Reviews by Draconis

Ectocomp 2022

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The Good Ghost, by Sarah Willson, Kirk Damato
3 of 3 people found the following review helpful:
A beautiful story, November 21, 2022
Related reviews: Ectocomp 2022

Oh, this was lovely. A choice-based story about a ghost bound to a family home, materializing at five different points in the life of the mother and son who live there, and trying to help them. There are some basic puzzles (mostly about examining everything and then figuring out which thing will be useful in each situation), which make the story feel more personal—it helps me relate to the protagonist and their curiosity and their motivation to help.

The overall tone is melancholy in a very sweet way. You’re no longer alive; none of the people in the story can see you, or know that you’re there, or how you’ve saved them. But that doesn’t really matter. You’ve manifested to help them, and that’s what you’re going to do, whether they know it or not.

The final scene (“Act V”) consists of two reveals, one after another; the second I’d been suspecting for a while ((Spoiler - click to show)you’re not the ghost of a human) but that didn’t make it any less touching. And then you finally pass on, just as the family starts to realize who and what you were. It was very sweet, and may or may not have brought a tear to my eye.

An excellent little piece, and another one that I recommend to everyone.

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Escape from Hell, by Nils Fagerburg
2 of 2 people found the following review helpful:
This time you'll succeed for sure!, November 21, 2022
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This is the other Grand Guignol I tested. It’s a very cool experiment: a “parserless parser” game (in a custom-made framework no less), which has a parser-y world model but no free-form input. Instead, you’re presented with a list of possible commands each turn: moving in different directions, taking various objects, and so on. It also has a map which shows your location and the locations of any NPCs you’ve met, which is extremely convenient in a game of this size (49 rooms in a 7×7 grid).

The only commands given to interact with objects are TAKE, DROP, TALK TO, and POSSESS, and the last of those is the core of the game: you’re a demonic spirit trying to escape from Hell by jumping from body to body. Each person you can possess adds one additional verb (an accountant can COUNT, an overseer can WHIP, a succubus can SMOOCH, a golem can SHOVE, a ghost can RAGE, a vampire can BITE, and so on), so maneuvering the right bodies to the right places is the key to solving many of the puzzles. (EXAMINE is also on the verb list but is just for flavor and never necessary.)

The overall tone of the game is light and whimsical, but never falls across the line into outright goofiness: the protagonist takes their escape attempt very seriously, as they break into the palace of the Princes of Hell and try to distract each of them away from the alarm. I really liked the writing, and spent a long while just counting forms in the first room, looking at the crimes that had gotten various IF protagonists sentenced to eternal damnation. (“Naomi Cragne: …I don’t know where to even start…”) And the humor hadn’t grown stale by the end of the game, which is no mean feat!

The puzzles were also quite good, and the body-swapping (with each body having a single extra verb) was a clever way to allow a wide variety of actions without overwhelming the player with links. There’s only one I consider unfair: (Spoiler - click to show)as the ghost, you can click the grayed-out direction links to pass through walls. While I did need a couple hints, everything else felt quite reasonable with the limited options presented, and figuring out how to (Spoiler - click to show)get Bernard out of the office was a great moment of discovery.

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Civil Seeming Drivel Dreaming, by Andrew Schultz
3 of 3 people found the following review helpful:
Real reams: seal seams, November 21, 2022
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The first Grand Guignol I’m playing is also one that I tested, because it’s currently got only 12 ratings and I’d like to increase that number. This is another of Schultz’s Prime Pro Rhyme Row games, like There Those Dare Doze, based on rhyming alliterative pairs of words.

This one has some very helpful features that TTDD lacked, such as telling you when a command is half-right, or needs a homophone, and giving hints in return for good-but-wrong guesses. It means that coming up with a good pair feels good, and actually helps you in the game, even when it’s not the solution the author had in mind.

