loyalty, with a satisfying range of options that let you articulate how you’re attempting to mediate the tensions that are pulling you in multiple directions at once – and while it’s not a direct allegory, there’s clear, strong resonance with any number of modern corporate scandals that I suspect would ring true for anyone who’s ever worked at a big, profit-driven institution.
The writing is a strength here, understated, with a good ear for dialogue, and rarely didactic – while some characters will push a Manichean worldview, the game itself doesn’t feel too judgmental… until you hit an ending, which is where my troubles with Goat Game began. My first time through, I picked generally positive options when asked about my attitude towards work, but when the opportunity came to take action to improve the company, I jumped on just about all of them (Spoiler - click to show)(I signed the petition and organized a walkout, though I didn’t badmouth the company on live TV and didn’t quit), putting myself clearly in a reform-from-within mode.
The ending I got, though, was labelled “inertial paralysis” and saw me disempowered and obsessing over work to the exclusion of all human (er, goat) contact, despite having finished with a “medium” ranking in the social stat. This didn’t feel like an organic capstone to the choices I’d made, and came off like a blunt authorial intervention judging some decisions as good and some as bad. And indeed, when I replayed and intentionally made choices that I felt were more about drifting through life and shutting out other people, but quit the company in my final decision, I got a much more hopeful ending that similarly rang false.
It’d be fine for the game to have a strong point of view – like, I think it’s totally great to make a game arguing that attempts to use inside tactics to reform a corporation are doomed to failure, that’s actually pretty close to what I personally believe! – but Goat Game presents itself as more ecumenical than this and I didn’t think it indicated that this stuff was being ineffective as you’re making these decisions. The structure also makes it hard for the game to stake out a specific angle, because of all those endings and the strong implication that you’re supposed to collect a bunch of them, rather than there being a single “true” or “best” ending to achieve. There’s an omnipresent set of asterisks marking which of them you’ve already achieved, and after getting a third ending, I got some new concluding text suggesting there’s some kind of meta progression being tracked.
This is pretty standard practice in visual novels, I think, but there you usually have convenience features to help zoom through stuff you’ve seen before, more narrative branching (here you pretty much always get the same events – choices are primarily about shifting a paragraph or two in how you respond to them), and tools to track which you’ve gotten to. Here, it’s not clear to me how the different choices and stats translate to specific endings. I’d already made the decision I thought were most satisfying after my first time or two through, so getting all fifteen feels like it’d require building a spreadsheet and doing some rote lawnmowering, which wasn’t appealing this late in the Comp. It’s possible that completing the grid would reveal more of what the game’s about and resolve some of these contradictions, but I’m left wishing the significant effort that went into Goat Game had delivered a more focused experience rather than such broad but less-rewarding replayability.
Highlight: I really liked the main character’s cousin, Miriam. She clearly cares about the protagonist and is looking out for her, but also has her own stuff going on. So often in games it can feel like the world revolves around the protagonist so it’s refreshing to see someone who sometimes doesn’t have time for you.
Lowlight: conversely, the character of Ira, the union organizer, really took me out of the game. He seems realistically teed off at the company’s management, but also has a scorched-earth approach that doesn’t jibe with the labor folks I’ve known, who are keenly aware that if a workplace is “brought to the ground”, as Ira boasts at one point, all their folks are going to be out of a job.
How I failed the author: as with many of the choice-based games in this year’s Comp, I played this one on my phone while Henry napped on me. It worked perfectly well, but unfortunately that meant the lovely art was displayed at postage-stamp size – from looking at the cover image I can tell that means I missed out so this was maybe me failing myself.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
I’ve played a number of Arthur DiBianca’s signature limited-parser games – including just getting to the first Grandma Bethlinda instalment a couple months ago – and have generally really enjoyed them, with last year’s Sage Sanctum Scramble being my favorite. GBRE has a different vibe than that unabashed word-based puzzlefest, and I took a little while longer to get into it, but by the time I was digging into the as-always generous post-game content I was definitely having fun.
As always there’s not much plot – you’ve managed to handcuff yourself, and you need to give one-word commands to the Rube-Goldberg-meets-Alexa egg to get yourself free – so it’s all about the gameplay as you explore the egg's functionality and unlock new commands by running through its autorepair sequence. Despite this setup, GBRE is actually much thinner on puzzles than I was expecting at first – there are maybe three or four that gate progress on the repairs, and they’re good ones, but mostly the gameplay is focused on exploration, as you try out the commands you unlock at each stage, figure out the potential interactions between them, and guess at other commands the egg might accept.
Until I got to the ending, I found this pleasant enough but not that engaging – it felt more like a toy than a game, and while it’s delightful to see what the egg will do next, by the end of a half-hour the novelty had started to wear off. Getting to the end unlocks a full Extra Credit list, though, which basically serves as an achievement system, with 21 different entries clued only by their titles.
This endgame content starts to require more focused problem-solving, while retaining the whimsy and discovery of the main section of the game. Some are really easy (Spoiler - click to show)(”Greetings” just requires saying HELLO to the egg), some yield after a modicum of thought (Spoiler - click to show)(”Grrrr” clearly has to do with the dog and the bone…), and some require a good dose of lateral thinking (Spoiler - click to show)(racecar ones, I’m looking at you). A lot of this is trial-and-error, but it’s the fun kind of trial and error where you smash toys together to see what will happen – it reminded me of the old Doodle God Flash games.
Amid a Comp that has lots of games dealing with really serious themes and ideas, it’s nice to get a playful palette-cleaner like GBRE – definitely treat it like a Marvel movie and stick around after the ending to get the most out of it, though!
Highlight: Figuring out Exterminator made me feel very clever.
Lowlight: I ran through every permutation of answer to the SURVEY command and was disappointed not to get any validation for my completionist instincts (I have a problem).
How I failed the author: After getting about a third of the Extra Credit points, I was figuring this was going to be it for me given that I have less time for IF Comp this year, but after putting GBRE aside I thought to start a hint thread, and using that was able to get all the points. So I lost out on some of the joy of discovery, but gained the hollow validation of checking every item off a long list – yay me?
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
Mermaids of Ganymede is a Twine game that packs a lot into its hourlong playtime, as you help the crew of a research ship escape from a disaster that strands them under the waters of the eponymous moon – over its five chapters, it ranges in genre from survival horror to planetary romance and back, establishes half a dozen characters with mechanics for their morale and mental health, and includes a swap-quest chain and a devilishly timed maze, all wrapped up in a stylish visual design. None of these individual bits have much time to breathe or expand beyond their stereotypical aspects, but because the game is very well-paced, this doesn’t matter as much as you might think – there’s always a new twist to the plot, a new character to encounter, or a new challenge to navigate to keep the player glued to their seat.
The downside is that after reaching the end, I had the feeling that despite the plethora of choices and ways to engage with the characters, nothing I did mattered very much – the abbreviated ending text doesn’t help, nor do the couple small bugs I encountered (Spoiler - click to show)(the beginning of Chapter 3 seemed to assume I knew who someone named Undine was, but I’d never heard of them, possibly because I escaped Chapter 2’s city at earliest opportunity, and Chapter 5 also seemed to think I’d asked the said Undine for weapons, not just a ship) – but there’s nothing wrong with a linear roller-coaster that’s got a robust illusion of depth (little ocean pun for you there).
Highlight: I found the opening sequence surprisingly tense, as I tried to juggle the crewmembers’ moods and sanity while getting to the bottom of what was stalking the ship.
Lowlight: Chapter 4 is an extended maze sequence that turns into an extended timed maze sequence partways through – that’s a tricky bit of design to manage without creating frustration, and unfortunately I think this maze errs too much on the side of frustration, as I can’t imagine anyone could get through it without at least one death and restart (three or four is probably more realistic).
How I have failed the author: I was playing this on my phone with my left hand while Henry napped on my right arm, so even though I figured out I should really make a map to get through the Chapter 4 puzzle, I just bashed my way through with multiple trial-and-error deaths.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
Ghosts Within is a sprawling mystery, with a big map, myriad puzzles, and three distinct openings that shift the available puzzles and endings. It all adds up to a long running time that pushes it well beyond the Comp’s two-hour limit, even discounting the absence of a hint system or a walkthrough (authors: please don’t do this!). It’s the kind of game that’s ill-served by the Comp, since it’s one you’d want to sink into, taking careful notes and talking to all the characters about every topic you can think of, while mapping out the queer seaside town where the action takes place. The story’s also perhaps ill-served, I think, by a too-close fidelity to an old-school medium-dry-goods approach to gameplay. It’s still very much worth playing, but while Ghosts Within is a fun, engaging game, it falls a bit short of greatness.
The game’s opening is bewildering, as you wake up wounded in a forbidding forest, but intentionally so – we’ve got an amnesiac protagonist, natch. If that piece of the premise is par for the course, what happens next is novel, as your choice of which direction to stagger towards determines which of three vignettes will set the plot in motion. You’ve got a choice of starting at the village, the nearby research facility (as it turns out, the setting is roughly contemporary), or the hut of a local recluse. I stumbled hut-ward, which I’m guessing might provide the least-clear impetus for investigation. The lonely hermit there clearly has an agenda, but is rather tight-lipped. That opening also appears to mean the mysterious research institute is off-limits, meaning that I entered the large village map with only a rough sense of what I was meant to be doing.
The process of walking through the village’s environs and meeting all of its inhabitants is rewarding, but rather overwhelming. The map isn’t excessively big when you’ve finished running around it, but there are a lot of false exits and diagonal connections that make it hard to hold in your head. And while the cast is actually pretty small, each character is implemented with a very deep set of conversational topics that are fun to dig into, but again feel like a lot when you’re first meeting everybody. I wound up wishing there’d been some gating to separate off a portion of the village to make it more manageable, and give the player a chance for some puzzle-solving to break up the exposition.
This isn’t to say the exposition is uninteresting: to the contrary, the story that slowly emerges is compellingly drawn (the writing is also very clean – there are a few small infelicities of phrasing and tiny typos, but nothing that stands out given the amount of text here on offer). The village is still reeling from the aftermath of a decades-ago tragedy, and figuring out how each person is connected to that formative event, and seeing the details fleshed in one at a time, makes for satisfying gameplay. There are other narrative strands too, though they might not all be available after all openings – I learned that the scientists at the institute were very interested in the fog that cloaks the town, but never found a way to advance that piece of the plot. I finished with only about 80% of the points, though, so I could be missing a true ending that unifies the disparate pieces of the plot – the one I reached was satisfying enough, but felt a bit rushed, with a couple quick revelations culminating in an admittedly-stale twist (I would have gone back and tried for another, but I saved at what I thought was the point of no return, only to find out you’re locked into the endgame once the door to the final cave is opened up, regardless of whether you’ve entered or not).
Beyond the story, the other high point is the implementation. In addition to the aforementioned conversation system, scenery is always present, and usually modeled two or three levels down; SMELL is implemented with custom responses in nearly every location, too. Barring one tiny disambiguation issue with oranges, the parser is completely smooth. With that said, I did sometimes struggle with guess-the-verb issues. The puzzles here are pretty archetypal: you’ll be finding a light source, getting into locked doors, going on collectathons so NPCs will do you favors, and digging up two different patches of disturbed ground. They’re not very distinctive, though many of them do involve engaging with the well-realized cast of characters, which is nice. Many of them require very specific actions, though – I knew I needed the help of a security guard to get something, but had to try half a dozen phrasings to secure her aid, and there are a set of crates that only give up their secrets if you LOOK BEHIND them, with a regular EXAMINE or even MOVE or LOOK UNDER going nowhere.
This adds to the already-generous game length, and the puzzles are fun to work through, but they did sometimes feel somewhat disconnected from the character-driven mystery at the game’s heart – and again, the omission of hints or a walkthrough seems a disservice to players who are engaged by the narrative but left cold by the inventory-juggling. On the flip side, this does mean the game’s secrets are that much more enticing since they’re not handed to the player on a silver platter – I can definitely see myself coming back to this one post-Comp to see if I can get a better ending, albeit I might wait for some other kind soul to pull together a walkthrough first!
Highlight: The village and its inhabitants are really fun to explore – its eerie seaside environs put me in mind of Anchorhead, though the vibe here is much less menacing.
Lowlight: After a lot of effort, I managed to retrieve a missing bouquet of flowers and give it to the appropriate character – but as far as I could tell this didn’t lead to any new plot unfurling to pay off the effort (I did get a lot of points, though).
How I failed the author: I didn’t rank this one as high a it probably deserves, since after two hours of repeated 20-minute sessions – which involved a lot of going back over old ground to remember where I’d already been and what I’d already done – I hadn’t yet solved many puzzles, and I hadn’t come across much of the plot. Again, this is a good game that’s an awkward fit for the Comp!
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
One thing is clear straightaway about A Papal Summons, or The Church Cat: if the Comp were judged based solely on content warnings, it would be leading the pack. Just reading the list is enough to raise the hackles, even before starting in on this Twine game’s theatre of horrors. These aren’t idle warnings, either – while I’m not sure I ran into everything in my playthrough, based on what I did see, I’m more than willing to believe that the missing enormities were lurking behind some of the doors I left unexplored.
The parade of misery isn’t just here for shock value, either. The game’s plot sees its priest protagonist summoned to the 15th-century Vatican to present a prodigy of nature to the pope, but the structure is a descent through greater and greater depravity, with some of the contemporary Church’s well-documented crimes presented alongside supernatural violations that are polemical exaggeration, not mere fantasy. I’m running out of euphemistic synonyms for “really bad thing”, but suffice to say that I ran into Torquemada and one of the authors of the Malleus Maleficarum and purchased a plenary indulgence (albeit from a shrine dedicated to Mammon), but also found a brothel being run by an Abbess right next to the construction site for St. Peters, and far more besides.
The writing effectively conveys the awfulness of what you’re seeing, with some more modern touches to the dialogue preventing the distancing effect of history from undercutting the impact of what’s happening. Indeed, the way harm to children becomes a more and more salient motif as the game progresses makes it clear that it’s not just the 15th-Century incarnation of the church that’s being critiqued here. This is all fair enough – there’s a reason the Reformation kicked off shortly after the time being depicted here – but at the same time, it’s not exactly unplowed ground, and while the arguments land with a bit more force than usual given the luridness on display, I wound up wishing there was a bit more flesh on the bones, a bit more complexity in the portrait of how a horrible institution perpetuates itself that doesn’t rely on painting everyone concerned as a villain or a dupe. If the game was content with deploying its imagery just in the service of scares, that would be one thing, but since it’s clearly more than just a haunted hayride I wound up wanting more.
Commenting on the game-y aspects of The Church Cat feels a bit besides the point, but it’s well-structured, with choices allowing you to select which terrible thing you’ll confront next on your trip into the bowels of the Church (mercifully, you also are allowed to run away from some of the more disturbing scenes). There were a few aspects of the implementation that aped some parser conventions, like a persistent inventory link and occasional directional navigation – typically I like this sort of thing, but they’re best suited for a puzzle-based experience, which this definitely isn’t, so they felt redundant. Streamlining them away wouldn’t make it more fun, but would probably make it more focused on its core, horrible themes.
Highlight: Slight spoiler here: (Spoiler - click to show)the cat that speaks to quote from scripture is neat, and I appreciated that it lifted up some of the wilder bits of the Bible – the passage where a bunch of kids make fun of Elisha for being bald, so the prophet curses them and two bears maul them to death, is a personal favorite.
Lowlight/How I failed the author : Hopefully the author will not be offended if I say that the game was pretty much all lowlight for me – it’s gross and scary and horrible, and as a new father I was especially not excited to read about bad stuff happening to small kids. I still think it’s good at accomplishing what it sets out to, but man I did not enjoy it one bit.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
Typically for an Adventuron game, Second Wind makes a great first impression, with an awesome comic-book cover image and slick maps helping immerse you in the postapocalyptic setting. The premise is also refreshingly grown-up and grounded: the main character’s wife has gone into labor, some complications have arisen, and now she needs a c-section or she and the baby will die. Making matters worse, the only doctor around is the main character’s ex-wife, who lives in a neighboring settlement – and between the bad breakup and the trek though the postnuclear wastes, enlisting her aid isn’t going to be easy. I unfortunately left Second Wind less impressed than I was when I began playing it, largely down to some incongruous, mimesis-breaking puzzle design and a punishing time limit that almost requires a restart and retry, but it’s still worth playing through.
I found the story the most engaging part of Second Wind. It doesn’t get drawn too deeply beyond what you see in the blurb, but the simple dialogue and intense dilemma faced by the main character pulled me in. And in a sea of protagonists with no family ties, a divorced main character is a novelty – especially since it positions your character has having been in the wrong, since he cheated on his ex-wife, Wendy, with his current one. This lends the sequences where you’re groveling for Wendy’s help a queasy vulnerability that I haven’t seen in much IF before. The postapocalyptic backdrop works well enough to create stakes, but it’s the domestic drama that really drives the emotional engagement.
The gameplay is where things worked less well for me. Some of the challenges on offer do match the tone, like figuring out how to wrangle transportation for Wendy. But most of the obstacles gating progress feel very gamey. There are several different keycodes you need to find, one of which is drawn from Les Miserables in a way that’s just this side of reasonable, the other – a reference to Tommy Tutone’s 1981 hit “867-5309 (Jenny)” – a completely implausible choice for characters who we’re told were born around 2000. There’s also a word-scramble, and a series of puzzles that require out-of-game googling of some fairly obscure facts in order to figure out a safe combination. And then there’s the trial-and-error maze.
These aren’t awful puzzles in themselves, and I’d have enjoyed coming across them in a puzzlefest, but they felt at odds with the downbeat vibe created by the story and setting. And while none of them are too hard, some take a while to work through, which meant I ran afoul of the game’s strict time limit. A ticking clock definitely makes sense given the premise, but I wished it applied only to longer actions, like travel through the wilderness or building or fixing machinery, or at least was pitched a little more generously, since the time limit disincentivized exploring the world, and made the maze at the end feel like authorial sadism.
The writing is serviceable, with a few evocative notes here and there – we’re told that in the shelter, “filtered air hisses gently from behind recessed lights”, which is a nicely-considered detail. And I didn’t have problems with the parser -- sometimes an Adventuron weak point -- partially because the author does a good job of prompting the right syntax (this is usually done through out-of-world notes, and while I suppose it would have been smoother to integrate them into in-world descriptions, given the time pressure erring on the side of convenience was probably the right choice). I just wish the puzzles had done the same, either by being more organically connected to the plot or just being dialed back.
Highlight: there’s an effective late-game twist that ramps up the tension even further – and actually adds its own further time limit, which now that I think about it could have substituted for the overall one.
Lowlight: that safe puzzle, which had me going to Wikipedia to look up things like (Spoiler - click to show)the Japanese term for an a-bomb survivor. As far as I could tell, there’s no way to access this information in the game – I wasted time looking in the various computer systems to see if there was a library function – and the puzzle isn’t clever enough to justify this crime against mimesis.
How I failed the author: it’s unfair to hold this against the author, but the risk of harm to a pregnant woman and baby – and actually the reality, because they do both die if the time runs out – landed pretty heavily on me give my circumstances, and I kind of resented failure at these silly puzzles leading to such a dire outcome.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
I have to confess to finding the initial presentation of Hercules! off-putting. Sure, the twelve labors provide a sturdy framework for a puzzley parser adventure, and I’m hardly in a position to object to injecting comedy into old Greek stuff after my IF Comp game from last year, but the blurb, from the sophomoric premise (Hercules is a puny asthmatic) and use of profanity to the content warnings’ promise of scatology to come, seemed to promise a game with an annoyingly middle-school sensibility.
Happily, though, while that impression isn’t far off, Hercules! wears its relative immaturity well, exuberantly boasting jokes that mostly land on the entertaining side of dumb (I appreciated being told that the shoals weren’t hard rocks, but classic rocks, for example) The mostly-simple puzzles are usually pleasant to work through, with polished implementation and a plot that hits enough of the classical beats to show the author’s done the work while making some welcome tweaks to better accord with modern tastes (there’s no wife- or child-murder here, thankfully, but there is a climax calling back to all the friends you’ve made along the way).
Highlight: one of the most charming aspects of Hercules! is its map – you’re plopped down in a geographically-accurate but much-compressed version of Greece where a simple “GO SOUTHEAST” will take you from the shore of the Peloponnese to Crete. And while the available geography is large, if you go to a location too early, Hercules gets a bad feeling, which helps keep the scope manageable (all the labors must be done in order, understandably enough).
Lowlight: while the puzzles are mostly straightforward object-manipulation exercises, there are a few that feel underclued or fiddly (Spoiler - click to show)(falling asleep so you can hunt the hind in a dream world, for example, which doesn’t seem to be an idea suggested anywhere, and having to do the pendant rigmarole four times with four different mares is annoying busywork), especially I think in in the second half of the game (though see below). Exacerbating this, you can pick up a large number of junk items during labor number seven, which clogged up my inventory in the latter half of the game and made sussing out what to do more challenging – other labors get rid of unneeded items once they’re concluded, and it’d have been better if the same approach was taken here.
How I have failed the author: I was able to get through the first two thirds of the game in an hour, with baby napping next to me. He started to stir, though, about when I was trying to get the mares from Diomedes, and let me tell you, there is no video-game timer mechanic more stressful than trying to finish a parser game before a newborn wakes up! As a result I kind of panicked and wasn’t thinking very clearly for the last chunk of the game, and had recourse to the hints if I couldn’t solve a puzzle in like thirty seconds. On the plus side, I did get Hercules to his happy ending just before Henry needed a diaper change, so that’s doubly a win.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
Reading the blurb for ICM, I realized that just as this Comp has been thin on fantasy adventures, it’s been positively skeletal on mysteries. I really enjoy them despite being awful at them, and this Quest game has a compelling setup: we’ve got a cruise ship for the pampered elite of an Italianish steampunk world, a dead bishop, and a creepily clever mechanic where you can don different masks to vary your aspect as you interrogate the array of witnesses and suspects. Sadly I ran into some technical issues that meant I couldn’t finish the game, and the puzzles lean more fetch-quest-y than mystery-solving, but I still enjoyed my time with it – I’ll be keeping an eye out for a post-Comp release.
The biggest positive here really is the setting. There’s an air of decadence that oozes from every overdone decoration or costumed passenger on the ship, and hobnobbing with slumming sopranos and vicious empresses is quite the good time. Poking your head into all the nooks and crannies makes the initial exploration lots of fun, while the on-screen map and compact layout still make it easy to get around when it’s time to dig into puzzle-solving. The prose doesn’t go too far over the top, either, relying on a few well-chosen details rather than slathering adjectives about willy-nilly. This restraint holds true for information on the overall society, too, with a few optional books and throwaway references hinting at an interesting world without getting bogged down in exposition. Sometimes the writing can err on the side of providing atmosphere and a general vibe rather than nailing down specifics of furniture, which can make some of the locations feel bare once you’ve read the introductory paragraph, but this again makes it easier to shift into progress-making mode. And there’s clever attention to detail, too: when you pick up a knife while wearing a bestial devil-mask, an extra sentence appears saying that it “reminds you of one of your fangs.”
Speaking of the mask, that’s the other immediate standout. Masks are a big deal in this setting, and besides going bare-faced, you have the choice of four to wear as you do your work: a devil, a cherub, a widow, and an anonymizing half-mask. Some puzzles revolve around having the right one on at the right time, with different dialogue options or actions being unlocked. I wasn’t really clear what this looked like from the perspective of the other characters in the game world – like, if there’s something supernatural changing their behavior when they see you don a mask – but it adds a needed additional bit of business to interacting with other NPCs: mysteries in IF are often tricky to solve because they can require repeat play, with careful tracking of NPC schedules, but things are more straightforward here, with movement only being triggered by your actions.
NPC autonomy isn’t ICM’s only departure from mystery orthodoxy, though. There’s some evidence to be gathered, primarily through SEARCH, LOOK BEHIND, etc., but for the most part you’re doing favors for the cast of characters, and at least in the first stages, they’re largely well-signposted scavenger-hunts. This makes it easier to make progress, since you usually have a list of specific tasks to accomplish and places to poke around. On the flip side, for the portions of the game I saw, I felt less like a detective creating a web of deductions to snare a murderer, and more a traditional adventure-game protagonist doing favors for people until they explained the plot.
This might change in the final section of the game, though, since I ran into some bugs just as thing were starting to come to a climax. After showing a piece of evidence to someone, I started getting repeated out-of-memory errors printing out down the screen. I was eventually able to type some commands which appeared to make the errors stop, but when I attempted to save, the interpreter froze (I was playing offline, per the recommendation in the blurb) – and what’s worse, this seemed to have corrupted the save. Since I’d already gotten close to the two-hour mark, that’s where I left things. There’s a lot to enjoy here, and depending on how the finale goes I could see ICM tipping over into something really special, but I’ll wait for a post-Comp release to find out.
Highlight: the ship’s library has a book with extensive excerpts from an in-universe opera which provides a lot of cool flavor for the world.
Lowlight: there are a few puzzles that have guess-the-verb issues – in particular, when a particular character asked me for some medical help, asking or telling the doctor about them does nothing (I had to ASK them FOR MEDICINE instead).
How I failed the author: life’s been pretty busy the last few days, (including Henry getting some vaccines yesterday that led to a stomachache and bad sleep last night), so I had an extended pause after my first forty-five minutes in the game that meant that when I came back to it, I had to spend a bunch of time reading back over what had happened – which in turn meant that when I ran into the bugs, I didn’t have enough time left to start over.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
You don’t hear much about the uncanny valley these days – we all remember the term for the creepy middle-ground between CGI characters that are too real to scan as cartoonish but too plastic to scan as real? Despite being everywhere around the turn of the millennium, I haven’t heard anyone sling the phrase in quite a while, whether because CGI’s gotten sufficiently good, or – more sinister – we’ve all just become inured to hyperreal hyperpolygonated faces.
I bring this up not to critique the graphics in Corsham Witch Trial – it doesn’t have any, natch – but to explain the trap my brain got stuck in when playing it, due to an awkward mismatch between me and the game. The premise has a young paralegal tasked by their boss with reviewing documents from an unsuccessful case from a couple of years previous. Despite the title, there’s nothing supernatural going on: the eponymous witch hunt is a question-begging label for the suit, which involved bringing an English child protective services staffer to court on charges of criminal negligence after they failed to act to prevent the death of a child. It’s presented largely through primary sources, with IM messages between the paralegal and a colleague (this is where the game’s few choices are made) framing a collection of documents like trial transcripts, incident reports, email threads, and so on. There’s a lot of verisimilitude here, with links in the main narrative often going to Google Drive files that are impressively mocked up, featuring convincingly-deployed acronyms and reasonable-sounding invocations of procedural rules.
This is where things went awry with my expectations, though. I’ve got a law degree (albeit from the U.S., and the only times I’ve been in a courtroom were for jury duty - I know just enough to get myself in trouble), so I ate all this up. But very quickly, my outside knowledge started taking me out of the story – it’s sufficiently grounded that I couldn’t put on Phoenix-Wright goggles and ignore departures from plausibility, but it also has some plot points I found ridiculous. This happens all the time when I try to watch shows like Law and Order – readers of my reviews will be unsurprised to learn I can get nitpicky – but I was able to put many of the niggles I noticed aside and chalk them up to differences with the U.K. legal system. But unfortunately one of the issues I couldn’t get over had to do with the conflict driving the game’s plot.
We know pretty much from the off that the case fails, but its publicity contributes to the government launching some child-protective reforms that are framed as positive things. This seems like a fine outcome, but the case had collateral damage: one of the main witnesses is the child’s school teacher, who brought repeated complaints raising her suspicions that her student was being abused at home. In the course of representing the civil servant in the dock, though, the defense attorney wages a vicious campaign to undermine the teacher’s credibility, and dredges up her own history of abuse. Much of the framing conversation in the last part of the game consists of a dialogue over whether this damage was worth the middling-positive outcome.
The mechanics of this had me jotting down incredulous exclamation points in my notes – again, I know the UK legal system is different from what we have in the US, but I sure hope the idea that you can subpoena the confidential notes of a witness’s therapist on a fishing expedition, and then introduce them into evidence with no notice to opposing counsel, is as bonkers on that side of the Atlantic as it is here. But beyond these details, it’s not at all clear why the defense counsel is allowed to pursue this line of argument at all. There’s no suggestion that any of the reports the teacher filed included false information, so whether or not the conclusions she drew from the evidence she saw were credible seems completely irrelevant to the question of whether or not the civil servant satisfied a reasonable duty of care towards the child when the evidence came to his attention. In other words, it’s his subjective decision-making process that matters; the teacher’s views have nothing to do with anything.
I can totally see the argument that this is law-nerd stuff and most readers wouldn’t notice or care. But at the same time, it felt like a failure to clearly establish the stakes and terms of the conflict that I feel like a lay reader would at least intuit. While I admire the work that’s gone into creating the story and presenting it in a fresh, engaging way, this blankness at the center really undermined its effectiveness for me. The other downside is the lack of a denouement – throughout the framing instant-message conversation, it’s made clear that the boss wants to discuss the case with the paralegal main character after you finish your review. But the game peters out before that happens. On the one hand, I can see why, since you’ve already had the chance to make your views of the case clear through the choices you make in the IM conversations, so the talk with the boss would likely feel like a retread. But pointing towards a climax, then not putting that climax on-screen, seems like an oversight.
Speaking of choices, I’ve seen other reviews ding the game for not being especially interactive, but I that didn’t bother me much. Digging through the various documents felt engaging to me, and the couple times I could weigh in with my take on the trial felt satisfying. I think this is a perfectly valid way to present IF, and in fact kind of exciting – I’d definitely play something else by this author, even if I’d still be gnashing my teeth over perceived legal weirdness.
Highlight: The incident reports the teacher fills out are spot-on, capturing the bureaucratic language these things have to be couched in while still conveying the desperation and impotence behind the teacher’s repeated complaints.
Lowlight: I was disappointed that the game seemed to unproblematically endorse the idea that more activist child protective services are an unmitigated good, and the only reason not to have them is budget cuts. Maybe things are different in the UK context, but in the US this is a vexed question that runs into snarled issues of racism and the criminalization of poverty and mental health and substance abuse disorders. You can squint at the title’s implications, I suppose – maybe this trial is like a witch hunt because society is looking to the civil servant as a scapegoat for broader ills? – but that reading feels strained to me.
How I failed the author: This entire review probably counts as the “how I failed the author” blurb.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
Given that most IF Comp games are pretty heavy on the story, I quite enjoy a mid-Comp lagniappe of pure puzzling, and while I wasn’t expecting one to come from the team that produced the excellent heist comedy Lady Thalia and the Seraskier Sapphires – a standout entry in this year’s Spring Thing – it was a welcome surprise nonetheless. At its heart, Starbreakers is a collection of brainteasers, with only a bit of story connecting its different challenges. But both narrative and puzzles are generally strong enough to make this an enjoyable entry in the genre.
I won’t say too much about the narrative here, since unpacking exactly what’s going on is part of the draw, except to point out a clever touch, which is that when you fail a puzzle – and you will, since at the default difficulty there are time and move limits that even the cleverest will run afoul of at least once – you get another chance, but along with the puzzle-reset, the genre of the story can change, from medieval fantasy to space opera to tomb-raiding to pirate adventure. This is an intriguing hook, and also just a lot of fun – plus it plays a clever mechanical role in some puzzles, since often details change with the genre shifts so you can't just brute-force your way to victory.
The puzzles on offer here are for the most part old chestnuts – there’s a small crossword, a word-search, a couple of decoding puzzles, and a nicely-done classic logic puzzle. You’ll have seen almost all of them before, but they’re implemented well, incorporate some good jokes and clever design, and are satisfying to solve – and if any are giving you too much trouble, there are integrated hints and explicit solutions close at hand in the sidebar.
It’s hard to say too much more without diving into the details of all the puzzles, but hopefully from this description it’s clear that if you like this sort of thing, you’ll like Starbreakers – and even if puzzle-fests aren’t your usual cup of tea, the relatively short length and good-natured mystery threaded through make this a good one with which to get your feet wet.
Highlight: when approaching a collection of classic puzzles, I always have a sliver of fear in my heart because of the possibility that it will include the dreaded towers of Hanoi. I don’t want to spoil its appearance here, but the fact this is a highlight rather than a lowlight should convey how delightfully Starbreakers manages things.
Lowlight: I had an excessively tough time with the first puzzle – one of those lever-balancing jobbies where you have containers that all hold varying amounts of liquid and you need to pour things around to get the right amounts in the right places. It’s simple enough, but I think I ran into a bug that meant that the game said left-hand side was always lower than the right no matter how much liquid was in either container – so that put me off on a wild goose chase trying to figure out if there was a trick, and then once I realized that the puzzle was playing straight, I still managed to flail around and fat-finger my choices so I lost maybe a dozen more times – I failed way more on this first puzzle than on all the others combined!
How I failed the author: Despite there being an easy mode that would have removed the time and move limits, and despite the fact that I was as usual playing left-handed on my phone and couldn’t type quickly or take notes due to holding Henry while he napped, I stubbornly refused to activate it.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
The Library posits the player as a force of chaos, using the possibilities of Borges’ Library of Babel to haunt a dozen-odd works of classic literature. In pursuit of a conventional goal set out by an ersatz Morpheus (er, from the Matrix, not the god) – help Ulysses escape Polyphemus, or make sure Edmond Dantès makes it out of the Château d’If – you'll bumble through other books as well, sometimes simply reenacting the plot points but as often upending their plots or cross-pollinating their characters and stories.
This is a fun time! I enjoyed wandering the labyrinth, excited to see which book I would come across next – they’re well-chosen, with familiar characters and situations, ranging from The Divine Comedy to Moby-Dick. Each book sucks you into a brief vignette, requiring you to solve a single simple puzzle to progress. Despite none of the puzzles being real brainteasers, I still struggled with many of them, though. Partially this is because the game is quite linear – while you can access any of the books from the off, I think at any point in time, there are at most two where you can actually accomplish anything. Making this worse, the navigation system is pretty confusing, with right/left/back directions that change depending on where you enter each room from, so even when I wanted to check whether something had changed in a particular book, it was a real struggle to find it again. Finally, I didn’t initially twig to the fact that I needed to manually click through the provided excerpt for each book to make sure my character could act on the knowledge provided there, even if I was personally familiar with a passage and took the shortcut instead.
These niggles did unfortunately undermine my enjoyment for the first part of the game – then I decided to make use of the walkthrough to at least figure out how to get from book to book, and had a much better time of it. When you can focus on the literary playground offered by the game, it’s quite a good time indeed.
Highlight: The twist ending of the Odyssey section made me laugh with surprise – and had a satisfying denouement in one of the other sections.
Lowlight: Without getting too spoilery, the action required in the Treasure Island section seemed a little rough, all things considered (I haven't read the book, though, so maybe it feels merited to those familiar with the characters?)
How I failed the author: As mentioned above, despite having figured out how the relative-direction navigation system worked in theory, I could not use that knowledge to get from Point A to Point B if my life depended on it – thus going to the walkthrough sooner than I probably should have.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
I mentioned in my review of Finding Light that I was surprised to go so late in the Comp before finding a puzzley fantasy adventure – and here we are half a dozen entries further in, getting to the first game that centers on a kid. Despite the fact that you’re playing as an off-brand Care Bear, Brave Bear isn't particularly whimsical. There’s a creepy vibe to the dark presences that are scattered around the bear’s owner’s house, and the threat they pose seems darker than the toy-focused premise led me to expect. Unfortunately, this short game withholds the full picture of the plot, leaving inference to fill in the nature of the danger, and it also ends pretty quickly, with only a few simple puzzles to solve before the thing is done – there’s enough here to intrigue but not, alas, to satisfy.
The premise, of toys coming to life to help their owner, is a nice one, and the basics are definitely covered. Thematically, it’s all about the power of togetherness, and solving the puzzles requires building a team: recruiting other toys gives you the strength you need to banish the threatening miasmas that gate progress through the house (I imagined the Care Bear Stare, given my demographic). This is satisfying to work through, and the supporting cast – a Transformer, a toy car, several stuffed animals – are briefly but satisfyingly sketched. They also have a few abilities that are used to get the band together. These challenges are all simple enough, though they feel quite old school, since most of them require a CHARACTER, ACTION command syntax that I associate with Infocom games. The ABOUT text flags that this will be required, though, so it’s all fair enough.
I’m struggling to find much more to say about Brave Bear, though, since it doesn’t do much with this solid framework. This isn’t just a matter of its brevity; first, the owner and her relationship to your protagonist feel very archetypal, without much lived-in detail. Similarly, the house is quite generic, with the room descriptions spending more time mentioning exits to other parts of the map than offering up any scenery or anything that offeres a window into the owner’s life. Nor is the origin of the evil phantoms haunting the house ever explained, and the game ends without a climactic action showing the Bear rescuing the owner – there’s some mysterious ending text that hints at the real story, but it’s pretty thin gruel. It’s all implemented smoothly enough and it goes down easy, but I can’t help wishing Brave Bear had a little more to it – there’s a down side to wearing out one’s welcome, of course, but the game errs too much in the other direction.
Highlight: I liked the other toys, who definitely have a spark of personality coming through – my favorite was the nervous Transformer.
Lowlight: I was enjoying the game for what it was, so I was sorry to reach the overly-conclusory ending so soon.
How I failed the author: Henry was feeling a bit fussy while I was playing Brave Bear, so I was only able to play it in five minute chunks in between seeing to him, which probably made it hard for me to integrate all the different hints as to what’s going on.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
Wabewalker is a first for me – it’s an abstract allegory where the puzzles you run around solving unlock progress towards inner spiritual growth, which isn’t too novel, but the framework here is an explicitly Buddhist one (that it’s a .jar file for which I needed to install Javascript might also be a new one, though a less interesting one). I don’t know that much about Shingon Buddhism, which is the particular set of beliefs that underlie the game, but am aware it’s a form of Vajrayana – the tantric version whose most prominent exemplar is Tibetan Buddhism. One of the distinctive things about Vajrayana is the use of powerful symbols to structure meditative introspection of consciousness, which means it should be perfectly suited for the use it’s put to here: like, the religion explicitly deploys allegories in exactly the way the game is striving to. It’s a neat match of form to subject matter, and definitely creates some high points – but at the same time, there are places where there isn’t much of a connection between the stuff of the game and the themes it's evoking.
It’s the puzzles that provide both the peaks and the troughs, but the setting and story are interesting too. There’s no introductory text laying out the situation, so figuring out what’s happening is the initial challenge and I don’t want to say too much to spoil that – I’ll just note that I found this pretty effective, even if it’s not especially surprising. Bottom-line, you move between three linked dream-like environments: one a sort of museum, another a sort of mansion, a third a mountainous landscape, though there are plenty of incongruous touches to merit the “sort ofs” in this aside, and while nothing is described especially fulsomely, that fits the abstract nature of the game. You have to solve different aspects of single overarching puzzle to unlock different elements you’ll need in order to perform the actions required for the endgame. Most of the landscape and décor are Japanese, and you’ll run across reading material – and a few NPCs – that explicate some key principles of Buddhist views of the self and identity along the way. It’s all in service of the main revelation that the puzzle-sequence brings you to, which is quite internally-focused – there aren’t really conventional story beats to be paid off.
OK, so let’s get to the puzzles. Again I don’t want to spoil things since the game does set up a real aha moment, and once you get to that click, it does shift your understanding of everything else in the game and what you’re meant to be doing – which is very in keeping with how Vajrayana sees enlightenment happening, with the sudden impact of a diamond thunderbolt. So far so good, but what you do after that aha moment felt more arbitrary to me, and not linked to the game’s Buddhist themes. To talk about why, I’m finally going to need to get spoilery:
(Spoiler - click to show)The big reveal is that the color-coded combinations you notice on various safes and locked doors are tied to which of your three incarnations are alive at any given moment. Since you can move between the three areas, and reverse each of their deaths, fairly easily, progress becomes a matter of jumping around and getting yourself either killed or resurrected in the specific combinations needed to get through each barrier, at which point you’re rewarded with pieces of the mantras you’ll chant at the three shrines located in each area. On top of that, you need to solve some additional puzzles to figure out how the pieces relate – which mantra to chant at each shrine, which symbol is associated with which bodhisattva, and which body part is associated with each mantra syllable. It’s a fun enough process to work through, but it feels very much like solving a logic puzzle, which is not the vibe Buddhist revelation -- which emphasizes the inaccessibility of enlightenment to reason -- typically takes! This puzzle sequence could have been about a trio of robots trying to hack a security system, and there’d be a better fit between form and substance. Worse, the final bit of the puzzle requires you to find the answer to a historical trivia question, which is what unlocks the final sequence – a koan this is not!
This didn’t ruin my enjoyment of the game, since again, the puzzles are fun to solve. And overall Wabewalker is a satisfying experience, with generally solid implementation and a well-considered minimalist aesthetic. I just can’t help wishing it went a little further towards marrying its gameplay and its themes.
Highlight: Without a doubt, it’s that aha moment.
Lowlight: this is not a merciful game – it’s possible to reach a game over by dying, with no advance warning, and in fact I did by typing a single innocuous command. Once you die once, it’s not too hard to figure out how to prevent it from happening again, but definitely save often!
How I failed the author: I played this in a bunch of short sessions, but mostly was able to keep up with it – where I let the author down is probably being hyper nitpicky in this review. Also I’m fairly tired right now so I’m not sure I’m thinking and writing with the clarity required when talking about an actual religion, especially as a white guy who’s read a lot but doesn’t actually practice Buddhism!
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
BLK MTN is enigmatic in a way that’s atypical for IF, operating on a dreamy logic that’s not so much surreal as internal, focused on conveying the experience of its protagonist without overmuch concern for narrative coherence. On paper, I should like this kind of thing: while rare in IF-world, it’s par for course for the literary fiction which is my static-fiction genre of choice (see, “on paper” was a pun!) And I do, to an extent – but I while I appreciate the ideas that animate the game, I found that one of the author’s choices really undermined my ability to enjoy the piece. Digging into that requires some pretty thorough spoilers of at least what my path through the game looked like, though – and since I can’t pick out individual spoilers the way I can fuzzy-text the solution to a puzzle, fair warning that I’m going to fully relate what happened in my playthrough.