Unfortunately, the implementation of these features feels incomplete. Examining the help device, for example, only tells you how to turn it on—even when it’s already on—and prints “(hard to do without taking it, so you do)” every time, even when you already have it. It’s supposed to tell you when you have a command half-right, but sometimes didn’t, for no apparent reason. (I typed (Spoiler - click to show)PHONING FAE instead of PHONING FEY and got a generic error.)

The writing similarly feels a lot less coherent than in TTDD. The plot of that game was slightly absurd (which is to be expected from a wordplay game like this) but both the story and the geography made sense: you’re travelling in different directions to find other people, and convince them to help you wake the Prayer Pros in the Rare Rows.

This game is a lot vaguer, without much of an overarching structure or geography to connect its various areas. And while it has a lot more rhymes implemented than TTDD, I was still often annoyed when a perfectly good pair wasn’t recognized. (Or, in one case, caused an RTP: “TOE TALL” at the Woe Wall led to a division by zero.)

Finally, for a specific example, there’s a place where the author has clearly put a lot of effort into punishing players who use a bad word (you’re asked to find rhymes for “why witch” and the game tells you specifically not to insult the woman in front of you; if you do, the game snarks at you and crashes itself). But I have to wonder—who does this benefit? Whose experience is improved by this feature? The writing is nice and snarky, but wouldn’t it have been better to just leave the command unrecognized (as other unpleasant words are; you can’t rhyme “wee wight” with “she shite”, for example), and dedicate that effort to polishing the rest of the game? It reminds me somewhat of Graham Nelson going to great pains to hide “swearing mildly” and “swearing obscenely” from Inform 7’s index…which just made it really annoying to remove them if you didn’t want them, and didn’t really benefit anyone.

All in all, I had fun with it. The wordplay puzzles were great! And I think there’s a really solid, really fun game between CSDD’s user-friendliness and hint system and TTDD’s cohesive plot and well-arranged structure. I just wish it had been one game instead of two, because as it is, both of them felt slightly lacking.

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BLACKOUT, by Playahead Games
2 of 2 people found the following review helpful:
What matters in the end?, November 21, 2022
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The Singularity has come. The world (as you know it) will end in seven days. What will you do?

This is a melancholic, somewhat mournful short story with a choice-based interface. It has the odd interface gimmick that the first click on any link just distorts it into a blurred mess, and you have to click it a second time to actually do anything; I’m not sure what purpose this serves, except to make certain “click a link within three seconds or the game will do it for you” choices even more annoying.

Interface aside, I enjoyed the story a lot. You have seven days left to live. There’s only one choice: what will you spend those days doing? Going out and interacting with the people around you? Or staying in and trying to work on your art? Neither of them really means anything, in the end—neither your work nor your friends will outlive you. So what meaning will you make of them? The writing is sad and bleak, but also more than a little bit hopeful, in an existential way.

Like with Cell 174, this is a work that I’d call a short story rather than a game. The focus is really on the writing, and what it encourages the player to think about. If you knew this was the end of everything, that nothing in your world would exist a week from now, what would you want to be doing? What would matter to you? The game somewhat tries to offer an answer—if you try to (Spoiler - click to show)split your time between writing and socializing your character regrets it all at the end—and I somewhat wish it didn’t. But there is plenty to contemplate, all the same, and this work has a particular feel that’s unlike anything else in the comp.

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Nightmares Within Nightmares, by Grahamw
3 of 3 people found the following review helpful:
Within Nightmares Within Nightmares Within…, November 21, 2022
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You’re trapped in a nightmare. But not just a nightmare. Every time you wake up it just changes—you might wake up from being chased by a monster to find your lover crumbling to dust in your arms. (Always “your lover”, not gendered, which is a nice touch even if it sometimes makes for awkward writing.)

This is a choice-based horror puzzle game written in Ink. Your goal is to break out of the recursive nightmare you’re in, and at first it seems like a Groundhog Day time loop, where there’s one “correct” path through the tree of options that will set you free. But there isn’t; there’s something else you have to do.

(Spoiler - click to show)You need to use information from each nightmare in the others. When you’re being chased by a monster, you can run into a tattoo parlor, which reminds you of matching tattoos you and your lover got—and those tattoos are how you break out of the nightmare where they fall apart into dust. This works especially well in Ink, which keeps a transcript of all your past choices for you to consult.

The “aha!” moment of figuring out this puzzle was very cool. Unfortunately, the end result didn’t feel much different from “find the one correct path”. I just couldn’t figure out how to use the clues I was given: (Spoiler - click to show)my lover wanted to go to the church and then get coffee, but the solution isn’t to go to the church or the coffee shop, it’s to go behind the church. In hindsight I can see how this makes sense, but while playing, I ended up lawnmowering the last nightmare (trying each option one by one) until I came across the one that worked.

All in all, it’s a very cool idea, and I like the sort of horror on show here—it’s different from anything else I’ve played in this comp, and offers very satisfying catharsis. But my experience would have been a lot better if the clues had been a little bit clearer, and some of the red herrings removed. I understand why some red herring options need to exist, for the puzzle to be satisfying instead of “click this link to win”. But I ended up giving up on the right answer to the final puzzle because those red herrings made me think I was on completely the wrong track.

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Untitled Ghost Game, by Damon L. Wakes
1 of 1 people found the following review helpful:
dSpooky/dt, November 21, 2022
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It’s a beautiful day in the mansion, and you are a horrible ghost. A new owner has just purchased your ancestral estate and is about to bring their awful corporeal biological presence into it. You have five hours to make the house as spooky as possible and put a stop to this!

This is a lighthearted choice-based optimization game. As you roam about the mansion you find various spooky tricks you could play on the owner; each increases the “spookiness” of the house by a certain amount, but each also costs a certain amount of time. The goal is to get the maximum spookiness in the five hours allotted.

It’s not an especially difficult optimization problem—you only have one resource to worry about, so you just need to choose all the haunts that have the best spookiness-to-time ratio—but I enjoyed the tone and the writing a lot. I played this with some of my family and they loved the ghost’s analysis of their various little tricks, and the different endings you could get with different levels of optimization. This one is definitely getting a high rating from me.

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One More Page, by PRINCESS INTERNET CAFé
A strong setup and a lot of bathos, November 21, 2022
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This one appears to be the third in a series I haven’t played, but hopefully it stands on its own. It takes the format of a text conversation, with messages from your contacts appearing one by one, and you choosing how to respond. The visual presentation is quite sleek, though I honestly wish it had been simpler—I spent a long time waiting for text to slowly fade in, even when it’s a choice for me to click rather than a message from someone else, and the messages floating around in different directions and bumping into each other was mildly distracting. Sometimes I could scroll down too far and leave the whole conversation behind; other times the messages were cut off at the bottom and I couldn’t scroll down any further. The background music was atmospheric, though I turned it off after a little bit.

(The flow of this review is different from the rest because I keep tabbing over to work on this while I wait for the messages to appear. It takes a while.)

Interface issues aside, this is a spooky little short story told through online chats. Your mother messages you to say that your friend has arrived, and is waiting in your room. Then your friend messages to say they got delayed on the train. So who, or what, is it that your mother just let into the house??

Sadly I found the climax less compelling than the premise. (Spoiler - click to show)Your friend’s doppelganger starts messaging you in Zalgo text and sending you uncanny pictures from the internet. I’m not sure if the bathos was intended or not, but it ended up feeling like a bit of a letdown after the spooky premise. I somewhat wish the entity itself had been left in the background, rather than messaging you directly, because only hearing about it secondhand could keep it both scary and vague at the same time.

I enjoyed this one, but I wish the climax had kept up the spooky atmosphere from the beginning.

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Trick or Treat or Trick or Treat or Trick, by Stewart C Baker
3 of 3 people found the following review helpful:
A fun time loop and an unfortunate number of bugs, November 21, 2022
Related reviews: Ectocomp 2022

From the description, this one seems to be a parser puzzlefest written in Inform 7. You’re a 12-year-old trick-or-treating on your own for the first time, and perhaps inadvisably decided to knock on Old Man McGuffin’s door. He chose “trick” and left you with a strange device that traps you in a time loop: after seventeen turns, you’re reset to the start of the game.