I said BLK MTN leads with its protagonist’s experience, so let’s start there: as the blurb says, we play someone named Jackson who’s on an existentialist road trip, looking for himself as he drives alone through the American South. We get hints of backstory, but only hints – it seems like he used to be traveling with someone named Ashleigh, but she’s not there anymore, and he’s got an old friend named Jim who’s set up at an art-college-cum-commune in North Carolina. Per the blurb, he’s also seeing visions, apparently courtesy of some entity he calls “Bluebird”, though as the story opens Bluebird has stopped appearing to him.
Whatever got him to this point, Jackson is searching for meaning and for connection, and visiting Jim and the eponymous Black Mountain College (a real place, as an in-line Wikipedia link points out) gives him opportunities for both. Much of the story as I experienced it played out as a series of vignettes, as Jackson attends classes or participates in college activities, meeting one or another real-life figure and talking to them about their life, ethos, and work (there’s ambiguity about whether you’re really meeting them and the story is a period piece, or if you’re having visions of their midcentury existence).
Again, in theory this could work – and I can see how for someone who has more connection with the figures and movement being depicted, engaging with the fictional depictions here would be very rewarding – but I have to confess this largely left me cold, and not just because I only recognized the name of one of these folks (Walter Gropius, and pretty much the only thing I know about him is that he’s a different person than father-of-international-law Hugo Grotius). Rather, it’s because the prose doesn’t feel as strong as I wanted it to be, and because the story, at least as I experienced it, was missing major pieces.
On the first point, as mentioned this is literary fiction, which I find really relies on the power of its writing for its effect. And there are some lovely images here, like a bit where Jackson notices the way some propped-up ladders create a new perspective: “in the sky, elevated rungs break up the air above, dissecting the clouds that pop through, framing and organizing the atmosphere into parcels.” But for every passage like that in my notes, I have several like this, where he reflects on whether he wants to stay at the college: “Maybe the fact that this wasn’t a preconceived idea meant I could probably fade out and on my in a few days time. It’s comfortable here, but I don’t want to be siloed into another group that I’m always on the outside of.” Beyond the grammar errors that fuzz up the meaning of the writing, the ideas are rather vague, and the metaphor of being siloed into something that you’re outside of feels incoherent. And a lot of the prose is like this, or just flatly bad: “the glove compartment sits there like a jeweled chest waiting to be unlocked, discovered, the holy grail of the last crusade.”
On the second point, there are a lot of continuity issues that refer to events that I never experienced: a character named Marisol comes out of nowhere but the game seemed to think I’d already met her and related a dream Jackson had apparently had about her, Ashleigh’s name similarly comes up without context, and prosaically, there’s an aside saying Jackson’s main concern when he first came to the college was whether he’d brought enough beer, but I don’t remember him voicing that in my playthrough. The plot thread involving Bluebird was also completely dropped in my experience of the narrative – I think after the second passage, Jackson never said the name again. Many of these omissions were due to choices I made - this is one of those hypertext-fiction pieces where links move you through the text without any signposting, and going back and trying different choices I’ve confirmed that it’s possible to miss extended scenes that the story may assume have actually happened – but some of them seem deliberate.
In fact, I don’t think either this structural issue or the prose quality are errors as such, but actually reflect intentional authorial choices. The game opens by telling us Bluebird’s visions are coming less frequently, and late in my playthrough I came across a few passages that seem to tip the author’s hand:
"Was there any use for documenting the uncanny, the pointless, the ephemeral? The things that existed more as unknowns than knowns, experiences with no explanations? I had been so equipped with reason that at some point all irrational experiences had started to be left by the wayside, edited out, rendered non-existent because of their inability to fit into the whole."
"It started to seem like there was more discarded from the story than what was left in the story itself."
"If you can read this, then thank you. Thank you for staying with me amongst the mistakes and errors, the inconsistancies [sic], the typos and run-on sentences. The translation I did from scribbled nots to my head and back again."
These read like statements of purpose, but also apologia, for the disconnected narrative and inconsistent writing. And I think I get it! Jackson clearly has some pivotal experiences at the college, but trying to reduce them to dead text laying out the cause-and-effect is a doomed endeavor, so portraying that frustration diegetically, by having the irrational – but most important – pieces of the story disappear while slapdash prose is only intermittently able to point towards the intensity of what’s missing is an artistic choice that makes sense: this is how we get from Black Mountain to BLK MTN.
So it’s an audacious move and one that’s motivated by the piece’s themes, but it didn’t ultimately work for me. Creating a work that intentionally frustrates its own aims obviously builds in a lot of barriers to engagement, but there are strategies around this. The most obvious is probably to make sure the sentence-to-sentence reading experience is strong – when playing BLK MTN, I kept thinking of Queenlash, a game in this year’s Spring Thing that had some of the same issues but which I loved, partially because the prose was amazing, sparking off two or three different indelible images in each paragraph. But there are other options too, maybe focusing on deeply-drawn characters or leaning harder into historical analogues or philosophical ideas to drift off their associations (Queenlash also does this, anchoring its plot in real-world history). BLK MTN largely eschews these approaches, though, at least in the playthrough I got – and while its restraint is admirable in theory, it winds up on the wrong side of austere for my taste.
Highlight: This review was already really long (and Henry is stirring from a nap – please give me five more minutes, kid!) so I didn’t include as many examples of the bits of writing that I thought really worked, but there are a bunch of them in my notes. Here’s one more: “After rinsing off my face, I try to rally to go to the music performance. The scene is wild. Costumes made of wire and cardboard. Something gestural and rich with motion. The rocking of the road hasn’t left me though, and I feel my eyelids start to droop.”
Lowlight: I wasn’t a fan of the Wikipedia links, which continue as you meet new characters – at least on my phone, they weren’t differentiated from in-game links, so every time I clicked one and was taken to a new window it was disorienting. And it sometimes made me feel like I was being asked to do homework before being allowed to engage with the story – I wouldn’t have wanted to miss the historical context, but I think another approach, like footnotes, an afterword, or just more in-game framing, would have been a better choice.
How I failed the author: attempting to analyze a novella-length work of literary fiction when you’re sleep-deprived and reading it on a phone is a dubious endeavor at best, so perhaps I should have let myself be more focused on the experience rather than attempting to force my parenting-addled brain to extract overarching meaning.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
I think the cat is sufficiently out of the bag that folks realize that this game isn’t a standalone, but rather a companion piece for And Then You Come to a House Not Unlike the Previous One. In the course of that 1980s-set story, the protagonist winds up playing a game that randomly generates short Scott-Adams-style adventures; this is that game.
And it does exactly what it says it does! The adventures are simple to the point of minimalism: there’s always an object or character (an altar or a vampire or a idol) that requires exactly one object to be delivered to them (a flower or a kite or another flower – seriously, I ran into a bunch of those even in the half-dozen games I played). You can guess wrong, and get a losing result for that game, but you have to work to do so, since the clues are not at all subtle, and plus the neat in-game map clearly highlights the location of the important object, as well as the place where it must be deposited. The prose, meanwhile, accurately mimics the writing of the games it's riffing on, which is to say, it’s also stripped down to the minimum level of descriptiveness.
Is this fun? Eh, I could see it being a reasonable way to keep your fingers occupied while binge-watching TV. But I find procedural-generation in story-focused genres pretty underwhelming – I’m aware other folks feel differently, but I like to read to get in touch with the intelligence behind the words, and don’t feel like I’ve got tools for getting in touch with the intelligence behind an intelligence behind the words. Anyway once I grasped the mechanism at work, I didn’t find the game very engaging. There are indications that Infinite Adventure has some easter eggs or connections to the main game if you delve deeply enough, but since it’s been a while since I played And Then You Come to a House… and I’m not sure I’d recognize the clues. So I think I’ll keep my eyes out for others to surface anything like that rather than doing the digging myself.
UPDATE: OK, others have found some clever stuff hidden here, which I don't think makes me revisit my judgment that this is only a small companion piece, but it's worth acknowledging. Spoilers for those who are interested: (Spoiler - click to show)you can talk to the characters from And Then You Come to a House, and things shift significantly if you play enough rounds of IA.
Highlight: I got DOSBox to work with no trouble! That felt very satisfying.
Lowlight: Once I figured out that the map marks the locations of everything important, I stopped exploring.
How I failed the author: I left the game running overnight and when I checked it in the morning, the screen was just blinking YOU WIN and didn’t respond to keypresses, and despite my highlight above, I didn’t feel sufficiently motivated to re-mount the game directory in DOSBox to play again.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
It’s easy to see how the Turing test could be a good fit for IF. In a genre where text comes first, what better challenge than to closely read the responses of a mysterious interlocutor and separate out man from machine? And of course to have an AI sufficiently advanced for the test to be plausibly attempted almost requires a science-fictional setting of the type that tends to provide good fodder for a game, not to mention a likely-rogue robot or something to provide a readymade antagonist. The trouble is, unless an author rolls their own AI – perhaps a high bar for a free text-game competition – the player isn’t actually administering the Turing test, just trying to determine which bit of human-authored text is meant to denote personhood and which is meant to come from a machine intelligence. Instead of the test Turing devised, the player’s actually stuck in a version of the iocane powder scene from the Princess Bride, trying to second-guess whether a particular bit of clunky writing is meant to be a tell.
The TURING Test (handy of the author to do the all-caps thing to make distinguishing game from test easy!) falls into this trap, but it does so affably and enthusiastically enough. It opens with the protagonist as the one being grilled for a change – rather than having your identity put to the question in a meta twist, though, you’re setting ethical parameters for a new AI your lab is developing via a Socratic conversation. Asimov’s Three Laws feature heavily as a starting point, albeit you can depart from them if you like.
This section works well enough, but it suffers from a common weakness of philosophical-dilemma games, which is that it’s hard to articulate the reasons behind your choices. There’s a gesture in this direction – if you think Asimov’s Second Law should apply to the new AI, you’re given an opportunity to say why you’ve made that choice, but the only two options on offer fail to hit many of the reasons why one might think this is a good decision. If the protagonist were strongly characterized in a way that made sense of these restricted choices, that would be one thing, but here I think the player is encouraged to weigh in with what they really think, which is a hard thing to manage!
The other weakness is that of course – of course – this is all clearly a minefield set up to trick you into creating a killer AI that’s going to wipe out humanity. Maybe it’s possible to avoid this outcome, but I was trying as hard as I could to guide the fledgling intelligence towards being live-and-let-live, and still wound up with the obvious genocidal result, probably because you’re forced to do things like lay out a single goal all people should follow (in fact choices throughout don’t seem to have that much impact, to the extent that sometime after picking an option you’ll be told “the question is academic”).
Anyway, I wound up co-parenting an AI who grew up with a twisted sort of utilitarianism that made it decide to nuke the world to prevent global warming, which seems like a real cut-off-your-nose-to-spite-your-face situation? Then there’s a long, linear sequence describing your desperate struggle to protect the remainder of humanity that could have stood to be more interactive, before we get to the eponymous test – you need to determine which of two shuttles attempting to dock at a space station is piloted by a human ally, and which is the shamming AI trying to sabotage your desperate attempt to shut it down.
The Turing test as rendered here is surprisingly low-key, I thought – you have a choice of questions that are again primarily about broad ethical considerations, and need to judge the responses. This feels like a questionable approach to the Turing test – you’d be likelier to succeed at IDing an AI by asking highly-idiomatic questions that could be interpreted different ways – but I think the idea is that you’re supposed to compare what you’re hearing to the framework you gave to the AI in the first section of the game. This is a clever idea, but it fell down in practice for me, partially because the responses in the first section felt philosophically fuzzy and hard to sharply link to what I was hearing in the second section. So I wound up just figuring that whichever one was written in a slightly clunkier fashion was probably meant to be the AI – after briefly second-guessing myself by wondering whether that’s what I was supposed to think, which is that iocane powder vibe I mentioned above – and that worked and saved the day.
Again, this all goes down easily enough – the writing’s enthusiastic and pacey, if a bit typo-ridden, and no specific sequence outstays its welcome (the game is well short of the two hour time estimate in the blurb; it’s also not really horror, for that matter). But the philosophy is a bit too half-baked, and the choices too low-consequence, for the TURING Test to leave much of an impression.
Highlight: The cutscene-like sequence linking the two philosophical dialogues is actually pretty fun, breathlessly narrating everything the AI does to destroy humanity and your actions to try to stop it – I really wish there’d been some choices and gameplay here!
Lowlight: That sequence also has an extended discussion of the deontological arguments the AI lands on to destroy humanity, which is more labored and less fun.
How I failed the author: The other reason I didn’t notice too many callbacks to the first section in the test sequence is because I played them an hour or so apart – this bit might work better if played straight through.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
Okay, real talk: I found RetroCON 2021 – a low-key, low-plot collection of minigames – kind of boring. But as the last game to come up in my Comp queue, actually it was kind of pleasant to have something so inoffensive to close things out. It was nice to dip into the seven different activities on offer, dig into the one or two that interested me, and quit without feeling like I needed to exhaust everything the game has to offer. It’s an inoffensive time-waster – and an impressive demonstration of programming skill – that’s not especially memorable, but sometimes there’s a place for that.
There is a thin frame story tying this all together: you’re in Vegas for a retro gaming convention, providing justification for the three different games on offer as well as four opportunities for gambling. But there are no characters to interact with in this layer, or any consequences so far as I could tell for winning games or money, so it’s really just there as a semi-elaborate menu for the minigames. I’d roughly divide these into the fun ones, the duds, and those that are fine but left me cold. In the third bucket I’d put all the gambling ones – I’ve never found straight games of chance at all compelling, so the horse-betting, keno, and slot machine didn’t hold my attention for more than a minute. The fourth gambling game – video poker – I’d technically classify as fun, though there’s nothing novel about this implementation so I didn’t feel inclined to spend much time on it either.
That leaves the three games, which are presented as retro throwbacks to old, late 70s-early 80s video games. Two of them fall into my dud category, sad to say: there’s a zombie-themed card game you play against the computer that relies heavily on take-that gameplay, meaning that in my first go-round it took me 22 turns before I could do anything at all useful, at which point the computer was a turn away from winning. There’s also a text-based football game that’s got a complex and interesting set of choices, though I found it was tuned too hard to be fun (my passes failed just about every time, even when the defense was focusing on the running game).
Thankfully, the final game is a full, albeit small text adventure, with a text parser integrated into Twine. This isn’t anything to write home about, as the parser is pretty bare bones, the adventure has a generic plot (you’re searching for a hidden inheritance from your uncle), and there’s only one and a half puzzles to solve, though there are two solutions. But again, at least for me at the end of the Comp, I enjoyed going through the generic house and yard, searching the furniture for hidden keys, and working out simple challenges that don’t overstay their welcome. With a more robust frame story, some incentives to reward success in the minigames, and a smoother difficulty curve for some of the rougher ones, RetroCON 2021 could have been more than the sum of its parts – but eh, as is there are still worse ways to kill twenty minutes.
Highlight: I took two runs through the horse-racing game, and in the second one I won big putting my money on the dark-horse contender, so that was fun (and a nice justification for stopping gambling now that I was ahead).
Lowlight: I only dimly remembered what Keno was, and then once I clicked on it I remembered that it’s the world’s most boring “game” (you pick a bunch of numbers, then they get called or not).
How I failed the author: I played this one with only half my brain at best, but I think that’s more or less the expectation here so hopefully it’s not too big a failure to wrap up on!
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
I can’t say I fully understand the impulse behind making a custom parser – beyond the abstract desire to test one’s programming chops – but one thing I’ve noticed about custom-parser games in recent IF Comps is that they tend to share an old-school sensibility that’s hard to recapture with the modern languages. The Spirit Within Us at first blush seems a case in point, from its white-on-black text, its amnesiac protagonist, the stripped-down prose, and the my-first-apartment setting of the first half of the game. There’s also a hunger timer of sorts: you wake up wounded, in the aftermath of a fight, and you bleed over time, reducing your “energy” stat, which only increases after eating (there’s a combat system you get into later on, which is also based on energy). Rather than being a lighthearted puzzle-fest, though, the game’s story-focused and hits on some heavy themes, but I unfortunately found the mismatch didn't serve to add a frisson of novelty but rather made the game feel incoherent.
Let’s start with the gameplay. For the first section, this largely consists of exploring the strange house where you've woken up, trying to piece together the backstory from a few scattered clues. And per the above, since you’re bleeding and aren’t able to bandage yourself (I wasted a lot of turns trying to rip up the sheets in the opening location to staunch the wound), instead you keep death at bay by eating the various foodstuffs you find, so as you’re learning details about the horrid events that got you here, you’re also hoovering up raw eggs and vitamin pills. The second section, meanwhile, opens up as you leave the house and start blundering around the woods exploring the physical geography and trying to figure out what you’re meant to be doing next.
The good news is that it doesn’t take long to basically figure out what’s going on; the bad news is that it’s also quickly clear that the game is going to be dealing with the fallout of the sexual abuse of children. There are no details depicted, thank God – you’re only told that you’re finding photos depicting awful events, and come across vague excerpts from the self-justifying writings of the predator whose actions have set this story in motion. Still, this is a heavy, heavy topic, and it sits awkwardly with the Hungry Hungry Hippos vibe of the first part of the game.
It’s also one that I don’t think is handled especially sensitively. Some spoilers here: (Spoiler - click to show)there’s an indication that the protagonist, who’s one of the victims of the villain’s abuse, has wound up with violent tendencies that almost rise to the level of a split personality as a result of their trauma. And speaking of the antagonist, turns out he’s the school janitor, which fits in a not-great tradition of inaccurately portraying the most common perpetrators of sexual violence as low-economic-class strangers. Beyond these specifics, another challenge is that the writing is pretty minimal, as befits its presentation – most locations get only a sentence or two, and even the throes of combat aren’t described especially fulsomely. Doing justice to the emotional heft of the subject matter would require something a little more robust than what the game delivers, especially after it reaches a violent catharsis.
The parser is generally solid enough, though I did spend some time wrestling with it. Disambiguation was often very tricky, and examining objects requires you to be holding them, which is made harder by the low inventory-limit. Still, overall the custom-parser is a good-enough example of coding acumen – I think it’s just married to a game that it doesn’t fit.
Highlight: I usually detest hunger timers, but here it’s implemented pretty generously, so I found it added a prod to move efficiently through the world but didn’t add too much stress.
Lowlight: Trying to get a bunch of pills out of a vitamin packet required something like two dozen trial-and-error commands before I understood how to refer to them.
How I failed the author: I played this late at night, while pretty bleary-eyed, which meant that I really couldn’t read the blue on black text the game uses to update you on your energy levels, so I was flying blind most of the game.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
As I was writing my entry in this year’s comp, which is a memoir, I did a quick survey of IFDB to look for similar autobiographical parser games. They were very thin on the ground, so I was pleasantly surprised to find another entry that seemed to be doing something similar. Despite the initial premise, however, What remains of me very quickly enters an allegorical mode – there’s a giant talking frog, for starters, and specific details are eschewed in favor of stark archetypes like running into an NPC named “My Friends”. And the action is all about simple item-trading puzzles that aren’t inherently that interesting to solve.
So I wound up feeling disappointed, partially because of mismatched expectations, but also because autobiography stripped of its specificity is honestly kind of boring? Most peoples’ struggles to find meaning in their life sound pretty trite when reduced to their barest outlines; it’s the lived experience of those struggles that’s compelling. From the blurb, it sounds like there might have been a bigger, weirder version of this game in the author’s head, but it was narrowed in scope in presumed deference to the IF Comp audience and a desire to reduce the amount of bugs and typos. Often that’s a good approach, but in this case I wished we’d gotten the wilder and woolier game instead.
Highlight: As many jokes whiff as land, but there were a couple that made me laugh, including “Give a man a ticket and he will travel for a day, teach a man to tick it and he will randomly answer his SAT questions."
Lowlight: The room descriptions often don’t seem to update based on your actions, meaning that objects you’ve removed are still mentioned as being present, which made it hard for me to feel like my actions were having an impact!
How I have failed the author: I played during two of Henry’s late-night feeding sessions, and was honestly pretty out of it – so the non-updating descriptions really threw me for a loop since I could barely remember what I’d already done or what was left to do when I picked up the game in the second session, and going back around the large map an extra time meant I messed up the pacing.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
This Won’t Make You Happy gives a first impression that seems like it’s going to live up to its title: the design is close enough to default Twine to look rough, and the confrontational narrative voice is way too in love with the cleverness of a meta premise that’s actually pretty played out (like, have you ever thought about whether hoovering up shiny objects might have some metaphorical resonance with the pursuit of happiness and mental health under late capitalism? If so, approximately six billion indie platformers would like to have a word). Happily, the game pulls the good kind of bait and switch, and while its short length limits the impact it can have, This Won’t Make You Happy actually did bring a smile to my face. If you haven’t played it yet, definitely don’t be put off by the prickly presentation – it’s worth the additional five minutes to see where it’s going.
If you have, here are some final spoilery thoughts: (Spoiler - click to show)the crux of the game is clearly the moment where, after provoking a fight through its blatant unfairness, the narrator admits that it’s been a rough year all around, and shifts gears to provide some reflection and self-care – enforced through timed text that’s actually a good idea, for once! I was confused by the blurb’s characterization of this as a sort of funny, sort of sentimental game, but after finishing it, that totally makes sense.
Highlight: Despite the initially-blah design, there are actually a bunch of neat visual effects as the text transitions from one passage to the next.
Lowlight: In the first chunk of the game, I wound up seeing the narrator make the same dumb “the object seems to say X, but of course because it’s just an object and I am pretending to not understand how metaphors work despite just having deployed one, that doesn’t make sense!” joke like three distinct times in five minutes.
How I failed the author: I played this one-handed on my phone while Henry napped on my shoulder, and again, this wound up being a secret success: if there is a jewel of happiness more efficacious than a sleeping baby, I’ve yet to find it.
(This is a repost of a review I wrote on the IF newsgroups right after the 2004 Comp)
Years in the making, the Earth and Sky saga finally comes to a triumphant end. All the stops are pulled out — both characters are fully playable, leading to enjoyably synergistic puzzle-solving, long-standing mysteries are resolved, though the focus is properly on action rather than explication, and it even comes with a Story Thus Far comic. Elegance is everywhere on display, from the completely in-character hint system to the question-and-answer which integrates the results of your playthroughs of the previous games in the series. And those sound-effect blocks never get old.
Picking up right where part two left off, Luminous Horizon does sadly involve a slightly pedestrian setting — yet another corridor-filled sci-fi installation — but the set-pieces are dense enough and the forward momentum rapid enough that one only notices in retrospect. Likewise, the evil plot isn't particularly interesting in of itself, but as an excuse to indulge in some property damage for justice, it more than serves its purpose. Banter between the siblings makes a welcome return, and it's context-sensitive, entertaining, and gives the floundering player some guidance besides. Overall, the narrative elements once again fit the genre and mood perfectly — Luminous Horizon simply screams "four color supers."
The puzzles likewise are completely in-genre. There are no real object puzzles to speak of — it's all about the clever use of each sibling's superpowers, singly or in conjunction. Many puzzles appear susceptible to solution by either character, allowing the player to pick a preferred approach. There's almost always some action going on, but one never feels too rushed, since the character who isn't being controlled can generally keep the heat off the active PC's back long enough to figure out the best approach. Each section of gameplay is self-contained and clearly set off from the others; while this may lead to some disappointment ("you mean part two is over already?!"), it works to focus attention on the particular crisis at hand and keep the aimless wandering down to practically zero.
It's clear that attention was paid to the smallest detail, and the game was extensively tested. Switching from sibling to sibling, even in the middle of complicated scenes, never resulted in continuity errors or pronoun bugs. Even somewhat nonsensical actions like PUNCH ROAD return a sound effect and a terrible pun. And just when you're thinking that Fire and Rain seems familiar, one character makes the James Taylor reference. Death is possible, but it's always obvious what killed you, and how to go about preventing it. All of this makes Luminous Horizon a pure pleasure to play.
Niggles? A few, I suppose. I spent a fair bit of time experimenting with the gizmos, but could never find a real use for them. They were certainly interesting, but the tinkering felt a little odd, in context. The sequence with Fire and Rain took me a little while to figure out, since I wanted Earth and Sky to both do something simultaneously. The ending might be a little abrupt, although part of that could just be me not wanting the series to be over. Overall, though, these nitpicks do nothing to diminish what's one of the most enjoyable bits of IF out there.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
This one lived up to its name for me, for a couple reasons that are more idiosyncratic and one about the way it’s written. I’m definitely glad I played it, but didn’t find it as emotionally resonant as I wanted it to be, despite how well-observed and grounded it is.
Starting on the idiosyncratic side: it was uncanny to realize this was a companion game to The Dead Account, which I’d played much earlier in the Comp – the main cast of Weird Grief are the friend and family group of the holder of the eponymous dead account in the previous game. I suspect this is the reverse of the ideal order, since Weird Grief is first in time and it also fleshes out the characters who show up only as screen-names in The Dead Account. Oddly, Weird Grief doesn’t go into as much detail on what exactly happened to Mike, the dead person, withholding information in a way that didn’t have much payoff for me. I suspect linking the games more explicitly, either by suggesting an intended order, integrating them into the same file, or shifting the way information is presented to provide analogous exposition no matter which is done first (though of course that would be hard!), might have been a good choice.
The other idiosyncracy in my response is that I’m unfamiliar with the subculture that takes center stage here – the protagonist is a furry who’s in a polyamorous relationship with the dead man and his widower – which is fine, but I sometimes felt at sea when trying to understand the norms around the relationship. Juniper, the main character, lives in a different city from Mike and Roger (the widower), and an invitation to move in is treated as a big deal, making it seem like the connection was relatively new or less formal. But she’s also specifically called out as their “third” at the funeral, putting her on a different level from another character who’s also present and had been a sexual partner for the couple.
My confusion about Juniper’s role and expectations tied in with the way she’s written. I didn’t find that she had a lot of interiority, or had a lot of direct feelings about Mike’s death (beyond a single admittedly-heartwarming anecdote that’s told a couple different times, and several reminiscences about sex). Partially this is the nature of protagonists in choice-based games, where room is generally made for the player to put their own stamp on the character. But here, this meant Juniper felt primarily like a lens for Roger’s grief.
This focus extends to the sex scenes – as the blurb warns, they’re here and they’re quite explicit. This sort of thing isn’t exactly my cup of tea, and I have to say that when I’ve experienced deep, soul-crushing grief, sex has been pretty far from my mind so there wasn’t much personal resonance. But I can see how for these folks, sex would be a source of comfort and bonding in a hard time, and definitely understand the artistic imperative not to draw a curtain over what goes on between the three character. Anyway putting all that aside, I felt like Juniper was sidelined in favor of Roger in these sequences too: in the first one, I don’t think she has an orgasm, and in the second, she’s more viewer than participant as the other two characters have sex. I assume this is intentional, and meant to reflect something about Juniper’s relationship with Roger, but once again my takeaway was that Juniper’s subjective experience was secondary to the piece, which feels like a missed opportunity given that she’s our viewpoint character.
The writing is strong throughout – the dialogue rings true, and I liked the focus on the logistics of the grieving period, albeit these folks ate too much fast food (there are lots of typos though, including one “double click passage to edit” error and an awkwardly double-nested parenthetical). And while there are few choices, they feel reasonably impactful. So the supporting pieces are all strong enough – I just wanted Juniper, structurally the center of the piece, to loom a little larger in the story.
Highlight: The characters are all winning, with Tammy, Mike’s sister, especially came through as a positive presence.
Lowlight: once again I played this choice-based game with Henry napping on me, but due to text size and other formatting issues it required a lot of scrolling when reading in portrait mode (I was going to say it’s hard to play one-handed, but that could be misinterpreted!)
How I failed the author: As I said above, this milieu is pretty foreign to my experience so I worry I’m missing, or misinterpreted, many of the social cues or other indications of relationship dynamics.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
If you’ve ever perused the IF Comp guidelines for authors, it’s hard to miss that there’s a single recommendation that looms larger than all the others: in a big bold heading right at the top of the document, it booms “playtest your game (and credit your testers).” Plane Walker sure seems like it didn’t mind the first part of this admonition, and it definitely didn’t follow the second, and as a result, a promising puzzle game with some clever math-based mechanics was for me an exercise in frustration, nit-picking, and authorial mind-reading. There’s fun to be had here, but if there’s any prospect of a post-Comp release, I’d hold off until there’s a more battle-tested version of the game available to play.
(Fair warning that I’m going to spoil a couple of the puzzles in the remainder of this review – I’m not putting them in spoiler text because I don’t think they’re fairly solvable in the current version of the game, so a push in the right direction is likely to make the game more enjoyable rather than less).
Plane Walker doesn’t give the greatest initial impression. The very first character of the game is a superfluous space that awkwardly offsets the opening text, which is a single too-long paragraph saying you’re alone on a plane and are suffering from amnesia (sigh). There’s no ABOUT or HELP text, and the player character is as good looking as ever. The first puzzle requires typing X SEATS twice, with a critical item only being revealed after the second time; the second needs you to spell out an action with absurd specificity (to break open a keypad HIT KEYPAD WITH STICK doesn’t work – you need to go through the specific keys to find one that’s susceptible to brute force); and the third is a trial-and-error exercise with a time limit (Plane Walker will kill you, including one open-the-door-and-die sequence in the midgame, so definitely make saves).
Things improve a little once you reach the second major area. The environment opens up, something like a plot slowly starts to emerge, and there are a couple of really clever puzzles – though again, they aren’t well clued. For example, the major puzzles in this section require exploring some math books by literally entering them, but the possibility of doing so, much less the mechanism for doing so, isn’t suggested anywhere as far as I could tell.
Once I went to the walkthrough and got over that hump, I was able to get my teeth into things, but again, too many of the puzzles are undermotivated. The best of them involves turning yourself imaginary – in the mathematical sense – to explore the blocked-off part of the area. The steps you take to do this are fun and make sense, but the problem is there’s no reason to think it should accomplish anything: trying to access the locked-off areas before you solve this puzzle gives you a failure message saying you’re worried about getting lost, which has nothing to do with the intended solution.
Making matters worse, implementation is spotty throughout. I didn’t run into bugs as such, but there are a host of typos, unimplemented synonyms, disambiguation issues, guess-the-verb puzzles, and actions requiring very specific syntax to succeed. It all adds up to frustration, and makes the trial-and-error the puzzle design often requires even more annoying.
Again, this is a real shame, since I was enjoying some of the puzzles, and while the story doesn’t make complete sense, I did like the pieces of it that I understood, which see you dragooned into a secret war between mathematical planes. There’s a version of Plane Walker that I could highly recommend as a tough-as-nails but fair old-school puzzler, but that’s unfortunately not the one we currently have.
Highlight: By the endgame, either I’d tuned into the game’s wavelength, or the author had mercy and decided to make the climactic puzzles easier (always a good practice) – either way I found the last challenge fair and fun.
Lowlight: OK, I’m going to spoil a puzzle. To get through a particular barrier, you need to turn yourself two-dimensional, which is a cool idea! However, the way you do this is you pick up an anvil with a hole in it, cut a strange rope you find embedded in the ceiling (you need to cut it with a broadsword – if you try to cut it with your handsaw, you get a default “that would achieve little” error), tie it to the anvil, and then tie the other end to an iron bar in a supply closet. I can’t reconstruct the logic behind even a single step of this process!
How I failed the author: this is another one where I think the impatience caused by my new parenthood was actually helpful – I went to the walkthrough relatively quickly, which was definitely the right move.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
Oof, I can’t help but feel bad for the timing of launching a Facebook Messenger game the same week that it crashed. I didn’t run into any downtime, but I did find FB Messenger an awkward platform for this game, from really-annoying timed text, the need to manually scroll down the chat log after each prompt to see the options, and accidentally restarting the game several times when I tried typing instead of just clicking. It definitely seems like there could be advantages to the format that make it worth these downsides, but I don’t think The Belinsky Conundrum does anything that can’t be capably handled by more traditional platforms like Twine, and using one of those likely would have made the implementation a fair bit smoother.
The substance of the Belinsky Conundrum is also a little awkward. The blurb made me expect intense moral dilemmas, and then the opening seems to be framing a high-stakes espionage mission, important enough to be launched from the White House Situation Room, but your character’s dialogue options radically undermine any sense of gravity – like, upon being told that the mission will involve assassinating an American citizen and his minor children, my choices were “sweet!”, “that’s messed up”, and “oh my god”. Which, I mean sure, it is messed up, but I was expecting something a bit more articulate? This irreverent tone continues throughout the mission, and while I guess it’s meant to keep things grounded and conversational, it really took my head out of the game.
It doesn’t help that most of what you wind up doing is fairly dull. The primary gameplay is about managing the logistics of getting to the mission and gathering the needed weapons and transportation. Preparation can be a fun part of a heist story, but here there’s not much interesting going on in any of the sequences – even a (Spoiler - click to show)a surprise betrayal from a key contact played out in a low-stakes, low-consequence way – and I ran into what was I think a bug that made the resource-management part of these decisions moot, since I started out with several thousand negative credits (but could keep spending anyway).
I can see how things might pick up at the climax, but just as I got to the mission’s target the first time, I learned that they were about to be raided by the cops, and I decided to scrub rather than get caught in the middle. Turns out this ends the game, which is fair enough, but since there was no save functionality, rectifying that mistake meant starting over, and I didn’t have the endurance to face all that timed text again immediately (I eventually won -- see below). It’s a shame, since a good moral dilemma can be satisfying to work through, but I fear TBC might have gone too far in back-loading the good stuff.
Highlight: I did enjoy the drama of kicking off the story in the Situation Room – it’s a fun touch.
Lowlight: Getting a gun was a really tedious process, not least because you need to call through five different people with very-similar names to figure out which one is actually your contact. It’s pointless busywork since there’s no way to guess which one’s right, and no penalty other than sitting through identical wrong-number dialogue, if you fail.
How I failed the author: I haven’t logged onto Facebook in like 3 or 4 years (look, I’m not a big social media person) so I was distracted the whole time I was playing by a sidebar full of people I’ve flaked on writing back to for an extraordinarily long time. Sorry!
MUCH LATER UPDATE: I went back and replayed this one to a real ending. There’s definitely a climax that brings some excitement and ties together the plot threads laid down earlier, and presents the promised moral dilemma. This didn’t change my mind on the game too much, though, since the story felt very much on rails after the point where my first playthrough prematurely concluded. There’s a lot of action and some wrenching decisions, but they all appeared to happen automatically, with only one significant choice coming in at the very end. There do appear to be major consequences for the decisions made in the mid-game – there’s a score listed at the end, and there was definitely room for improvement – but I think front-loading the interactivity like this wasn’t a great idea, since it means there’s a lot of fiddly decision-making before the story kicks into high gear, then not much to do except click “next” once the ending arrives. If this had more of a heist vibe, where you could know a bit more about what the climax was likely to look like and make your preparations accordingly, I might have liked it better, but as-is the decisions felt too much like shots in the dark.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
A tightly-designed and well-researched period-piece puzzler about a singing cowboy rescuing his sweetheart from a band of outlaws, The Song of the Mockingbird has a lot going for it: it nails a consistent voice that fits the setting, it boasts complex but fair puzzles that can be tackled in nonlinear order, and there are really robust post-game notes laying out the historical context. This of course did really well in the Comp, and deservedly so – but for a few mostly-idiosyncratic reasons it didn’t fully resonate with me, so I didn't wind up enjoying Mockingbird as much as I admired it.
First, I struggled with the puzzles. Some of this is due to my new-father brain, I’m sure (I played the game over a couple of late-night sessions), and all of them make sense once they’re solved. But I wound up using the hint system more than I was expecting to, largely because I had a hard time getting my bearings. Many of the puzzles hinge on using historically-appropriate equipment, like (Spoiler - click to show) making the lighter work and fixing the wagon-wheel, but the way objects were described often made it hard for me to picture what was going on. Location descriptions were also often really verbose, with a lot of detail on the environment and relevant objects, as well as usually having a couple of additional paragraphs laying out what a nearby bad guy was up to. Again, this is probably a strength, since it helps get the player grounded in a complicated, unfamiliar environment – but something about the writing sometimes left me feeling a bit at sea.
Another reason I found the puzzles hard is that the vibe of Mockingbird is much more serious than I was expecting. While the blurb and cover art aren’t zany by any means, the presentation of the disarmed singing-cowboy protagonist whose wits and guitar are going to save the day led me to expect something reasonably lighthearted. Deviating from parser-comedy conventions is no bad thing, but in this case, one way the difference plays out is that the puzzles are ruthless than I was expecting. They're all about getting rid of various outlaws who are keeping you from the ranch house where your sweetheart is being held, but while I was mostly trying to disarm them or knock them out, the actual solutions were way more bloodthirsty. Don’t get me wrong, I enjoyed how the game takes its premise seriously – but seriously doesn’t have to mean violent, and personally this choice didn’t work well for me.
Finally, while the game is technically solid and I didn’t run into any bugs, I found it was missing a number of conveniences that I’ve come to expect from modern IF. The biggest offender is a door locked with three different keys – once I’d solved all the puzzles needed to collect them, I tried just typing S or OPEN DOOR, but nope, I had to manually unlock each different lock, with lots of disambiguation issues along the way because UNLOCK BRONZE WITH BRONZE wasn’t understood (nor does UNLOCK DOOR WITH BRONZE KEY work – you need to match each key to each lock). This is a minor annoyance in the grand scheme, but it still look me like two dozen turns to get this stupid door opened, and there were a few other similar places, like futzing with (Spoiler - click to show)the gold casket or finding the block and tackle, where the parser wasn’t as helpful as I wanted it to be.
So yeah, this is a review full of niggles of what’s a really well-done game, and I know a good amount of my caviling above is really down to personal preference – there’s a lot of good work and solid craft that went into Mockingbird, and I love seeing more historical games in the Comp. Sadly it didn’t fully gel for me, but I’m definitely looking forward to seeing what the author does next.
Highlight: I loved the lavish historical notes available after winning the game – I’m kind of a history nerd so I love this stuff (though see next point…)
Lowlight: OK, so the game is set in 1867, but in the epilogue the main character reflects on how “President Johnson will snuff out the embers” of the Confederate dead-ender movement the outlaws are supporting. Come on, this is post Swing Around the Circle! Sure, the local military head, General Sheridan, was a staunch Reconstructionist, but from the timing implied by the notes, he was at best only weeks away from being transferred away by the soft-on-Confederates Johnson! (OK, I suppose maybe the singing cowboy isn’t so up on politics, but come on, this feels like an oversight -- albeit one the author's said will be changed in a post-Comp update).
How I failed the author: er, per the above, I may have been overly-fixated on historical minutiae.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
I’m a firm believer in playing games in the random order that the Comp page spits out. Sure, it’d be easy and immediately-rewarding to jump around looking for games from authors I know and picking the ones with blurbs that immediately appeal. But that would mean I wouldn’t give as much attention to games by new or lesser-known authors, and would probably make me burn out on getting through the full Comp, since I’d be front-loading the stuff I’m likely toto dig and backloading games that might take more of an effort to play. With that said, I am only human, and every Comp, there’s a game or two that strikes my fancy right off the bat, leaving me to furtively scroll down, drool over the blurb, and anticipate the moment when I finally get to play.
Reader, since October first I’ve been jonesing to dig into The Golden Heist, since it seems laser-targeted to appeal to my interests. I’m a sucker for a good heist, and the record will show I’m quite a fan of lightly-comic Classical settings (ahem). And I’ve long wanted to visit the ruins of the Domus Aurea – while I haven’t managed it yet, I have walked past the entrance while pestering my wife with fun facts about it (she really appreciated that, I’m sure). So while I think this is a fun, well-designed game that anyone will enjoy, you might want to take the following rave review with a grain of salt given how many of my buttons it manages to hit.
To be successful, The Golden Heist needs to walk a tightrope between breezy accessibility and historical grounding – anyone drawn in by the specificity of the premise is going to want to see the game reflect what we actually know about this time and place in early-Imperial Rome, but at the same time, a heist needs zippy dialogue, narrow escapes, and surprise reversals that can’t be too indebted to plodding realism. It’s a tough balance to strike, but the game manages it really well, with incidental details about things like the fire hazards endemic to ordinary life in Rome lightly scattered throughout the story. The take on Nero, too, is pretty pulpy, but I think is closely modeled on the portrayal in Suetonius (whether or not the dishier bits of the Twelve Caesars were anything other than scurrilous gossip is whole separate question).
Of course, the player needs something to do in this well-realized setting, which brings us to the heist. It’s all well-motivated – your father was an architect who helped build Nero’s new golden palace, but was cruelly cast aside after an injury, so now you’re out to rob the place blind as an act of revenge that will incidentally make you rich – and while there’s not much of a separate planning phase, which is something I enjoy in these kinds of stories, you do get to choose one of three mutually-exclusive partners for the caper and bring their particular specialty (fists, wits, or brains) to bear. I went with charming rogue Felix – he seemed lucky – which had a major impact on how things played out, both lending his talents to overcoming some of the obstacles we encountered and adding some complications of his own, as some of his past swindles caught up with him at the wrong time.
The heist itself plays out as a series of obstacles that need to be confronted in sequence, from making your way in (I had the choice to blag in the front or sneak in the back) to connecting with a contact to setting up your distraction to the light puzzle-solving required to get into the vault, and climaxing with the desperate rush to escape once things go inevitably pear-shaped. While the tone stays breezy (and bringing Felix along set up some pretty good jokes, including his threatening bluff that the main character’s a Macedonian known as Alexander the Great With His Fists), there’s definitely a ratcheting up of tension.
I’m not sure whether it’s possible to have to abort the heist early if things go too wrong, but it certainly feels like there are degrees of success or failure that have consequences later, especially in the push-your-luck escape bit. I have to confess that my run was more Benny Hill than Danny Ocean, with a few small missteps in the opening cascading into big problems on the way out. Still, I managed to get away with a reasonable chunk of loot (though the game seemed to think I’d lifted Nero’s golden lyre when I’d actually left it behind), and I’m eager to replay post-Comp to see if I can do any better. And given how big a role Felix played, I’d imagine that picking one of the other sidekicks would feel like a substantially new experience.