Unfortunately, I think this is the first Petite Mort I can’t solve on my own. I like the idea a lot, but the implementation just confuses me too deeply. I started making a map, and ended up finding a loop that I can’t reconcile: going north, west, south, west, west from the front yard brings you back to it again. I found a way to leave the device behind (put it in the box, close the box, drop the box) but it keeps being described as in my hand. “Fields of rustling corn” are an impassible barrier, while “an impenetrable line of trees” is an exit you can use.

With hints, I managed to solve it. I like the puzzle, but the implementation gets in the way frustratingly often. Some important actions persist across time loops, like (Spoiler - click to show)PULL ROPE, and give confusing error messages if you try them after already doing them on a previous loop. McGuffin expects you to say “trick or treat” when you find him later, and prints the same text as at the beginning, but doesn’t reset the loop. Using commands that are slightly off, like (Spoiler - click to show)SHOW BOX instead of GIVE BOX, does nothing. I like the game, but the implementation issues keep me from really recommending it.

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Something Blue, by Emery Joyce
3 of 3 people found the following review helpful:
An excellent use of the medium, November 21, 2022
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Epistolary IF! I always love it when a piece makes use of the medium in a clever way.

This is a Twine work where the classic “click links to change their text; click other links to move on to the next page” represents the process of editing a letter. The story is told through the general outline of each letter; you can write and rewrite certain passages to your liking, then send it off. The story then advances to the next letter, a week or two later.

The protagonist is Helen Compton, recently married, writing letters home to tell her sister about her marriage. I’m slightly ashamed to admit how long it took me to realize what story was being adapted here, because in hindsight there were so many clear indications—in other words, I was as clueless as Helen about who her new husband was.

There are a few different endings you can get; I found three, and I think the first one I got (before I went back and chose “all the first option”, “all the second option”, and “all the third option”) was the best. The writing was excellent, it used the medium in a clever way, and the length and pacing were top-notch. This might be my new favorite to win the comp.

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THROW. MARIA. OVERBOARD., by Travis Moy
3 of 3 people found the following review helpful:
The Rhyme of the Byzantine Mariner, November 21, 2022
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This is a ChoiceScript game set in Imperial Constantinople, which I think means it’s somewhere between ~400 and ~1400 CE—my knowledge of history is unfortunately much weaker than my knowledge of historical languages! You’re a sea captain named Peter, a guest at a high-society party thrown by your friend Demetrios, entertaining “merchants draped in cloth and woman with intricate veils, scholars sitting straight, Imperial administrators proudly sporting their badges of office”.

All of them speak exclusively in rhyme, and look down on you for not being able to do the same. Your goal is to tell them a story that will satisfy them. (The rhyming seems to represent some sort of linguistic difference: at one point a friend of yours abandons rhyme and “shift[s] down into the common register”. It’s a neat touch, because it makes the high-prestige register sound both difficult to execute and faintly absurd, which is presumably how Peter sees it.)

The story you tell them is, unfortunately, very short. You get one real choice to make during it—which is an interesting one! And the writing is certainly engaging.

But even after a couple different playthroughs, I was left wanting more. The four-hour deadline puts tight limits on how much writing can be in a Petite Mort game, but I wish a little more of it had been dedicated to the story itself, and a little less to the frame narrative. Both the high society of Constantinople and the strange affairs happening out at sea are fun and engaging, yet the overall impression I’m left with is that I want a proper serving of either one, rather than just a little taste of both.

P.S. I was tempted to write this in rhyme, but decided it’d take too much time. I might have to try again later, when I’m done with my duties as rater.