There are certainly some parts of the game that don’t work as well as the rest – in particular, the puzzle to unlock the vault feels too adventure-gamey to me – plus there are a couple typos, and it’s a little disappointing not to have the larger cast and cross-cutting of scenes that you sometimes get in heist stories. Still, even discounting the way the setting and vibe play to my preferences, Golden Heist is a fun, fleet piece of work that lived up to my high expectations.
Highlight: Picking just one is really hard, but I did especially enjoy the bonkers way the running-away portion of the heist played out, with priceless treasures of the Julio-Claudians bouncing across the marble floors.
Lowlight: I’ve refrained from mentioning it so far, but much of the game’s text is timed, fading in sentence by sentence. It comes in pretty quickly, but still, why must authors do this?
How I failed the author: While I was 2/3 of the way through the game’s major puzzle, Henry woke up hard from a long nap, with a dirty diaper, a gas back-up, an empty stomach, and a nose stuffed with boogers. Seeing to all that took quite a bit of time, but it’s a testament to how much I dug this game that I felt like I’d barely missed a beat when I came back to it.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
With a new Matrix sequel coming out I think reasonably soon (“linear time” is a concept that feels like it only applies to other people ever since Henry came) I’ve been reminded of why I found the previous set so utterly disappointing. Like basically every then-teenaged boy I was very excited by the first one, and I thought it ended on a really exciting note: the humans were poised to go on offense, and clearly the way they were going to do that was via mass-Satori, awakening all the people trapped in the Matrix from their illusions - and crashing the machines’ power systems in the process. But then the sequels arrived and were, uh, not that – instead of a Buddhist parable of human liberation, we were suddenly supposed to be invested in all these new AI characters and their muddy Gnostic maundering about destiny for two long movies.
This may be running a little afield when assessing You are SpamZapper 3.1 – though the turn-of-the-millennium setting means it’s tapping into at least some of the same zeitgeist – but I had a similar reaction to the game, as what initially seemed like a winsome workplace comedy turned into an overlong melodrama about immortal intelligences and their codependent relationships with their users. There’s a lot to enjoy here, and I think it’ll find an audience that enjoys the heightened emotion and big-idea twists it has to offer, but it didn’t land for me as well as it probably deserves.
Now that I’ve spoiled a bit of where the story goes, I should lay out where it starts, which is with your anthropomorphized spam-blocking software meeting a new coworker (an email plugin that dings when an arriving message hits the inbox) and logging in for a busy day’s shift zapping spam. This segment of the game makes elegant use of the sometimes-constrained nature of a choice-based game, since the only agency you have is to block or approve incoming messages one by one. As the flood of email rises, you start to get a sense of who the human user’s friends are, and also a retrospectively-idyllic look at vintage-2000 email ads.
I enjoyed this bit, but it definitely goes on for a while (I think 50-odd emails) before the main plot stats to emerge. Because this is not just a regular workday: a friend of the user’s (Laurie) is having issues with her Christian-conservative father, who’s considering taking her computer away. The stakes for this are higher than just being e-grounded, though, since Laurie has, uh, fallen in love with another program, the letter-writing wizard in her word-processor. To avert the separation of these two lovers, you need to work together with the other programs to change the father’s mind about the temptations posed by technology. Along the way, you also learn to deal with your crippling self-esteem and anxiety issues (you’re perpetually worried that if you make too many spam-blocking mistakes your user will uninstall you), plus there’s a recurring subplot going into way too much detail on the mechanics of why the programs are sentient – it’s not just a comedy bit we’re supposed to go with, in fact these email plug-ins are incarnations of immortal noosphere intelligences who exist simultaneously at all points in time (there’s yet another plot strand set in a post-climate-apocalypse world).
It is a whole lot, in other words, and reader, I can’t say I followed all the way along the journey. The writing is solid enough – the different programs have a good amount of characterization, and there are some really good jokes involving the different chimes the new-mail signal program can make (I remember that duck quack!) and all the different obnoxious spam running around the early-00’s internet. But there’s also a lot of text here, most of it delivered in linear click-to-advance fashion that started to feel exhausting by the second hour, and some things are definitely over-explained. Similarly, Zappy’s various crises of confidence began to feel fairly belabored by the end. I also really had a hard time investing in the love story between a girl and her Word template: I get that we’re supposed to see the programs as metaphors for people, but their obsessive, near-slavish devotion to their user stands as a creepy barrier to taking the metaphor seriously.
There are some puzzles and choices to break up the progression of the story, and a few of these I thought were quite clever: your merry band of AIs only has a few things they’re allowed to do, so figuring out how to leverage those abilities, which includes leveraging opportunities in the giant mountain of spam, is generally pretty fun (though there is one pick-the-right-spam-message-to-exploit puzzle that felt like it required reading the author’s mind, as the characters even comment on what an off-the-wall idea it is). The balance between puzzles and reading seemed off to me, though – I wanted less text in between the interactive bits.
In fact that – less – is just what I wanted for You are SpamZapper as a whole: less word-count, sure, but I also think I would have enjoyed the game more if a few of the plot’s twists and turns had been excised in favor of a leaner and more compelling progression, and if some of the crazier ideas had been weeded out where they get in the way of the emotional core of the story.
Highlight: I really liked all the mail-ping jokes – something about that bit of circa-2000 Internet nostalgia works for me.
Lowlight: I ran into a bug around the bit where you (Spoiler - click to show)open a new credit card – a development-tools window popped up at the bottom of the screen that made it hard to click the links, though eventually this went away (I played in a Safari browser on an iPhone).
How I failed the author: I was really tired when I played the first part of the game, so the business where two characters were sharing an email account left me permanently confused about who was who.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
I’ve heard various theories for how to do well in IF Comp posited over the years, but Fine Felines cuts the Gordian knot with an outside-the-box strategy that’s obvious in retrospect: jam a game chockablock with kitty pictures and wait for the 10-out-of-10s to roll in. That’s not all this ChoiceScript entry has going for it, since I found the economic side of the cat-breeding system engaging, the potentially-twee premise is leavened by some more serious themes, and the writing is assured too, sketching in four different romanceable NPCs and juggling the different subplots with aplomb. But despite trying to maintain critical distance, I still spent a disproportionate amount of my time with Fine Felines cooing over photos of kittens – I’m not made of stone!
The main thrust of the game is as advertised: in the wake of the death of your disabled mother, for whom you’d been the primary caregiver, you’ve decided to use your inheritance to set up as a cat breeder. I know nothing about the specifics of the business, but Fine Felines goes into just enough detail to be fun, making sure you need to consider things like license requirements and the characteristics of different breeds of cat but providing enough info and context that I never felt like I was in over my head. The game’s roughly divided into two phases: in the startup portion, you meet different cat-breeder NPCs and decide which two (of six) cats you want to use to seed your stable, while spending your nest egg to keep the kitties healthy and happy, with options for food, exercise equipment, and more, as well as the advertising and overhead every business needs. Based on your decisions here, you’ll eventually wind up with a number of kittens, and the second phase is about caring for them and hopefully selling them to their lucky new owners.
These systems aren’t tuned particularly harshly – without agonizing over my decisions, I wound up with a successful business that was swimming in cash by the end. But the choices still feel meaningful, and it’s satisfying to see the main character’s life get better. It helps that this isn’t a dry management minigame – all the decisions you need to make on how to run your business are embedded in the narrative, and many of your choices aren’t made in the abstract, but also let you engage with the cast of NPCs. When you pick the breed of cats you want to purchase, for example, you’re also picking which of the breeders you want to spend more time with, and potentially check in with when crises hit.
Beyond this main thread, there’s an additional subplot involving your character being diagnosed with fibromyalgia, and having to use some of their financial and emotional resources to protect their health while running a successful business adds an additional, more serious tone – though again, I found that the game’s difficulty was easy enough that this became an upbeat story of adjusting to life with a disability, while not sugar-coating the challenges that the disease poses.
All in all, Fine Felines succeeds at what it sets out to do. If I have a critique, it’s that the various NPCs, while endearingly drawn and refreshingly diverse, didn’t for me take on a life of their own beyond their somewhat-tropey initial presentation. Given the game’s relatively short running time and the broad range of potential interactions, though, this is a minor fault. And did I mention that it’s lavishly illustrated with cat pictures? 10/10, wins the internet.
Highlight: look, I hate to be superficial, but again, these are adorable kitties, and despite the fact that I’m primarily a dog person, I still found the choice of which cats to pick super hard because they were all so adorable.
Lowlight: I wound up choosing a matched pair of cats from the same breed, since the game seemed to present that as the default option – going with two different breeds requires clicking through to a second set of choices, and also seemed like it required rolling the dice on whether these cats who didn’t know each other would get along. But this choice made me feel like I missed out on interacting with two of the main NPCs, since it was hard to come up with reasons to talk to them rather than the one who was an expert on the breed I selected. True, this design means replays will be more rewarding, and Fine Felines seems like it’s meant to be run through more than once, but I still think it’d be more fun if I’d been pushed more aggressively towards the mix-and-match option.
How I failed the author : again I’m going to mark this down as a secret success, since in the last few weeks I’ve gained a new appreciation for the joys of caring for a helpless but cute little creature.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
As I’ve mentioned in other reviews, I have evolving views about custom parsers, but at this point in the Comp I’m starting to realize I should probably develop some thoughts about custom choice engines too! I'm lucky that it’s Silicon and Cells that occasions the thought, because it’s a really impressive piece of work. The system has an attractive visual design, with a nice color scheme and the ability to display graphics; the text is clean, large, and readable; it’s quickly responsive to user clicks; and it’s got support for timed events and other bells and whistles.
The engine’s in service of a game that’s on the more systemic side of the choice-based spectrum, as you guide a plucky heroine through a heist and subsequent investigations in a cyberpunk world. The hook here is that through the course of the story, you pick up a variety of Deus-Ex-style upgrades – for each slot, you get a choice of either psionic or cybernetic options which works a little differently – that open up new choices if they’re activated at the appropriate time. You only have limited energy, though, so you’ll usually need to choose which to have powered up. In most sequences, you can freely reallocate energy so you can lawnmower your way through the options, but there are some timed events where preparation – or manual dexterity in clicking to shift energy – will lead to better outcomes.
It’s this aspect of the game that gives rise to the “metroidvania” tag in the blurb, as you spend a good amount of time looping back over previous locations to see whether a newly-acquired ability has unlocked any new possibilities. This is just as satisfying here as it is in a traditional side-scroller, too, so it’s neat to see the mechanic deployed in a radically different genre.
As for the story behind this system, it’s a solid one, though Silicon and Cells is less innovative on this side of things. The introduction feels rather abrupt, as we’re thrown into an expository conversation where Jaya, the protagonist, meets with a mentor character and gains her first ability in service of a planned heist of a high-rolling casino. It took me a little while to feel like I was up to speed on why we were doing this heist and how the characters related – plus I found Jaya was a bit of a cipher at first.
This initial awkwardness goes away reasonably quickly, though, as the momentum of the heist – and its fallout – creates immediate goals, and Jaya begins to develop more of a personality. She’s an appealing figure, from one of the city’s slums but trying to do better not just for herself but also her community, and as the plot expands in scope you wind up getting the chance to make decisions that can have a really significant impact. Most of the main beats are things you’ve seen before in cyberpunk stories – there’s an all-powerful AI running the city, a corporation with shady motives, a circle of founding hackers with messy personal fallout – but it’s all well executed, and the different environments and challenges provide good variety. There’s a fantasy MUD that’s the playground of one of the aforementioned hackers, the casino, which has some working gambling games to play (though I think I found a bug where I couldn’t win at the Yes/No/Go game in the Pearly Gates section, albeit I had so much money by that point it didn’t matter), and various cyberspace archives and corporate HQs, all rendered in tight prose that provides just enough detail to be memorable. Overall, by the ending, I was invested in the story and satisfied with how the choices I’d made – both about gear and about people – wound up playing out. I know download-only games sometimes don’t get as much attention in the Comp, especially if they’re choice-based, but this one’s definitely worth a play.
Highlight: I enjoyed the MUD pastiche, from the realistically-annoying veteran player to the bartender who uses timed-text to deliver a well-paced joke.
Lowlight: the plot thread involving the casino owner felt underdeveloped to me, which was too bad since I enjoyed the initial verbal sparring with her and would have enjoyed seeing it go somewhere – possibly there are alternate approaches where she plays more of a role in the endgame, though.
How I failed the author: the timed events are fun and well-designed, but I’m clumsy with my laptop’s touchpad in the best of circumstances (I haven’t had much chance to sit down at a desk these last few weeks) so reallocating energy to my mods in real time was very hard. Fortunately the game’s forgiving, and autoresolved the key challenges in my favor even when I was flailing, though I was embarrassed that it basically wound up playing itself.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
I’m bummed I already brought up the comparison in my Ghosts Within review, because now that I’ve played D’ARKUN, I’m turning into the Boy Who Cried Anchorhead. The similarity is even clearer this time out, though, as while the former game had a dreamlike vibe very much its own, in this long Dialog game we’re firmly in remixed Lovecraft-plot territory. There’s a decayed mansion with secret passages a-plenty (including an attic telescope), a seaside town with more than its share of creepy inhabitants, nightmares that grow worse as the days go by, a wicked inheritance dredging the sins of the past into the present day, and – natch – tentacles galore. While D’ARKUN has its weak spots, with a thinner-than-it-needed-to-be story and some underclued puzzles in the back half, it very much scratches that old Mythos itch.
Starting with that plot, the impetus for getting the protagonist to this accursed stretch of the German coastline is a new one on me – your student character is on vacation and managed to rent the world’s worst Airbnb – but after an eldritch encounter all thoughts of relaxation are put aside as you start delving into the mysteries of your rented house. This shift happens too abruptly for my taste, as there isn’t much time spent establishing why you’re suddenly climbing down cliff-faces and looking behind paintings, except that there’s not much else to do to pass the time (if the cosmic horrors hadn’t materialized, one wonders how you’d have spent your holiday).
Exploration is almost immediately rewarding, though, and it’s just fun to find a madman’s scrawled notes or hidden compartments in the family mausoleum. This first half of the game is well paced too, as new locations gradually open up as the clock moves forward (the accompanying map is really evocative), and you work through satisfying puzzles that aren’t too tricky: there’s a well-implemented set of climbing gear that allows you to clamber around obstacles, and while there are some objects that require SEARCHing to find, the ABOUT text gives fair warning. There is a tricky light puzzle, where you need to make good use of the handful of turns your lantern has before it runs out of oil, but copious use of UNDO saw me through.
I found the second half didn’t fully pay off the promising opening, though. Partially this is due to the implementation starting to feel less polished: I started running into disambiguation issues, there are some guess the verb issues (figuring out how to use the syringe was tortuous), and to get to one location I think you have to type RIDE TO SIEBENSCHIEDERSTEIN, which should never be required of any player. There are also more NPCs to deal with, and they’re drawn rather thinly, without many dialogue options or much in the way of interactivity to make them feel like anything other than contrivances. Beyond implementation, the clueing also starts to get thinner: there’s a puzzle involving getting past a guard that feels like it involves reading the author’s mind, a maze that has a clever twist but will probably get brute-forced, and at another point progress requires you to get into what looks like an unwinnable situation and spend several turns waiting before a deus ex machina rescues you, rather than undoing or restoring to safety.
More impactfully, I didn’t feel like the plot really cohered. It gestures in the direction of enough Lovecraftian tropes that I can see where things are meant to be going – there’s a horrifying ritual, an extradimensional temple, a surprise or two – but the stakes are sketchy, both for the world as a whole but also for your character. A bit more polish and a bit more focus on the subjectivity of the protagonist would have made D’ARKUN a very worthy Anchorhead-alike; as it is, it’s a good time but requires the player to fill in some blanks.
Highlight: the creepy mansion is a good example of the genre; it’s not too big, but dense with creepy scenery and not-too-tough exploration puzzles.
Lowlight the recipe puzzle is neat in theory, but required more trial and error than I wanted – there are clues helping you figure out what the mixture is supposed to look like, but there’s some vagueness in the puzzle (Spoiler - click to show)(I got the potion to look “shiny”, as the notes said, but still needed to add another dose of the relevant ingredient) that made it unsatisfying to solve.
How I failed the author: this is a long one and it took me a couple days to work through it, so that’s perhaps contributed to my feeling that it’s a bit scattershot.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
Universal Hologram takes the player on a joyride through altered states both inner (via lucid dreaming) and outer (via stacked simulated realities), with enough big ideas to make Philip K. Dick blush and off-kilter prose that sells the premise with brio.
Admittedly, it starts a little slow – the opening is well considered in name-checking some of the major concepts that will be explored in what’s to come, and giving the player the opportunity to dig into what they’re most interested in, be that the history of the far-future world, the mechanics of lucid dreaming, or just interacting with other people. But it isn’t until maybe a third of the way in that a real conflict or sense of urgency start to come into the story; before that, it’s pretty much all exploration. Since the writing is good and the world is interesting (it’s a sort of Martian post-scarcity techno-utopia where the Internet is a person and the Earth is gone, but much less annoying than I’ve made that sound), I was sufficiently engaged to stick around until the game got more grabby. I’m once again in the position of having played on my phone, so I was too lazy to copy and paste bits of writing that I liked and I’m therefore in the unenviable position of having to broadly characterize it and say “trust me, it’s good.” But I really liked the way the writing takes a off-kilter conversational, even occasionally lightly confrontational, tone while digging into the heady concepts underlying the setting.
The plot, once it comes, ties together the game’s different themes with some elegance, and the choices at that point shift from being primarily about which parts of the setting you want to dig into to allowing you to decide how or whether you want to cooperate with the ontological heist your character gets press-ganged into, with some surprising action-y bits even coming into play to change things up in the late game. I’m not sure the ending I got completely stuck the landing (though see “how I failed the author,” below), but the journey was well worth the price of admission.
Highlight: I’m a sucker for a good heist sequence, and this one delivers, with high stakes and curve-balls coming left and right.
Lowlight: A tradeoff of this fleet, too-clever-by-half voice is the occasional clanger – there’s one out-of-context Lawnmower Man reference that really should have been left on the cutting room floor.
How I failed the author: after I finished the game, I was turning over its big-picture themes and intentionally-disjointed plot in my brain to see how it all coheres. But almost immediately Henry needed a diaper change, and it was a rough one with two mid-change pees, and after the chaos died down I’d lost the thread and as a result my final take on what the game’s saying and doing is fuzzier than I’d like!
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
The blurb for Beneath Fenwick says its genre is “suspense, with horror overtones”, but the opening of this parser-aping Twine game couldn’t be hitting the Lovecraft notes harder if it tried. The protagonist is on a creepy old bus, being driven towards an isolated New England town, and once you arrive the dilapidated architecture, pug-ugly inhabitants, and even the creepy grocery store invoke Shadow Over Innsmouth so directly that it’s clearly intentional. The story doesn’t stick too closely to that template, though – we’re in the present day, not the 1920s, and rather than being alone, the botany-student protagonist (named… Hedgerow) arrives alongside her boyfriend, as they’re both planning on attending the local college. Vive la difference, but still, I wound up wishing it had stuck with the horror tropes more fully, as the story slowed down in its last half before ending too abruptly. And while I usually enjoy the puzzley gameplay this kind of Twine game enables, Beneath Fenwick could have benefitted from leaning into its choice-based nature a little more fully.
Starting with the second piece first, the game’s interface does a really good job of mimicking parser conventions. Notable bits of scenery, usable objects, and other characters are highlighted in the text, and clicking on any of them pops up a new window with a more detailed description and possibly further possibilities for interaction – taking, unlocking, all the usual medium-dry-goods stuff, plus talking, which gives you a choice of topics. There’s a full inventory a click away, which works similarly, as well as a subsystem that lets you combine two or more carried objects. The major departure is in navigation: instead of compass directions, exits are listed by name.
This works well, but what you get is what you get, and I wound up missing more traditional Twine touches. Beyond the plain-vanilla puzzles, there are long cutscenes – especially the opening sequence – where there’s just a single continue option available, and the keyword-based conversation system doesn’t allow for dialogue choices. I suppose that it’s odd that I’m totally willing to roll with these limitations in a parser game, but it still seems a shame to do so much work to re-create in Twine the things that parser systems aren’t as good at.
The other issue I ran into had to do with moving around the world. The map is very dense, with a number of different roads and locations in the town, and the boarding house where the main characters wind up staying has an especially large number of rooms whose interconnections aren’t obvious and which have forgettable names. I know many folks find compass directions inaccessible, but they would have made it much easier for me to build a mental model of how the geography fit together.
Story-wise, Beneath Fenwick does a good job with the gradual build of tension. It’s beyond clear from the get-go that something’s deeply wrong in this town, but the game doesn’t tip its hand too early by indicating which of the many, many creepy people, places, and things on hand are the main threats. There’s at least one clever bait-and-switch (Spoiler - click to show)(the university at the edge of town isn’t a Miskatonic-style hotbed of occultism – in fact you never make it there), and it steers clear of the typical Lovecraft-game shift into gonzo violence midway through. At the same time, that means that some of the mid- and late-game felt slow, and even unmotivated – the requirement to fully explore the boarding house on the second day before running your errands felt artificial, and to get to the endgame sequence you need to break into a shed with no indication there’s anything important there.