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Buggy, by Mathbrush
2 of 2 people found the following review helpful:
This game is buggy, November 21, 2022
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This is a work that I’m not quite sure how to describe. It’s a very short parser game written in Inform 7, and it’s quick to play—usually over in just a couple of turns. You’re riding in a buggy (as in the type of cart), in pursuit of a mysterious foe.

I recommend playing it, because it’s hard to say much more than that without spoiling its central conceit. So go do that first. Or, if you don’t care about spoilers:

(Spoiler - click to show)The core of this game is puns. The game is buggy, in the sense that it’s got (intentional) typos and also in the sense that that’s what you’re riding. You’re as good-looking as Ever (your brother Everett), and you can jump on the spot fruitfully (catching a branch of crab-apples). You think there’s a Suchthing around, but you can’t quite see it. The fourth wall is thin here, and every message the parser produces is also happening in the world itself.

This is another short game, where getting an ending takes only a couple turns but there are plenty of different endings to find, and I think that’s the right structure for it—its brand of surrealness would get old if it were drawn out much further. Though I do wish I could eventually find out what we’re pursuing.

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origin of love, by Sophia de Augustine
1 of 1 people found the following review helpful:
the way a wound bays for the knife, November 21, 2022
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This one is more interactive poetry than interactive fiction: a sequence of stanzas hyperlinked together, with additional lines that show up when you click particular words. It’s a genre that I haven’t seen much of before, but one that seems very well-suited to Twine’s format.

It’s about gay vampire lovers, which I adore. The writing is quite nice, and the poem overall is short but sweet. It feels like it’s just the length it should be.

I want to comment more on it, but unfortunately I’ve never been great at this type of criticism—I can write a lot about my feelings on different types of gameplay, but that’s not especially relevant here. So I’ll conclude by saying simply that I enjoyed it, and quoting a passage I especially liked:


only you love him the way
a wound bays for the knife
a raw socket misses the tooth
restless tongue probing
cavernous ache.

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Reg and the Kidnapped Fairy, by Caranmegil
2 of 2 people found the following review helpful:
Werewolf Punching Simulator, November 21, 2022
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I’m really not sure what to make of this one. My first thought was that it was a parody, but now I think it’s deeply, purely sincere. And I mean that in a good way.

This feels like a kid’s first experiment with Inform 7, and it has a certain charm to it. You are Reg, the Good Werewolf, and you need to punch 100-foot-tall undead gorillas and dancing skeletons into space on your way to free the good fairies from the bad fairy. It even has a handful of AI-generated illustrations!

Looking at others’ reviews, Encorm mentions “this was at least partially written by a seven-year-old”, which explains a lot. It definitely reminds me of my first attempts to make an Inform 7 game, and honestly, ECTOCOMP does seem like a good way to get outside eyes on a first experiment like this.

I wouldn’t call this a good game, necessarily, but it has a very distinct charm and soul to it. I hope the authors continue to play around with Inform and look forward to seeing what else they create.

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Restitution, by Dorian Passer
1 of 1 people found the following review helpful:
An experiment in agency, November 21, 2022
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As the author explains on the main page:

This is a study in stateful media with an emphasis on narration-based agency. To avoid breaking a reader’s suspension of disbelief, this work eschews story-based agency.

What’s this mean for you? An interactive fiction experience that is more “literary” and less “game” made by combining quintessential elements of parser-based, choice-based, chat-based, and templated-based works under a new theory of agency in stateful media.


In other words, this is an experiment, intended to explore a new style of interactive fiction. Rather than giving the player any influence over the story (which risks “breaking a reader’s suspension of disbelief”), they’re allowed to choose which word is used for certain descriptions—changing the way the story is described to the audience.

It’s an interesting idea, and indeed the same basic story told from different perspectives could give an entirely different result. But after that grand, artistic description, I couldn’t help feeling disappointed by the work itself.

As best I can tell, it’s a short story published by Charles Henkle in 1916. One noun has been deleted from this story, and the player is encouraged to fill in the blank. The following paragraph changes depending if a positive or negative word is used.

The problem is, this one noun—and the following paragraph—doesn’t really have much impact on the narrative. It shows us what one character thinks of another character for a brief moment, and that’s it. It was a good, well-written short story, but it certainly didn’t seem like I had much agency over the narrative at all. My personal thoughts on the character aren’t any different than if I had just read this short story in a paper-and-ink anthology, and the narration’s viewpoint on him isn’t really either: would the experience have been much different if the author had just omitted that character’s thoughts completely, letting the reader fill in the blanks in their mind?

While I liked Henkle’s writing, and I’m glad to see people pushing the bounds of the medium and testing new types of “agency”, the interactive parts of this work just didn’t really work for me. To put it bluntly, it just didn’t feel different from reading a non-interactive short story, any more than a “click to turn the page” prompt would change the fundamental experience of a book. I do look forward to seeing further experiments in this vein, and what “narrative agency” will look like once the concept has been further developed.

I would also like to invite comparison with Something Blue, a game from the same ECTOCOMP that gives the player a similar degree of agency. It's told through a series of letters, and all you can do in the game is edit certain passages, changing the tone of what you're conveying. Yet it ends up feeling significantly more satisfying than Restitution did. Is it because of the story-based agency in the ending? Or simply because the interactive and non-interactive parts mesh together seamlessly, and it gives the player so much more authority over the story's tone?

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You Are a Zombie Yelp Reviewer, by Geoffrey Golden
Just a bit undercooked, November 21, 2022
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This is a very short (less-than-five-minute) choice-based game that’s exactly what it says on the tin. You’re a zombie who just ate someone’s brain, and you’re reviewing the experience on Yelp.

The frame narrative is neat. You’re choosing the course of the story as you narrate it to your online audience, explaining-and-deciding how exactly you caught this person and ate his brains.

Unfortunately, the overall experience just felt lacking. It was a nice short game, but it didn’t feel complete the way the similarly-short Zombie Eye did—I was left feeling like I hadn’t really done anything, and the game hadn’t really said anything to me. This is quite reasonable for a Petite Mort, though, and the writing of the review works; if I had more experience with Yelp, the parody might have hit harder.

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There Those Dare Doze, by Andrew Schultz
1 of 1 people found the following review helpful:
Fight fating, write rating, November 21, 2022
Related reviews: Ectocomp 2022

This is a wordplay-based puzzle game, in the tradition of Nord and Bert and Ad Verbum—the sort of thing that really depends on the parser format to work. The world of the game is truly made of words and sentences, not just described by them. I know Andrew Schultz was writing these when I first went on hiatus from the forum, and I’m glad to see he hasn’t stopped.

This one is based on alliterative pairs of words, which have to rhyme with the thing you want to affect. For example (made up, not from this game), you could defend yourself from horrible monsters in a SHIP SHACK by hitting them with the command WHIP WHACK. (Others may be more familiar with this series than I am, because it does seem to be a series, but I’ve never seen it before this ECTOCOMP, so it’s all new to me!)

The puzzles here are fun, and there were some very nice “aha!” moments: getting the ammunition felt great. The big issue with this game is one that might not be avoidable in a Petite Mort—the unrecognized commands.

There are just so many possible alliterative rhymes. And with only four hours to implement, the majority of them aren’t recognized. This means the pacing frequently gets ruined by a long span of perfectly good commands that the game doesn’t understand. There’s no in-game reason why SHARE SHOWS and TEAR TOES aren’t valid rhymes for RARE ROWS, except that there wasn’t time to implement them all. (I’m especially disappointed about FAVE FOUND and SPAM SPEAK. Those felt like they should even fit the puzzles!)

Like I said, I’m not sure this is something that can really be fixed in a Petite Mort. The number of puzzles is very good. I just wish I didn’t keep losing my momentum.

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HSL Type Ω MEWP Certification Exam, by Duncan Bowsman
3 of 3 people found the following review helpful:
Clearly you're not HSL certified, November 21, 2022
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Another stark tonal shift! This is a parody of workplace safety training, meant to ensure that employees know how to properly use and operate an HSL (haunted scissor lift). It consists of a 35-question quiz implemented in ChoiceScript and a manual containing the answers.