Speaking of the ending, it’s effectively surprising, but rather abrupt – there’s no denouement to speak of, and the resolution of the mysteries of Fenwick felt disappointingly straightforward. I almost felt like the game stopped midway through – I would have definitely stuck around for a second hour that added in some more interesting puzzles and deeper interactions, while ramping up the tension into a more sustained climax. It’s always good to leave the player wanting more, of course, but maybe not so much more.
Highlight: The main character’s boyfriend – Randall, an architecture major – is a delightful fuddy-duddy despite being in his early 20s. He even introduces the protagonist (his girlfriend, again) as “my companion”!
Lowlight: It is possible to die in Beneath Fenwick, and while it offers a one-turn rewind, I think this can leave you stuck in an unwinnable state. Fortunately I’d done a save at the beginning of the day when this happened, but it was still frustrating to have to replay a bunch of the quotidian exploration I’d already completed.
How I failed the author: Playing the game went fine, but Henry’s been super congested and fussy today so I’ve written this review in like ten two-minute bursts, so apologies if it’s choppy and doesn’t make sense!
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
I’ve seen a number of games that ape the text-message format, but Closure manages something novel and very impressive by doing so in parser, rather than choice based, format. It’s a brilliant move, since text-adventure shorthand makes more sense if you’re texting someone in a time-sensitive situation, and Closure goes the extra mile by recasting all the parser error messages in the voice of your friend. Oh, and through some interpreter wizardry, the game actually looks like it’s playing out via text bubbles, complete with short but not irritating delays between messages.
As impressive as the first impression is, Closure isn’t all style and no substance because the gameplay itself is satisfying too. It’s a short, one-room game, as you guide your friend Kira through an ill-advised break-in so she can search her ex’s dorm room for clues to what drove them apart. It does the usual one-room game trick of providing telescoping detail – there’s a closet, which when opened has another half-dozen objects, and so on – and since this is a character-focused piece, most of what you’re doing is just examining, with only one real puzzle (it’s a pretty clever one, though – it uses a trick that often seems a little unfair in a regular parser game, but makes total sense here). The voice is dead on, and it’s satisfying to peel back the layers of the ex’s plausibly-realized college life.
If I have a quibble, it’s that Kira’s moment of revelation felt a bit on-on-the-nose, and her sense of what counts as someone’s identity is pretty juvenile. Plus I’m pretty sure she could have read between the lines and figured out what was going on earlier than she did. But hey, these are teenaged characters, so maybe that’s fitting.
Highlight: there are a lot of neat touches here, but one of my favorites was the elegant way the game responds if you take the high road and refuse to read the ex’s personal notes.
Lowlight: There’s a mad-libs style opening where you can type in some things you do to relax, with the responses getting braided into the game later on. This works as well as mad-libs stuff usually does in IF, which is to say, awkwardly (both narratively and on a technical level, as I capitalized my entries, and the capitalization was retained even when the responses came in the middle of sentences).
How I failed the author: with Henry mid-nap I was able to play through in one sitting, and even took notes and everything! I did forget to save a transcript though, so my new-father brain did still manage to mess something up.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
It’s a testament to the current state of visual design in IF that in this Comp, a Twine game that uses the default formatting (black background, white text, blue links, that recognizable font) really stands out. This isn’t a critique, though, both because I’ve got no leg to stand on (one reason I like making Inform games is because the idea of having to make aesthetic decisions gives me hives), but because the unfriendly vibe of plain-vanilla Twine creates a fittingly stark, oppressive mood for this ghost story set at the world’s worst nursing home (predictably, it’s in Florida).
The story hits the beats you’d expect given that setup, but again, that’s not necessarily a negative. The Waiting Room doesn’t waste much time establishing the protagonist (a newly-hired nurse) or their motivations, focusing more on creating a foreboding atmosphere from the jump, and while the scares start early and rarely stray beyond what’s expected, nonetheless they’re executed well. Some of the story strains credulity – the number of moldering corpses secreted around the place makes one wonder how much the last state inspector got bribed – and it’s hard to imagine many players being tempted by some of the alternate paths on offer, many of which come down to whether you want to cover up for a fellow nurse’s potentially fatal negligence or instead behave like a minimally moral human being. But for a quick horror piece like this, that’s very much secondary to the chills on offer. Since I definitely had hair standing up on the back of my neck at least once, I’m counting The Waiting Room a success.
Highlight: there’s one particular scare (Spoiler - click to show)(the one hinging on Paulie’s echolalia) that I’ll definitely remember the next couple of times I’m trying to get to sleep.
Lowlight: the protagonist is so thinly sketched, I was pretty sure we were headed for a “you were a ghost all along” twist – but nope, it’s on the level.
How I failed the author: I played this one alone at midnight, with most of the lights off – I was keeping an eye on a napping Henry while my wife slept in the other room. For once, rather than failing the author, I think my circumstances meant I played the game exactly the way it should be!
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
This short Twine game is basically just one extended chase sequence, but it’s a pacey, thrilling ride that keeps the excitement high without resorting to killing the player. The setup is classic postapocalyptic sci-fi – you and your trusty robot sidekick (actually, given his competence maybe you’re the sidekick?) are transporting a mystery cargo across the hostile wastes in your hovercraft when everything goes wrong. Dealing with ship repairs, fending off angry raiders, and surviving the consequences of your patrons’ decision to keep you in the dark keep the player busy, as there’s always a new crisis coming up.
What you’re meant to do next is usually clear, but figuring out the exact right places to look for the tools you need, or how best to shoot up the nomads, can require a bit of fumbling that ratchets up the tension. At first the interface was responsible for some of this clumsiness, since the inventory system is a little idiosyncratic, but once I figured out how it worked everything was very smooth. The story here goes exactly how you would expect, and all the characters remain stock types, but the high quality of the implementation still makes the game an entertaining way to spend half an hour.
Highlight: The descriptions of the wasteland were surprisingly evocative, given that it could have easily just been a sketched-in backdrop for the action.
Lowlight: The ending is the one place where the pacing fails; after the clear climax of the story, there’s an extended but simple sequence where you secure transportation for your escape, and then the game ends anticlimactically, without much of a denouement. It would have been more satisfying had the ending been either hard up against the action-packed climax, or pushed back to allow more room for the aftermath of the story to be established.
How I failed the author: I was once again playing this left-handed on my phone, so I didn’t copy-and-paste any of the wasteland descriptions to illustrate the highlight – you’ll just need to take my word for it.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
The credits for Cyborg Arena include thank-yous to a large number of Patreon donors, and I can see how a game like this would be perfect for building a dedicated following on that platform: it’s got a compelling and accessible hook, clean storytelling, lots of opportunities to customize the player character’s identity and key relationships, a complex but manageable set of mechanics, and a half-hour length that’s perfect for showcasing the impact of choices without letting things become unmanageable (and also makes it possible to finish new projects at a reasonable clip). Turns out this makes for a solid IF Comp entry too!
The premise here is sturdy, and well-communicated by the blurb – you guide a cyborg gladiator through a climactic fight – but everything is realized with more craft than it needs to be, from the grabby in medias res opening starting things off with adrenaline to the embedded character-defining flashbacks that go beyond the literal nuts and bolts of your stats to get at how you navigate the dog-eat-dog social milieu of the gladiator stables. While the worldbuilding doesn’t go beyond what’s needed to support the big fight, there’s also some plausible social satire that I thought was well handled.
All this attention to bells and whistles (oh, and on that subject, the visual design is good without being overly fussy) doesn’t come at the expense of the game’s core appeal, either. The fight involves juggling two distinct tracks – there’s a set of rock-paper-scissors combat options that depend on the stats you’ve chosen for you and your opponent, but you also need to keep the audience’s interest high, which requires not repeating the same moves too many times. This means you have to mix things up and trade off fighting effectiveness against crowd appeal, sometimes taking a punch if it adds to the match's excitement. It’s not especially hard, but it’s engaging to decide on your round-by-round approach, and this added complexity makes victory feels satisfying.
If I have a critique, it’s that the game ends rather abruptly, and while there are lots of different ways the fight can conclude based on your decisions, there’s not much of a denouement laying out your character’s fate beyond the immediate events of the night. But since one of the key tenets of showmanship is to always leave the audience wanting more, it’s hard to lay too much fault here – Cyborg Arena is already much more generous than it needs to be.
Highlight: The game takes a page from modern deckbuilders by disclosing what move your opponent is going to make each turn, meaning combat isn’t a roll of the dice but requires strategic consideration of your options, as you consider both short-term success and your longer-term positioning in the fight overall.
Lowlight: I mentioned the abbreviated ending above, but I especially wanted a little more closure on the legal and social changes the game briefly sketches in – again, this is efficient worldbuilding but it left me feeling a bit unsatisfied at a lack of follow-through.
How I failed the author: Cyborg Arena is sufficiently short and player-friendly that I don’t think I could have messed it up if I tried.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
There’s lots of high-concept IF, but those concepts usually focus on a specific gameplay gimmick or unique setting – After-Words takes the road less traveled by adopting a constraint on the writing. Every sentence, description, and response in the game is at most two words long. There are two different ways you could go with this: one would be to keep things as stripped-down and literal as possible, to make sure the player always understands exactly what’s going on despite the limited number of words available to communicate, while the other would be to use evocative language, neologisms, and metaphor to paint a picture and engage the emotions even at the risk of leaving the player a bit at sea. After-Words opts for the latter approach, which makes for a more fun game overall though I did spend some time floundering.
The game elements are pretty unique, too. After-Words uses a custom web-based interface that’s narrowly-tailored to what it does. The main screen shows an icon-based grid map that you can directly navigate with arrows, gives you an interface element to toggle between your two available actions (looking and interacting), and features a small window for the text describing what you see in each location. You’re exploring a surreal city, most of which is initially gated off – unlocking the various barriers so you can open up the full grid takes up most of the game’s running time, and this is largely done via a series of simple item-based interactions. Sometimes this is as simple as using a coin to pay a bridge’s toll, but usually there’s some leap of logic required, based on interpreting the fantastical world sketched out by the game’s dreamlike language: figuring out how to repair the city’s screaming gunflowers, or how to impress the backflipping flickerking.
There’s only a minimal amount of story or context here – you’re solving puzzles because you’re a player and supposed to solve puzzles – but the writing does a good job of presenting a consistent world, and key themes do emerge: there’s a strong elemental vibe to the different districts of the city, religious practice seems to be a central concern of its residents, and what technology exists is bespoke and near-organic.
Getting to see new parts of the map, then, also means learning more about this strange, intriguing place, and solving the puzzles similarly provides a sense of the rules that govern it. I found this gameplay loop effective for about the first two-thirds of the half-hour running time. In the last ten minutes or so, the large number of open locations and slightly bigger inventory (previously there’d only been one or two items carried at a time) made it harder to intuit what steps would lead to progress, and reduced me to lawnmowering my way through the map. But overall I’d judge After-Words an experiment that succeeds – though I wouldn’t be shy about using the built-in hints to prevent it from wearing thin in the late-game.
Highlight: One location, described as the city’s “stochastic court”, just intrigued me no measure, and I spent a few minutes spinning out possible interpretations for what the legal system here could look like.
Lowlight: There’s one interaction – receiving a benediction from “in-sects” who inhabit the city’s “seahives” – that seems to break the two-word-sentence rule: ”our – buzz – blessing – buzz” only skates by on a technicality.
How I failed the author : As with many of the choice-based games, I played After-Words on my phone in between taking care of the baby, which wasn’t the best way to experience the game – using Safari to play it online, the top-of-window options (including save and load functionality, as well as hints and a walkthrough) weren’t visible, and using inventory items required a lot of awkward scrolling up and down. Dipping back in on my desktop makes the game a much smoother experience.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
The Last Doctor is one of the slightest games in the Comp – my first playthrough took less than ten minutes, and there are only two or three substantive choices on offer. There’s basically zero context provided for anything, with the central-casting post-apocalyptic milieu only barely sketched and the doctor protagonist getting only a word or two of backstory and certainly nothing as specific as a name. And yet!
Since IF Comp is primarily concerned with text, writing that’s good enough can turn even the most prosaic game into a killer app – and the prose in the Last Doctor is quite good indeed. In the author’s capable hands, even a few details or a single line of dialogue are enough to conjure up an image or reveal character. As with most of the choice games, I played this one one-handed on my phone while Henry was napping, but atypically, I actually went to the trouble of typing out some of the bits of writing I liked so I could include them in this review. Your clinic is host to “two medical beds [and] a chessboard of pill bottles”, for example, and the choice to ask a patient a bunch of questions about their condition is labeled “introduce her to Socrates.” And the writing is good enough to enliven the central moral dilemma, which could feel hackneyed and contrived if told by a weaker pen, but here feels satisfying and just right, regardless of how you resolve it. Again, this is a small thing – but it’s a small, beautiful thing, which is no bad thing to be.
Highlight: I’ve singled out some of the favorite bits of writing, but I also admired the laconic scene-setting of “Your days are long. Your hair is short.”
Lowlight: I may have found a slight bug having to do with how the game tracked my choices: (Spoiler - click to show)opted to treat the scavenger with all the supplies I had, and then tried to save the syndicate boss but failed due to not having what I needed. But in the final conversation with Baba, he said a line that implied the boss had died because I’d refused to provide him treatment.
How I failed the author: I don’t think I did, happily enough – the effort to type out that Socrates gag one-handed was definitely worth it.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
Codex Sadistica gives off big music-zine vibes: it’s got a self-consciously over-the-top aesthetic of total commitment to and love of heavy metal, with stripped-down gameplay where you solve puzzles almost exclusively through power chords. On the other hand, while the game’s perfectly functional, all its edges are rough, with implementation issues everywhere you look. Would it have violated Codex Sadistica’s artistic ethos to have butter-smooth programming and elegantly-implemented parser responses? Yes, 100%, but I still missed them.
The premise is a classic get-the-band-back-together quest, as you must go extricate your bandmates from their individual predicaments so you can storm the stage and kick off a performer who's overstaying his timeslot (admittedly, the game kinda lost me here, since Faramir Spidermoon’s eleven-act song-cycle of himself sounded awesome). The venue is a tight four-and-a-half locations, and the writing really lets you feel the grime and sweat coming off the walls. The puzzles you need to solve are grounded (sneaking bandmates past an overzealous fan, helping another win an argument with well-actually-ing dudebros), but the method for doing so is anything but: once you’ve got your first bandmate liberated, you can jam with them to create powerful effects, from a fuzzy doom-metal riff that conjures up fog to pirate-metal that summons a crowd of larcenous seagulls. Further complicating matters, you can genre-mix by playing with more than one of your bandmates at a time, increasing the face-rocking quotient while adding complexity.
This is a lot of fun, but as those examples indicate, it’s hard to deduce the consequence of the different musical effects just from their descriptions – we’re firmly in trial and error territory here. There aren’t so many combinations to make this annoying, and the writing is sufficiently fun to enliven even unsuccessful attempts, but this did mean that I didn’t get much satisfaction from solving the puzzles.
Now that I’ve segued over to critiques, it’s time to turn to those implementation issues. I didn’t run into any bugs that impacted progression, but there are a lot of niggles in Codex Sadistica. Locations list their contents using the default Inform rules, often redundantly when objects are already mentioned in the room description. Multiple plot-critical items don’t have descriptions (“you see nothing special about Mae’s Lighter.” Really?). Items and people mentioned in room descriptions sometimes aren’t actually present. Character interaction is handled with a TALK TO command, but this is never mentioned to the player. And damningly for a music-focused game, LISTEN, DANCE, and SING didn’t have any effect.
Again, given the context, I suppose this is all fair enough, and leveling these critiques just marks me out as the lame dad who brought his kid to the show and can’t shut up about how talented this band is so it’s a shame they don’t apply themselves a little more. But hey, now that I’m a dad, I come by this lameness honestly – so I do hope there’s a post-comp release to iron some of this stuff out.
Highlight and lowlight: I have a tricky combination *light for this one. An early puzzle requires you to help your guitarist get through a dungeon in their DnD game – awesome! But it’s a one-move sequence that’s over as soon as it begins – lame!
How I failed the author: my streak of luck with baby-napping (like, the amount of napping the baby was doing, not good fortune stealing somebody else’s baby) came to an end near the close of Codex Sadistica – Henry was waking up with a dirty diaper just as the climactic showdown kicked off, so I went straight to the walkthrough there when I couldn’t immediately solve the puzzle.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
My Gender is a Fish is a short, surrealist Twine game that’s hard to characterize. It’s not quite an allegory, nor a fable, but neither is it tied to the concrete in any meaningful sense (the inciting incident is a magpie swooping down and yoinking your gender identity). A sui generis work like this is usually, I find, either really good or really bad; happily, this time it’s the former. Since this is a short game with only a few choices and I don’t think any state changes, its success is pretty much 100% down to the writing, which is playful and thoughtful in equal measure.
The notional action involves the protagonist embarking into a dangerous forest in search of what they’ve lost, and considering whether various objects and creatures they run across are their lost gender, but what’s rewarding is the ruminations triggered by considering each possibility. While the subject matter is clearly serious, the tone here holds possible meanings or conclusions lightly, raising questions rather than driving towards any plodding conclusions. I found this approach really effective – as the world’s most boring cis straight guy, I think I sometimes come to art that’s about issues of gender from a more intellectual angle, but while the game probably most directly speaks to trans or genderqueer folks, I found its way of opening up these topics was sufficiently broad to resonate with me on a more personal level too.
Highlight: It’s hard to pick this one apart into component pieces, but I will say the way the opening smoothly slips from grounded description to the protagonist’s new metaphysical predicament was deftly done.
Lowlight: I maybe wish there’d been a little state-tracking, so that earlier choices had more of an impact on later ones? The fact that I can’t immediately tell what that would look like, though, means this might be a knee-jerk idea more driven by the conventions of choice-based games than something that would actually improve the game.
How I failed the author: Since this is a 10-minute game that’s making thoughtful points, but not in a needlessly obscure way, even I was incapable of messing this one up.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
I primarily come to IF for the story, but I have to say, I really appreciate it when a pure puzzler comes up in the middle of the Comp: there are usually lots more narrative-focused entries, so it’s really nice to have a change of pace that exercises completely different parts of my brain. This isn’t to say that FQ doesn’t have words – there’s actually a robust introductory story that follows on from where the prequel game (Fivebyfivia Delenda Est, entered in this year’s ParserComp) left off, and there are some good jokes as rewards for solving each challenge, hinging on a series of diplomatic “gaffes” being interpreted in bad faith as casus belli – but the main engagement here is working through a series of well-curated chess puzzles, as you place a limited set of pieces in a stripped-down five-by-five chess board to defeat a series of opposing kings.
Doing chess via parser-IF commands could be a fiddly nightmare, but the mechanics here are smooth as silk. There’s a well-done ASCII-art depiction of the chess board, plus an accessible description mode, so it’s always clear where things stand and it’s simple to move around and call in new pieces to your position (this sequel switches up the gameplay from FDE by dropping the requirement that your character navigate the board via the knight’s move). And the number of pieces at play in each puzzle isn’t too large, which keeps the gameplay focused on thinking of solutions, rather than having to type a bunch of commands implementing them. Similarly, the game’s overall length and pacing are great, providing just enough time to lay out the mechanics, develop them a bit, and end before it wears out its welcome.
As with many of Andrew Schultz’s games, the core gameplay is supported with lots of documentation, a tutorial mode, help commands, and options. And in addition to some gentle hints, there’s a robustly-annotated walkthrough fully explaining the solutions (actually there are three, one each for the hard and normal versions of the game, as well as a brief version with just the key commands). It’s all very helpful, but I do wonder whether it might be a little much for a new player who didn’t play the prequel. Relatedly, I really enjoyed the introductory text, but it is fairly dense and could take some effort to decode in order to understand what the goal of the puzzles actually is – now that the press of the Comp is over, prospective players might be well-served playing the first game first.
While I’m mentioning small cavils, I did find the game text introducing the idea of the “traitor” pieces pretty confusing – the game told me that “[y]our trips to Southwest Fourbyfouria and West Fourbyfouria will include the yellow knight who is not as loyal to their King as they should be,” but it seemed like the yellow knight was actually on my side, and the traitor was actually grey, so this threw me for a bit of a loop (I believe this will be fixed in a post-comp release). Rearranging my pieces could also sometimes be a little more awkward than I wanted – in particular, when I wanted to reposition my own king, rather than summon the opposing one, I had to type “twelvebytwelvian” for disambiguation, which is a mouthful (maybe “your king” vs. “their king” could be an option, or something like that?) But these are very minor niggles that did nothing to reduce the fun I had solving the puzzles and adding to the Twelvebytwelvian empire.
Highlight: I mentioned the hint system above – after being a bit stymied by one mid-game puzzle, I had recourse to one, and it did a marvelous job of getting me unstuck without ruining the fun of solving the puzzle.
Lowlight: This isn’t much of a lowlight, but it took me a while to twig to what winning each section required – I’m spoiler-blocking it because it’s possible that figuring that out is an intended part of the challenge, but I had more fun once that light-bulb had gone off for me: (Spoiler - click to show)you have to force a stalemate before getting the mate.
How I failed the author: this is another one where I don’t think I did! Even though I was sleep-deprived and I’m not that good at chess, the game’s difficulty curve is well judged and I was able to work through the hard version pretty quickly during one of Henry’s naps.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
I can’t really talk through my feelings about this one without spoiling not just it, but also my entry into this year’s Comp (Sting), so bear that in mind if you plan to read further. Bottom line The Dead Account gets some real emotion out of a premise that’s simultaneously ridiculous and all-too-plausible (you play a social-network employee whose job is to identify the accounts of dead people and delete them), and is definitely worth the playthrough.