Putting the bulk of the information in the manual is a great way to get around the four-hour limit for Petite Mort, and I think it worked well here. The gameplay involves trying to find the relevant information to answer each question, and in the process enjoying the parody of both instruction manuals and safety tests. As you’ve probably gathered, I’m a big fan of the more lighthearted ECTOCOMP games, and this one definitely qualifies.

Excellent design to take advantage of ECTOCOMP rules (since supplemental materials aren’t covered by the four-hour limitation), excellent parody writing, and a solid implementation (the quiz format really helps). I like it.

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MARTYR ME, by Charm Cochran
2 of 2 people found the following review helpful:
Deeply unsettling, November 21, 2022
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…dear lord.

I’m not sure how to describe this one. It’s a choice-based work from the perspective of a serial(?) killer and their latest victim, told in a half-religious half-erotic tone. The victim wants to be martyred. The killer wants to do it right. Do it wrong, fail to carry out the right process or let them die before it’s done, and the game is lost. Martyrdom must be done properly. If it is, the victim’s last moans are “thank you!” two thousand and fifty two times over.

It’s horrifying. I never want to touch it again. As another ECTOCOMP reviewer said, that’s a sign of a good horror game. It’s a short little work that’s deeply unsettling, and I want it as far away from me as possible. I’m not sure what it is about the writing that gets to me in this way, but it does.

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ZIT, by Amanda Walker
2 of 2 people found the following review helpful:
Real-world body horror, November 21, 2022
Related reviews: Ectocomp 2022

The opening sequence conveys two crucial things. One, this looks like an Inform game (Parchment’s classic font and color scheme). And two, the horror is going to hit close to home. “You just let year after year pass…” is one of my greatest fears. So we’re off to a great start.

The game is short and sweet. You’re in the bathroom preparing for your first job interview in decades, reflecting on your life, and trying to cover up this huge zit before you go out in public. Your main options are calling the various contacts in your cell phone and trying to cover it up with the materials at hand. The game ends when you finally feel ready to face the world.

There are two different endings (that I found), and the implementation is quite solid for a Petite Mort game. More importantly, though, this game does a great job of using the illusion of interactivity to emphasize the exact opposite. A parser game offers you the opportunity to do anything in the world and that just shows how few options you really have. The cell phone that connects you to the rest of the world actually underscores your isolation from it. It’s a great way to avoid the combinatorial explosion of a vast, fully-implemented world (bathrooms being infamously difficult to implement in parser games) and also to use the fundamental nature of the medium to emphasize the story being told. And then in the end, you do, in fact, still have the power to determine the ending. The overall effect is quite nice.

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Starlight Shadows, by Autumn Chen
4 of 4 people found the following review helpful:
By our powers combined!, November 21, 2022
Related reviews: Ectocomp 2022

A much more lighthearted choice-based game. You’re Lyra, you’re hosting a high school party, an Entity is going to attack in two hours, and if you want to stand a chance against it you need allies. Already I’m delighted by the premise. (To probably no-one’s surprise, this is one of my favorite genres of Halloween spooky.)

The plot is relatively straightforward. Talk to your friends at the party. Convince as many of them as possible to help you. Then fight the entity when it shows up. The first part is a mix of classic choice-based dialogue (choose what you say) and “world-establishing choices”; I’m sure there’s a better word for this, but the choices that define facts about the world rather than your character’s actions, like collaborative worldbuilding in a tabletop game (or the first chapter of a Choice of Games work). You talk to your brother, and the first choice is how positive or negative your relationship currently is—and while having it be negative is probably a bad tactical decision, it seemed like the more interesting story, so I had to take that one. In other words, the start was exciting enough that I was more interested in adding drama to the story than winning the fight, which is a commendation.

Then you fight the entity in a little turn-based system. You can tell your allies to attack or defend in various ways as you try to hurt the entity and it tries to hurt you. This was the weakest part of the game, and I couldn’t really tell what was working and what wasn’t—defensive actions got no response at all, while the aggressive ones mostly seemed to all do the same thing, so I just rotated through me and my allies attacking and stopped worrying about our own health.

While the combat itself was a bit of a letdown (and, to be fair, implementing an engaging tactical combat system in a Petite Mort game is an enormous task), I had a lot of fun trying to figure out the details of this world and my character’s past, driving the dialogue in directions that would lead to flashback scenes. Reminisce with my (ex?) boyfriend and the flashback to our first date establishes that (Spoiler - click to show)nobody in this world has ever seen the stars; let my friend talk about the book series she’s obsessed with and she mentions in passing that (Spoiler - click to show)writings from the old world were preserved through DNA storage. A Petite Mort game is really the perfect medium for hinting at a world without explaining any of it, and I’m now replaying to see how many other tidbits I can uncover.

This is my favorite one so far, and I’m very curious if the author intends to write (or has written?) anything else in this setting, or wants to leave it a mystery for the ages.

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Cell 174, by Milo van Mesdag
3 of 3 people found the following review helpful:
Taking "psychological horror" literally, November 21, 2022
Related reviews: Ectocomp 2022

A choice-based piece, written in Ink, based around a conversation between a psychologist and a patient (set in I think the USSR?). I say “piece” instead of “game” because the focus was very much on the story and the writing rather than the playing. There are choices to make, but with the feeling of not very much choice to them—both because you’re constrained by your role, and because your patient often doesn’t really care what you have to say.

That writing, then, is excellent. The patient’s descriptions got a visceral reaction in some places and the twist at the end was very effective—if there were indications of it earlier, I certainly didn’t notice them. It read like a very solid short story, interactive or not. The first time through I thought my choices didn’t really matter and any other sequence of choices would have led to the same ending; then I went through again and it finished differently. (Now if only I could choose not to bring up Oksana…)

My biggest issue with it is typographical. It’s a weird thing to criticize in a Petite Mort game, but the whole story is told through this conversation, and I was sometimes confused about who was talking and what was dialogue versus action. Quotation marks were sometimes there and sometimes not: “let the silence sit” was (as far as I can tell) an action for my character to take, and please, carry on was a line for my character to say. Some sort of indication of who each line belonged to would help.

Overall, though, the writing is very solid, way more so than I expected in a four-hour game. Whatever the typography may be, I’d have to recommend it on that point alone. And even if this brand of psychological horror isn’t my usual jam, the way I reacted to the writing shows that it’s succeeding at what it’s trying to do. Very well done.

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Zombie Eye, by Dee Cooke
2 of 2 people found the following review helpful:
Short, sweet, and spooky, November 21, 2022
Related reviews: Ectocomp 2022

The first one the randomizer gave me is actually one I tested: a short (5-minute) parser game about dealing with the eponymous Zombie Eye in a dimly-lit London Underground station. The pixel-art graphics are very fitting, and I’m not sure if this is the default look for Adventuron games or a stylistic choice by the author, but the bright colors and monospace font give it a retro look that I really liked. I was told during testing that the game restarting every time it ends is a standard part of Adventuron too, but this game made it part of the story, and I always love it when games make use of features of the medium like that.

Without spoiling anything, I liked the plot, and liked how it tied in to the puzzles. This is a very short game, but in that space it tells the story it wants to tell, and the implementation is solid. I did run into a few guess-the-verb difficulties, but the author provided a verb list and a walkthrough for exactly that purpose.

I do have two main criticisms. First is that it’s a bit too short; I would have liked a bit more puzzling before the final reveal, but I’m also not sure how I would have worked that into the story. Second, given how few puzzles there are, a more detailed implementation of those puzzles would have been nice, with more responses to incorrect approaches. But all in all this is just what I’m looking for in a Petite Mort game: short, sweet, and spooky.

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