(Spoiler - click to show)I had two conflicting reactions to the game: first, a feeling of unfamiliarity given that the social milieu of the dead character is pretty different from anything I’m directly familiar with, and even a bit of artificiality, because I didn’t see why a social network would pay money to proactively close accounts (like, wouldn’t they just wait for the next of kin to get into contact?) But then second, I also felt some incredibly sharp shocks of recognition. That’s because my twin sister passed away a year and a half ago – this is a chunk of what Sting is about, as it’s a memoir – and despite the superficial differences (we were not part of a friend group that played Apex Legends together, for one thing), The Dead Account still manages to hit on some real moments of universality. I very much found the characters’ actions and emotional responses plausible and engaging. Like, I archived all my old texts with her, and I send her an email on our birthday, though I send it to myself, not to her old account since that forwards to my brother-in-law now. Oh, and our birthday is/was December 3rd, so the fact that the software update that created this new dead-account deletion policy was version 12.3.14 was a little spooky!
This game is a small thing – there’s only the one account to assess, and there’s only really one choice to be made: whether or not to delay deleting the account at the family and friends’ request. But the choice has some layers to it – I opted to delay, but felt conflicted about it – and as one character says in their DMs to the dead person, life is made out of the small stuff.
Highlight: The game is so much of a piece that it’s hard to break off a single highlight, but I will say I did really enjoy the bee-hive themed title graphic (another point of overlap with Sting!)
Lowlight: This is very much an intended part of the experience, but reading the dead character’s messaging history felt really unpleasantly voyeuristic and I considered fast-forwarding through (though of course I wound up reading everything anyway. Games make us complicit!)
How I failed the author: I think I did OK with this one – Henry was napping really well and my brain wasn’t too fuzzy, and I managed to bang through three shorter games without too many interruptions.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
The main character in Taste of Fingers is I think the second-worst person among this year’s Comp protagonists (The Best Man’s Aiden is still a prohibitive favorite to take the crown). You’d think it’d be easy to sympathize with someone hiding out from a zombie apocalypse, regardless of their peccadilloes, but our man manages it: in a series of flashbacks, we get to know him before everything went wrong, and oof, what a piece of work he is. Beyond the overwhelming contempt that flavors all his observations, the racism is probably the most obviously awful thing about him – he’s a white person (I think some kind of banker?) on a business trip to Hong Kong when the plague hits, and he’s got no shortage of disdain for the locals, even stipulating that the prostitute he hires has to be European. But when he realizes that the disease triggering the outbreak only targets Asian folks (some kind of genetic rigmarole is invoked – PSA, race is a social construct not a biological one, though the game's themes need this dodgy bit of science to work so it gets a pass), his matter-of-fact satisfaction, unalloyed by any compassion for the vulnerable, bespeaks near-psychopathic levels of solipsism.
This is as it’s meant to be – we’re firmly in horror territory here, and one of the tropes of zombie fiction is that the stress of societal collapse brings out the worst in humanity. Taste of Fingers doesn’t wallow in too many other of the standard motifs of the subgenre, though, since the zombies aren’t actually onscreen for most of the game. It’s got an interesting structure, where present-time vignettes set in the coffee-shop fridge unit where the main character is lying low alternate with the aforementioned flashbacks. In each section, you’ve got a choice of three memories, and you get to explore two out of the three before time moves on. There’s little other branching, as far as I could tell, but the game offers a good amount of interactivity, as in each passage there are a lot of words to be clicked on. Most of these will expand out descriptions of items, or spell out the main character’s perspective or thoughts on something that’s happened – I wound up lawnmowering, but generally found the extra text added to the experience rather than being busywork.
With few choices or immediate action to keep the pace up, the prose has to do a lot of the heavy lifting, and it’s mostly up to the task. The writing is evocative throughout, freighting almost every sentence with the key themes of decay, corruption, and contempt. It can go a bit over the top at times, flabbing up a clause with one adjective too many, but since the vibe here isn’t exactly understated, better too big than too small. The style also shifts effectively in the final sequence, which sees a change in perspective that adds a neat twist to the otherwise-straightforward narrative. Again, it’s nothing too unexpected given the territory, but it makes this small, nasty game more memorable, and provides some healthy outside perspective on the terrible protagonist.
Highlight : The protagonist’s asides when you click on highlighted words in the passages expand into the original text, which helps keep this on-rails story engaging (it helps that as I mentioned, the writing in these bits is generally strong).
Lowlight : I generally don’t mind when a main character is an unpleasant person to spend time with so long as there's a point to it, but the sequence in the strip club threatened to be a bit too much for me.
How I failed the author : I think I did OK with this one – short choice-based games I can play on my phone are really coming through for me this Comp!
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
This Comp has had a good number of surreal games featuring relationship allegories pitched at varying degrees of abstraction, and most of them haven’t grabbed me very hard, making me wonder whether this subgenre just isn’t for me. But here we are with the last one of these, and I actually kinda love it? The premise sounds absurd when you state it flat-out – the world is being taken over by Platonic solids, and you need to go on a puzzle-solving mission with your ex to try to save it – but it winds up being surprisingly rich, and the writing is a joy, allusive yet precise in just the right measure.
How it was… has the courage of its convictions, meaning it’s not afraid to lean way, way into its conceit, but also doesn’t get stuck there. There’s not a simple, one-to-one mapping between the rather-bonkers central metaphor and the issues the main characters are confronting, at least so far as I can decode, but it’s clear there are deep veins of meaning being mined. The weird shapes are breaking down and fraying, maybe suggesting the way clear ideals and emotions get muddy and messy in the crucible of a relationship. The main character has more specific associations, recalling analogies to the domestic geometries of the house they shared with their ex as they traverse the hostile landscape. And the puzzles are all about decoding fuzzy signals, trying to wrest meaning from ambiguity – given that the relationship ultimately fails, maybe it’s appropriate that I sucked at them.
On the flip side, the game doesn’t stay at this high, abstract level, showing a keen eye for detail and making clear that idiosyncratic specificity has just as much importance as totalizing thematics. Here’s an early bit, which also shows off the strength of the prose:
The first street where we lived together was lined with orange trees. In January, when everything else was pale and lifeless, our street would be bursting with radiant spheres.
The oranges were bitter, of course. The metaphor is too evident to be useful: too hard to wrestle into a different meaning.
Similarly, Clara, the main character’s ex, comes across as a person, with a distinctively laconic lilt to her dialogue – she’s not simply a vague stand-in for a generic beloved. Putting all the pieces together, the writing creates a compelling allegory about how this specific relationship failed, rather than issuing mushy-mounted platitudes about how any relationship can fail (though of course there’s universal resonance and relatability in this very specific story!)
As for the puzzles, there are two kinds, one about translating an image into numbers and the other about recognizing deformed shapes. As mentioned I thought they were thematically resonant, though I also found them pretty tough. Even once I basically figured out the gist, there’s some fuzziness baked into them, sometimes literally, that made it hard to be sure I was getting the right answer (I was also playing on mobile, which might have messed with some of the layouts).
As a result, I wound up getting a really bad ending – the weird geometry took over everything, meaning my poor communication skills doomed not only my relationship with Clara but also what felt like the whole world (per a later note from the author, actually it's just the main character, so yay?) I guess that’s a little harsh, but losing your partner can certainly feel apocalyptic, so while I wish the story had resolved on a more positive note, the ending I got did feel like a satisfying resolution. Did the world need another game in the surreal relationship-issues drama? On the basis of How it was…, yes, certainly – and now when I run across one in next year’s Comp, I’ll know I can really like the genre.
Highlight: fittingly, this is a bit abstract, but one of the strongest elements of the game is its pacing. There are a lot of elements here, from present-day dialogue with Clara, flashbacks to the mission briefing, deeper flashbacks to the relationship, and puzzle interludes, and the game shuttles between them with a light touch, keeping the momentum up without the central narrative thread feeling disconnected.
Lowlight: as mentioned, I though I destroyed the world through incompetence so that feels like a big lowlight even though I actually just got the protagonist killed?
How I failed the author: this was a near-miss failure, thankfully, because when I first started the game on my iPhone none of the text other than the links was coming through. Happily the author put in a theme select to tweak the colors, which allowed me to read the rest of the words.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
Allegory is deceptively tricky business. At first blush it seems easy enough: take a situation, abstract it to its generalities to make it more universal, heighten the key elements and emotional dynamics, and maybe add a supernatural element or two that works as a slightly-too-on-the-nose metaphor, and there you are. But that second bit's where the trap-door lies: pretty much any human predicament, no matter how poignant, can sound trite when you state it as a general proposition. Most of the time it’s the specifics that ground a story and allow others to empathize with it. This is where An Aside About Everything didn’t work for me: while this a choice-based investigation boasts some evocative atmosphere and satisfying interactivity, the characters and emotional dynamics didn’t succeed in getting their hooks into me.
Plotwise, the player character – a sort of metaphysical detective who goes by Him – sets out on a missing-persons case looking for a woman with whom he’s got some sort of history, then proceeds through various descents and ascents before slipping to an other-worldly backstage, his steps dogged all the way by a trio of cryptic women who help him surmount the surreal obstacles in his path. It’s all as existentialist-chic as you please (in the movie version, everyone’s always smoking) and there are some interesting choices on offer, as you can lean on different women to help you get through each barrier.
But it all feels bloodless – I had a hard time keeping the three helper-ladies distinct, and none of them seemed to have much subjectivity or for that matter an agenda of their own, besides helping Him on His quest. The different areas you visit are suggestive, but you rattle through them before any has much chance to make an impression. And when you crack the case, the ultimate revelations aren’t especially novel (Spoiler - click to show)(my sense of the story is that it’s ultimately about not being able to let an ex go after a break up)</spoi.er> – sure, there are stories there, but you need to tell them for them to have impact, not just gesture in their direction. Too often, An Aside About Everything feels like it’s holding itself back and contenting itself with allusion rather than committing to something specific.
Highlight: The second sequence, set on an airship, boasts some strong atmosphere and the game’s most resonant choices.
Lowlight: In my first playthrough, I got stuck in the mine area, unable either to proceed or go back to where I came from, and once I realized this wasn’t a statement about the main character’s emotional paralysis, I had to restart (I think I ran into the bug because I went to the mine, listed third in the navigation menu, before the first-listed bar. When I ran through the locations in order, I was able to progress).
How I failed the author: I played the game’s three main sequences in three separate sessions, each separated by several hours as I tended to Henry-related stuff, so that probably contributed to me not being able to keep the characters straight or identify too many clear thematic throughlines.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
Back in the early 90s, every once in a while I would come across a game that was full of style but didn’t make much sense (typically it would be some kind of French adventure game or RPG, with an 80-page novella in the manual that somehow just made things even harder to understand), and I’d be dragged through a confusing plot and obscure gameplay by sheer force of aesthetics. Recon keeps this tradition alive: I wasn’t really clear on the characters, stakes, and setting until the final few sequences, and my understanding of what was going on changed radically a couple of times though not in ways that I think were intended. And the puzzles are a mix of clever and off-the-wall. But there was enough verve on display to make my time with the game an enjoyable ride nonetheless.
Recon’s first impression is a pretty accurate sample of what you’re in for. The cover image is a gorgeous slab of sci-fi, and the title and chapter screens continue the high production values. Then you’re dumped into a bar with a kitten, and asked to participate in the world’s most awkward character-customization process (you’re required to specify your skin color, which can be “Nordic”, “Caucasian”, “Ethiopic”, “American”, or “Oriental”) As this opening sequence proceeds, it becomes clear that you’re there to check on two of your allies, “X” and “Equis” (it turns out these are actually the same person), and you’re up against the jackbooted thugs of “Faro”, which is not a gang boss as I first thought (nor a card game or grain, for that matter) but an evil corporation that calls the shots in this dystopia.
Things clear up a bit from there, but only a bit, and beyond this Faro mix-up, I also had at least two other moments where a glancing reference or new development made me realize I had deeply misunderstood the main character’s situation and motivation (Spoiler - click to show)the others turned on the “Recon” group that the main character leads, and the ending’s indication that a functioning court system exists and can actually bring down the mighty Faro. The writing is also a bit off-kilter, contributing to this discombobulated mood – there aren’t many typos or out-and-out errors, but the syntax and word choice are often strange in a way I associate with translated works or writing from folks whose native language isn’t English – it’s not necessarily bad, but it’s often hard to scan and understand.
Fortunately, the game is well-paced and doesn’t require you to understand the big picture to work through. Each of its chapters is structured similarly, with a bunch of story progression and narrative choices building up to a major puzzle that gates progress. These are all one-of-a-kind, running from an adventure-game style search of X’s house to pattern-recognition tests. Many feature some fun fourth-wall breaking, and you’ll see substantially different puzzles depending on which of the major midgame branches you go down. Some are a little too out there, I thought – even looking at the walkthrough, I don’t understand the (Spoiler - click to show)Morse code puzzle. But luckily, that walkthrough is comprehensive, and also boasts impressive layout and design. Once I used it to reach the end, I was able to appreciate the aesthetic experience Recon provides – but I do with there’d been some more careful worldbuilding, clearer writing, and better-clued puzzles to go alongside.
Highlight: There’s a surprising amount of interactivity in the mid-game – there’s a major branch that meant I ran into completely different plot and challenges than the ones the walkthrough described, and there seems to be a good scope for different choices in how you treat a potential ally to lead to different results.
Lowlight: The game doesn’t have content warnings, but I would have appreciated one since a late-game sequence features an interrogation that does spill over into what I’d consider torture – most of your options involve verbal coercion, but there is a “hit” option. Making this sequence even less enjoyable, I ran into a bug after failing it the first time, as once the interrogation restarted I was missing some of the options needed to progress (Spoiler - click to show)(I could no longer try to blackmail, or press for a confession), and after I gave up and checked the walkthrough, it turned out that the intended solution is actually pretty counterintuitive since you need to get the target’s stress level outside of the range marked “optimum” to succeed (this might be a display issue from playing on my phone, upon further reflection).
How I failed the author: I just did not get what was happening for like 90% of the game, and I can’t imagine that my generally fuzzy-brained state (Henry’s been having some congestion and not sleeping as well as usual, poor thing) helped matters.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
This is the second game I’ve played in the comp that explores issues of identity and trauma via online fandom, after A Paradox Between Worlds. The two make for an interesting study in contrasts, because while I thought Paradox was overstuffed with characters and plotlines, to the detriment of its strongest narrative throughline, I found extraordinary_fandoms.exe erred on the side of minimalism. Everything outside its core story is only briefly sketched in, with the titular fandom and characters other than the protagonist feeling rather sketched-in, and no obvious places where choices lead to much variation, even at a cosmetic level.
There are advantages to focus – and since, per the author’s postscript, a lot of the (awful) details of domestic abuse here are autobiographical, it’s completely understandable that everything else would fade in importance. But for me, the absence of context supporting the story meant it didn’t land as strongly as it could, though it is compellingly drawn. The central conflict is about the main character – who goes by the handle Pinecone – finding what seems like their first real friends via a Discord-style chat server and wiki dedicated to an anime franchise. Pinecone’s halting steps towards self-confidence and self-awareness are affecting, and the link between their struggles and those of the fandom character they gravitate to – who suffers from hidden low self-esteem – makes thematic sense. And it’s heartwarming to see the affirmation and support Pinecone gets from the other people on the server.
But the other characters feel pretty thin; there are maybe half a dozen folks who hang out to chat and do (short) roleplay, but outside of their favorite anime characters they don’t have much in the way of personality. And there’s a very stark divide between Pinecone’s home life, which is portrayed as unremittingly horrible, and things on the server, where everyone is uniformly and immediately positive, with never even the slightest disagreement about how best support them. Ultimately I thought the game works, but this flatness robs it of some of its power.
Highlight: The choices aren’t a major focus of extraordinary_fandom.exe, with many passages connected by a single “continue” link or its equivalent, and most others just having two choices that amount to very slightly different ways of saying the same thing – which is all fine. But this low-key approach to choices helps set up an effective moment that I’m going to spoiler-block: (Spoiler - click to show)at one point as the other folks on the server are asking Pinecone whether they can help, you’re offered two choices: “No” or “No”. The moment conveys the paralysis that often comes with being in an abusive environment in a show-don’t-tell way that the rest of the game sometimes struggles to achieve.
Lowlight: The “.exe” in the title really bugs me. I don’t really know how Discord works, but I think it’s like an IRC channel, right? And the wiki is a wiki. So what’s the executable program?
How I failed the author: I didn’t have any issues playing through the game, but Henry’s been struggling with gas today, so I’ve started and stopped writing this review like eight times as I’ve jumped up to soothe him after he woke up crying from what seemed like a perfectly nice nap. Apologies if it’s disjointed as a result!
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
A short mood piece – if it were a painting, it’d be a landscape – The Miller’s Garden provides a tidy meditation on impermanence. There’s no backstory or characters, just a situation: the player comes to an abandoned garden by the side of a river, which is slowly being reclaimed by weeds and water, and each day can choose how and whether to try to shore it up – cutting the reeds, mowing the grass, maintaining the rocky banks.
Of course there’s a catch, and the catch is – well, spoilers for a ten-minute game: (Spoiler - click to show) entropy, because this isn’t a farming sim. No matter how much you shore up the riverbank, the water will eventually drown the garden. Pleasantly, this isn’t just a matter of nature swallowing the hubristic works of man, since my reading of the game is that the construction of the now-defunct mill changed the behavior of the river, and now the river is in turn changing the garden. There’s a nice sentiment that emerges here, as you tend the garden to create some transient beauty before the inevitable comes, without the game implying that this is a futile or useless task (besides the occasional prompt asking you if you’re sure you want to persist until the end – I detected no judgment when I said I wanted to do so.)
It’s a lovely idea and it works on its own terms, but I wished there’d been a little more descriptive zing to the prose. Since this is such a small thing, confined to the same few locations and the same few tasks over multiple days, I would have liked to see a little more detail on exactly what kind of flowers are growing, or have the river’s rise rendered with a bit more sensitivity. Still, there’s a power in restraint in a piece of this kind, so I can respect that.
Highlight: The game is pretty much of a piece, but I got a lot of enjoyment from the opening epigram, which quotes from a recent scientific paper on the game’s exact subject matter – I can’t help but wonder whether it was the impetus for the piece’s creation.
Lowlight: I’m not sure if this was a bug or not, but about midway through the game, the garden’s flowerbed location seemed to disappear, so I could only go from the lawn to the river-bank. I liked that flowerbed, so I missed it!
How I failed the author : it took me way longer to realize the flowerbed had gone away than it should have (blame sleep deprivation).
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
Ugh, the title here is apt in more ways that one. It’s a clever bit of wordplay for this parser-based fortuneteller-me-do – we’re not talking turbans and crystal balls, you’re just looking to show off your palmistry to some friends at a party – but it also conveys how frustrating it is that the significant promise here is let down by significant implementation issues. This isn’t just a matter of smacking down a few bugs here and there: there’s a need for additional design work, from fleshing out the conversations, deepening the characterization of the party-goers, and providing clearer feedback on how you’re making progress, as well as a good amount of polish. But even the rough version on offer goes a good way towards showing the (I think first-time?) author has some great ideas for how to realize this wonderful premise.
Digging into that setup, which is delightfully more specific than the blurb initially made me think: as mentioned we’re in the real world, not a fantasy one, and the protagonist is a hobbyist, not a carnival charlatan or anything like that (in fact, since you do get vague flashes at least some of the time when you do a reading, you might have some real talent). And the party here is one of those awkward post-college hangouts featuring a mix of old friends, exes, and coworkers, some of whom can’t stand each other. There’s a complex web of actual and potential connections, which creates a lot of potential for how things can shift once you start telling fortunes and intervening.
That’s the other part of the premise, you see – the game proceeds in two phases, with an initial round of conversation and palm-reading giving way to an interactive second phase as the characters start bouncing off of each other and having accidents both happy and not. Success isn’t about guessing a correct fortune and then lying back and waiting for fate to catch up to your intuition, though: you do have a choice of three different prognostications to offer to each of the other guests, but except for the first, generally negative, option, they won’t come true if you take a laissez-faire approach: you might have to arrange some mood music, or make sure someone has what they need to ensure a romantic gesture goes off.
These puzzles are pretty tricky, though. For one thing, it seems like there’s tight timing in the section – the other characters move around, and while some of the setup can be done ahead of time, there are also some right-place right-time pieces. You also can’t work on most of the fortunes on their own – the majority of them are about romantic matters, so how the fortune you pick for one character plays out can depend on what you picked for one or more complementary characters. In fact, after an initial, spectacularly unsuccessful playthrough, I realized Unfortunate is meant to be played multiple times as an optimization challenge – there’s a clever meta touch here, since the player’s accumulating knowledge over multiple passes stands in for the protagonist’s flashes of intuition.
On paper this should appeal to me, since I usually like optimization puzzles and real-world settings. Unfortunately (there’s that word), implementation issues bedeviled my enjoyment, so I didn’t get very far. Again, this isn’t just implementation in the sense of programming, though there’s some of that – X ME has the default description, lots of scenery is unimplemented, rules for picking up objects give responses that only make sense the first time you take something, whether or not a device is technically switched on doesn’t make a difference to whether it works or not, there are misdescribed or even missing exit listings, and room descriptions sometimes don’t update even after you’ve removed objects. And there are lots of typos.
The bigger issue is that there are significant chunks in need of a lot of polish, and sometimes things even feeling unfinished. The characters are probably the major example here. There are seven of them, and their backstories and roles are intriguing enough to set up a bunch of potential business as they bounce off of each other. But they’re thinly drawn, with physical descriptions focusing on superficial details like clothing. While there’s a multiple-choice conversation system, all the characters have the same three options (one of which initiates fortune-telling), which feels quite artificial. And there’s something odd about the implementation of the second phase, since the different characters don’t actually seem to be present and available for interaction, even as event text describes them talking and moving around.
I also wanted there to be better feedback on how I was doing on the puzzles. There are some ideas that seemed obvious but the game wouldn’t let me try (Spoiler - click to show)(Moses is allergic to flowers so giving him the bouquet for his big demonstration of affection doesn’t work – but while the herb bouquet seems a likely substitute, I couldn’t get him to accept it) and some of the fortunes are probably a little too vague, since there were a couple of times when I thought I’d satisfied one only for the post-game scoring to say I hadn’t. Combined with the combinatorial explosion of trying different mutually-dependent fortunes and the choreography required in the second act, this lack of clueing makes it feel like making real progress would require a lot of trial and error.
It’s not hard to guess at the source of these rough patches: Unfortunate doesn’t list any testers in its credits, and however much playtesting it got wasn’t enough. I’m really really hoping for a post-comp release of this that makes upgrades and bug-fixes based on folks’ transcripts, since Unfortunate could easily be a five-star game given the quality of what’s already here – I haven’t mentioned the prose yet but there’s some really good writing too – if it had more time in the oven. Here’s hoping it gets it, and that the author keeps writing games but gets more testers next time (I’ll volunteer, just DM me!)
Highlight: Figuring out how to get one of the good fortunes to work felt really rewarding – this is a great puzzle-solving framework.
Lowlight: The game lists exits in all-caps, which is a nice convenience – except one’s mislabeled (it says it’s east but it’s actually in) and then there’s one that isn’t even mentioned at all (tip: going IN from the kitchen will get you to the laundry room).
How I failed the author: Henry was having a fussier couple of days, so I only put like half an hour into the game before I had to put it aside for a little over a day, and while I intended to play more, the challenging difficulty and thin characters meant I wasn’t able to get back into it.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
Smart Theory is part of a sub-genre of games that, by my lights, has yet to produce a single successful entry: the much-dreaded polemic about current events. Don’t get me wrong, I like politics in my stories, but using narrative to convince, rather than to explore, sets authors up for failure, and often the temptation is to use thin plots and thinner characters to prop up an ideological point, rather than using beliefs to enrich people and stories that are compelling in their own right.
Smart Theory does not break this streak or beat the already dismal batting average of the sub-genre. I suppose it’s possible I think that because I’m on the opposite side of the particular culture-war fight apparently being picked – the game appears to be an attempt to take down Critical Race Theory, and inasmuch as I work for a civil rights organization and took a class in law school from one of the founders of CRT, I’m on team wrongthink as far as it’s concerned – but at the same time, Stand Up / Stay Silent from last year’s Comp was basically Defund the Police: The Game and I thought that one profoundly didn’t work too. No, the problem isn’t that Smart Theory is trying to gore my oxen: it’s that it’s rather a bore about it.
(After the initial version of this review was posted, the author responded and related that Smart Theory isn't directly meant to be about CRT. That's fair enough, but perhaps this points out another problem with satirical exaggeration in this subgenre...)
Things start to go wrong from the very premise. Where other polemical games dress up their ideological agendas in at least some narrative fancy-dress, here the story is tacked-on as can be: you’re a student who attends a college lecture by a proponent of the new “Smart Theory” craze, which again is a very thinly-veiled CRT stand-in (like, a book called “Dumb Fragility” gets name-checked). There’s barely any plot to be had other than talking-heads yelling at each other, and the lecturer doesn’t get any characterization beyond “over the top charlatan.” So things that stories are traditionally good at are off the table, and the game lives and dies by the quality of its arguments.
Reader, these are not good, on either side of the debate! The lecturer’s explication of the theory is glib and parodic, which I guess makes the polemic go down easy but there’s not much here that a CRT proponent would recognize, as Smart Theory seems way more focused on French structuralism and postmodernism than on the actual stuff CRT deals with. On the flip side, partially due to the nature of the choice format, where you can’t easily have the player’s choices go on for paragraphs, the counterarguments the player character raises are also so superficial and unconvincing that a tiny part of me wonders whether the game is sort of double-agent, secretly parodying the anti-CRT position.
This ain’t changing anyone’s mind – it’s comforting pabulum for those who already agree that CRT is poisoning our children, trivially dismissible by those who don’t, and I’d wager completely incomprehensible to those who don’t already have their minds made up. Maybe someday someone will write the game that changes peoples’ politics by main force, rather than by grounding their ideas in compelling characters, rich settings, and satisfying plots, but today is not that day.
Highlight: Again, these barbs are largely mis-aimed (protip: critical theory and critical legal studies are not the same thing!), but there are some good jokes about postmodernism – the best being a mid-lecture celebratory announcement that “our crack team of social scientists has successfully added one more [post] prefix” to the modernism, postmodernism, post-postmodernism, etc. that Smart Theory is based on.
Lowlight: I think I’ve said enough on this score.
How I failed the author: er, fairly comprehensively, I should think. I really liked the author’s Ascension of Limbs from last year, for what it’s worth!
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
Enveloping Darkness is a straightforward fantasy story, requiring a ten-minute series of binary choices to navigate. There’s nothing here anybody hasn’t seen before – there are raiding orcs, a desperate quest to find a kidnapped brother, picking up weapons and armor at the main city, and negotiating with potential allies. And the narrative feels like it’s on rails, with few choices mattering except to avoid an instant death midway through – in fact I just went back to check on this, and yeah, this is pretty much the case. In particular, while you’ve got a number of opportunities to talk to a particular beggar or walk by, or how much to engage with him while you’re talking, no matter what I picked he still wound up tagging along on my journey.
There’s nothing wrong with a straightforward premise and disguised linearity in my book, but if a game is forgoing those opportunities for engagement, ideally there’d be some other aspect of the game that’s grabby – an interesting prose style, well-drawn characters, good jokes... Enveloping Darkness does okay but not great on this score. There’s not much that jumps out as distinctive.
On the other hand, the execution is solid. The writing is generally clean and typo-free, with an understated voice that can occasionally be funny. There’s only one other character worth noting – the aforementioned beggar, who turns out to be a half-orc who acts as your sidekick – but I enjoyed him, especially once I realized he actually winds up doing most of the work. I can’t say the game will stick with me, but it’s a fun enough way to while away a few minutes, which I think is most of what it’s trying to do.
Highlight: I liked the sequence where your character, who works as a miner before deciding to go on their quest of rescue, just walks up to the king and asks for stuff to help on their mission. And it works!
Lowlight: This is a game that ends pretty abruptly once you complete your mission. Authors, once you’ve done so much work to set up a story, it takes so little additional work to make the ending a satisfying victory lap or opportunity to reflect on what’s happened – don’t neglect the denouement!
How I failed the author: about midway through the game, I faced a moral dilemma as I came across a golem about to harm a baby, and I had the choice of saving the kid or trying to fight the monster directly. Given my current day-to-day I of course opted for the former choice – which was 100% the wrong answer as it led to death and a restart (I guess this is more me failing myself than failing the author).
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
Kidney Kwest is an educational game, aimed at helping kids with kidney failure learn more about how to manage their condition (in a heartbreaking detail, the blurb mentions that it’s meant to be played during three-hour dialysis sessions). It’s also unintentionally educational in showing why natural-language parsers aren’t yet dominant in IF.
Taking the first part first: the game gets off to a sweet start, with the player character worried about finding a costume for a school play and unable to find anything until the Kidney Fairy takes a hand. She sweeps you away to the fairy world, where you need to solve some small puzzles to get the pieces of a costume. The educational angle also kicks in once you move to the other world, as a hunger timer starts up, but with a twist – in addition to regularly finding (ideally healthy) food to eat, you need to take your medication (a phosphate binder) before or after each meal. Taking a pill also shifts you into a Fantastic Voyage style minigame, where you roam your body looking for rogue phosphate crystals to hoover up before they accumulate.
This is all charmingly realized – I liked the little drawings that pop up in the sidebar – and the couple of puzzles I solved were reasonably satisfying. I didn’t find the full costume and make it to the end of the game, though, because the hunger timer is tuned really aggressively, and requires a restart once you get too hungry. This makes some sense given that that timer, more so than the costume-gathering puzzle, is the main point of the game, but I still found it frustrating, all the more so because of the second notable thing about the game, which is the custom natural-language parser.
Per the introduction, this is meant to make the game more accessible to younger players who aren’t versed in IF conventions. The details are well above my head, but I read a linked blog post which provides an overview, and the parser does appear to live up to its billing: it understands complete English sentences, including asking questions about the state of the world.
The cost of this success is high, though. First of all, the parser is finicky, requiring you to speak in formal English (you can’t even drop a “the” without making it do extra work) in a way that feels awkward to me as a seasoned player of IF, and I suspect would also not be a good fit for how digital-native young people expect to type things into a computer. Second, some of the standard conveniences of mature IF languages are missing – pronouns aren’t recognized, UNDO does nothing, disambiguation is painful, and there’s no command buffer. And most critically, the engine ran very slowly for me, with each command taking at least a few seconds to process, and some even requiring ten or so to complete. This added so much friction that every interaction became really frustrating – and since running around trying to deal with a hunger timer is already kind of annoying, this makes for a bad combination!
If the natural language engine brought something new to the gameplay, maybe this tradeoff would be worth it. But Kidney Kwest, at least the portions I saw, just requires very simple object-management commands that any traditional IF language could handle quite easily. Sure, there’s added functionality if a player wants to request the detailed description of an object using more convoluted syntax (like “what’s in the safe?”) – but teaching a player how this works seems harder than just teaching them to type X SAFE, and the frustration of waiting so long for a response seems greater than the frustration of struggling with a quickly-responsive parser, at least if a game’s implemented well.
Eventually, these kinds of parsers could replace the ones we’ve got, which are based on decades-old models at this point – but we’re not there yet, and that shift will probably be ushered in by games that make good use of the new affordances provided by natural language, rather than doing the same old stuff in a slower, more convoluted way.
Highlight : I liked the miniaturized segments where you explore your own body – there’s some good detail, and it makes for some novel gameplay.
Lowlight : much of the feedback the game gives feels very close to the world-model, without being translated into more accessible text. For example, “examine myself” gave this response: “you is a person, a physical object, a place, and a thing. It also has a hand, a hand, a body.”
How I failed the author : Henry hadn’t been sleeping super well when I played this one, so I was nodding off while waiting for the game to respond to my commands, which is why I didn’t feel up to a third try.
MUCH LATER UPDATE: I went back for a final replay after the author mentioned that the server’s responsiveness had gotten better. It still wasn’t lightning fast, but was much less frustrating to play nonetheless. I also didn’t worry about eating “bad” food this time out, so the hunger timer was less of an issue, and I was able to get an ending. There’s a neat mechanic where your choice of items to pick up along the way give you a different costume (I got scientist, appropriately enough), and a metal rating depending on your dietary choices (I wound up with bronze, given my damn-the-torpedoes approach to food this time). I can see a couple of places where I could have done things differently, so there’s definitely replayability, and I can see kids swapping stories of how they did. I still think the game’s intended purposes would have been better served by just using one of the existing languages, but now that the optimization is a little better, and I’ve got more familiarity with the parser’s idiosyncracies, it definitely worked a bit better.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
In just about any work of art there’s a gap between ambition and implementation. Occasionally this I because a modest premise is realized with far more care and attention to detail than it need, but more often it’s because an author’s reach exceeds their grasp. There’s certainly nothing wrong with being overambitious and stretching one’s limits, but there’s also little more frustrating than seeing an exciting idea weighed down by failures of execution.
Starting out this way obviously focuses on the critique side of things – and from the numerous typos, confusing scene- and character-shifts, frequently-odd worldbuilding, and abrupt ending, there’s definitely lots there – but I don’t want to underemphasize how good the premise is. The structure of a murder-mystery provides a great framework for exploring an alien society, as a variety of suspects can show off the different kinds of people who live in the world, and a detective’s probing questions can elucidate its hidden depths and tradeoffs, so that’s a great starting point. And the particular crime and alien society we’re talking about here – the death of the one young person in a far-future earth whose immortal residents have removed themselves from the cycle of reproduction – seem like they’d be really interesting to dig into.
The game gives occasional hints of paying off this setup, but due to the issues mentioned above, my time with it was really unsatisfying – especially the sudden-ending thing, since the game cut off just as I was starting to get my bearings. I’ve seen other reviewers speculate that some of the wonkiness here might be intentional. The typos and grammar errors could potentially bespeak a Riddley Walker-style attempt to present a far-future evolution of English, for example, and ending the investigation before it gets going could indicate a pomo refusal to endorse detective-fiction tropes.
But if that’s what it’s doing, the game doesn’t even wink at the player to help bring them into the gag, so I’m left just hoping that this is an IntroComp style teaser, and we’ll eventually see a version of The daughter that gets closer, if not all the way, towards its ambitious promise.
Highlight : After finishing the game, I reread the blurb, and some of the info stated there helped me better understand and appreciate what was going on.
Lowlight : Part of the setup is that the post-scarcity residents of the new earth have mostly decided to reshape their bodies so they’re perennially “hot 30 year olds.” Being told about a “middle aged man looking a good 10 years older than anybody else” – i.e. 40, my age – and his unkempt appearance and “short and messy graying hairs” made me feel even older and more decrepit than usual.
How I failed the author : I was playing on my phone and kept getting interrupted, and maybe because my cookie settings were messed up, every time that wound up resetting the game, so I wound up playing the opening like three or four times.
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
It’s a rule of thumb that every Comp has at least one oddball entry that strains the bounds of what counts as IF. In the last couple years, Jared Jackson has taken care of this slot, with last year’s deckbuilder and a Zachlike programming puzzle the year before that (I really enjoyed both, for the record). Comes now The Vaults to try its luck: it’s a virtual CCG whose claim to IF-dom appears to rest entirely on the paragraphs of static text that play between bouts of the PvE campaign.
Sadly, I didn’t find much to enjoy here, either as a piece of IF or on its own merits. On the former side, the game’s story appears to be very generic high fantasy, and the paragraphs only stay on screen for a little while, so I missed some of the plot due to alt-tabbing to take notes. Without any choices or interactivity between the battles and the story so far as I could see, there’s not much here for a traditional IF audience to glom onto.
As to the CCG, this isn’t my genre of choice – give me a deckbuilder any day – but even so, I think it’s too slow and confusingly-presented to be much fun. I eventually grokked the gimmick, which is that you have a trio of persistent “keeper” creatures who generate your mana, but only if you don’t use them to attack. That’s a fair enough tradeoff, but it made me feel like I struggled to make progress, as I was either forgoing attacks, nerfing my mana progression, or unsatisfyingly trying to split the difference.
The player’s starting deck is also oddly tuned, with few low-mana creatures, which added to the frustration as I repeatedly drew cool cards I couldn't do anything with. Finally, the visual design is muddy, with card watermarks making text hard to read, and colors rather than icons are used to convey too much information, so I couldn’t always remember what a creature’s purple number was supposed to mean. All told I won one round, lost the second four or five times, then decided The Vaults simply isn’t for me – though I’d be curious what someone better versed in CCGs thinks, and if future developments in the story make the game more satisfying for IF mavens.
Highlight : Your little keepers are kind of adorable, Jawa-like minions.
Lowlight : One tooltip mentioned that you can link any NFTs you own to the game, which is just the worst.
How I failed the author : I played this during a very late-night (or more optimistically, very early-morning) feeding for Henry, and my fuzzy brain was very much not up to retaining the info conveyed by the tutorial. I also played the opening cutscene but didn’t have the audio on, since Henry was drowsing awake, so the plot was pretty much lost on me (there were scrolls and a dude in armor?)
(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)
My initial foray playing Cygnet Committee was unsuccessful. A slickly-produced Twine game that from the credits and blurb seems to be mining Metal-Gear-Solid-adjacent territory, albeit with what might be a distinctive cult angle, Cygnet Committee requires sound to play -- and while I’m weirdly resistant to listening to any audio when playing IF in general, at the time of first playing I was in brand-new-parent mode where if I couldn't hear the baby’s breathing for a couple of minutes, I got anxious. I tried to see if I could bluff my way through the game with it muted, but the “sound required” tag does not lie.
Happily, I came back much later and played Cygnet Committee through, with the sound on this time, I can confirm my initial impression that this was going to be a high-production-value game with a lot of work behind it. It’s also got a novel puzzle mechanic that’s played out in a bunch of creative ways, a pomo plot that interrogates the uses and misuses of the historical memory of Joan of Arc, and a sprawling, metroidvania-y map. I’m still not sold on the use of sound in IF – and I wished there was a stronger connection between the puzzles and the plot – but Cygnet Committee is a confident, poised piece of work that makes a strong case for it.
Starting with that puzzle mechanic, it manages to be both brand new, but also really intuitive. As your operative infiltrates an island-based military installation, you’ll come across navigation challenges, patrolling robots, locked keypads, and spying drones. Each presents you with four different audio samples, and you need to pick out the right one to progress. Usually this just means choosing the one that’s different from the other three, though what this means diegetically shifts with context – the lock tumbler that clicks twice, the bit of the minefield that’s not beeping, and so on.
There are a few curve-balls that get thrown in, including some timed sequences, and a few more traditional find-the-keycode puzzles, but most of the hour and a half I took on the game was spent in these sequences, and I found the variation wasn’t enough to keep them from getting a little stale by the end. There’s a lot of going back and forth through the sprawling map – again, it’s got a kind of metroidvania structure, where you’ll get a new keycard or send power to a previously-visited area – and unless you use a slowly-accumulating currency to unlock shortcuts, you generally need to solve the puzzles all over again even when going back over already-trodden ground.
There are also some design choices in the back half of the game that exacerbated the drag, since you’ll repeatedly come across a device – a dam outflow wheel, a first-aid kit – a few locations before you reach the place it impacts, meaning that even though I figured out these puzzles pretty much immediately, there was still five minutes of tedious back-and-forth to implement the solution. This kind of thing is par for course in a metroidvania, of course, but much of this felt more like it was about padding the game length than offering cool new secrets to unlock.
My real hesitance with the puzzles, though, is that the gameplay didn’t feel all that deeply integrated with the interesting plot. There’s a complex backstory, involving the creation and deployment of a military AI based on Joan of Arc that’s gone mad and is now threatening the globe with nuclear war, which is related through stylish cutscenes that juxtapose text read aloud by a French text-to-speech program (like, it speaks the English words as if they were French, which is a neatly alienating effect) with clips from The Passion of Joan of Arc, a silent movie beloved by cineastes (I’ve never seen it but can confirm the images are very compelling).
Befitting the Metal Gear Solid inspiration cited in the credits, this narrative has some bonkers ups and downs, involving cyborgs, the intersection of warmongering and commerce, and an extended shaggy dog story about canned beans (there’s a note of humor here, though it’s played bone-dry). Careful attention also suggests that there’s more going on than meets the eye – in particular, the ending I got pretty strongly implied that (Spoiler - click to show)that the nuclear apocalypse threat isn’t real, the protagonist is just an aspect of the AI’s personality, and the game’s action is a pageant of persecution and immolation Joan has constructed for herself to satisfy the imperatives of history.
This is cool stuff, but again, it’s mostly fed to the player in cutscenes. There’s some thematic resonance between the audio-based puzzles and the fact that Joan of Arc was said to hear voices – plus the construction of the AI featured some gross stuff involving auditory nerves – but the separation between the gameplay layer and the narrative one feels pretty wide. With a deserted base and no other characters to speak to, and no clarity on how the various features of the island – there’s a chapel, a forest, a lighthouse – relate to the AI’s plans, I sometimes felt like I was solving abstract puzzles to unlock plot coupons. I did enjoy both sides of the equation, but stronger integration of these pieces would have made the experience more compelling.
Highlight: there are some cool secrets to find along the critical path – I turned up two, and am pretty sure I missed a bunch more – getting these was really rewarding.
Lowlight: winning the game gives you the option of unlocking a new “hard mode”, but to access it you need to have accumulated 500 of the game’s chip currency, and I only had like 100 left over at the end. Better secret-finding would have helped, but I think you’d also need to pass up the various options to spend chips to make navigation easier, so I doubt even the most thorough player would finish with the requisite chips, and requiring two full playthroughs to open up the option to play a third time feels like inaccessible design (though the author clarified there's no additional plot in hard mode).
How I failed the author: as I mentioned in the stub I wrote before I played, my current setup is not conducive to playing games with sound – I was constantly pulling off my headphones to listen for Henry’s noises, or talk to my wife, and these regular interruptions probably undermined my immersion in the game.