'Wizard/Witch's Apprentice' games are very common, from old ones like "The Wizard's Apprentice" and "Berrost's Challenge" to more recent ones like "Charming" and "Oppositely Opal" (one of my favorites!).
This game avoids many of the problems of the genre. It restricts its state space nicely both with regards to books (there are only a few, and only a few topics to look up), locations (only about 7), and ingredients (about 4). Most of these witch/wizard games just open up too quickly.
I found the puzzles very satisfying. My most negative experience was right at the beginning with the crystal ball. (Spoiler - click to show)I couldn't reach the ball, but there were length-enhancing things around (like the duster). It was not intuitive to me that you could climb up).
I felt like the ending could have used a bit more build up or that there could be more details here and there. But that's more of a design preference, and not a bug. This is a solid game that will please parser fans.
This polished but small Ink game has you trying to rescue 7 cats from a cruel breeder.
You have three different places you can go to earn 'coals', the currency in the game. Each cat costs 3 coals.
There are many ways to get money, including some dark paths, some scientific. While the game is very short, it has 10 different endings, and is worth replaying a few times.
I may have given an extra star just because I love cats. But what's wrong with that?
This game is essentially a home-made remake of the obscure old CD game Bad Milk.
In both games, there is no text, only videos or audio. You pass out after consuming something bad and must go through puzzles.
The interactivity baffled me here, with spinning icons and bizarre link options.
I don't decide what's interactive fiction and what's not, and I think this is fine to have in IFComp. But I really don't know how to play and find the whole thing pretty opaque.
This is one of two clear fan-fiction games this comp (the other being one set at Hogwarts).
This game is based on the Zelda game Majora's Mask. You and your buds are NPCs in that game, and since the moon is going to kill everyone, you sit on a hill drinking beer, shouting at the moon and waiting for the world to end.
It has some good animations, and some interesting text effects (such as giving you a five minutes time limit). It has some strong profanity. I found it descriptive and enjoyable.
This is a mid-length story, kind of between a creepypasta and fable in tone, presented as a completely linear story with a single link on each Twine page.
It has a few typos: wading instead of fading, for instance.
So the interactivity, polish, and replay value are low here.
But I liked the descriptions. Not everyone will like this story, but I have a very specific niche that I like, which is games/stories where you are transported to a dark shadow world and must conquer it with the power of light. (Eidolon, Kingdom Hearts, Zelda: A Link to the Past, Twilight Princess).
This seems like it's drawn from some game design, though. It mentions stuff like 'a ladder 30' above you', 'a 10' monster', 'a 10' globe of light'. The character (in this completely static story) collects globes of light to upgrade their weapon.
So, it's interesting, and weird, but I enjoyed the story.
There are some things that definitely need trigger warnings, and the warning for this game is self-harm.
(Spoiler - click to show)This game uses bare styling in Twine, but it's text layout, pacing and link structure are very polished. The writing is descriptive, with some profanity appropriate to the situation you're in. I felt strong emotions during this, first feelings that drew me in and helped me identify with the character, and then feelings of horror as I chose the 'bad' choices later involving self-harm. I didn't know it would be that bad, which perhaps is how the protagonist feels.
A powerful game.
This game is fairly straightforward design-wise and writing-wise. You are a kid that witnesses a modern-day Rip van Winkle fall asleep.
Instead of focusing on the dramatic event, the game talks about the repercussions over the years, the effect it has on the community.
It's a little too short to become involved with the characters, but I found the whole idea charming and a good reminder of the effects we can have on each other.
One star may seem harsh for a game, but here are my five criteria:
Polish: This game has visible error messages every few screens. This is probably all the same error, but it could have been caught. Links to images are everywhere, but are deleted because of copyright. If the author is reading this, try Pexels! Plenty of free images in their public domain section.
Descriptiveness: Everything in this game is bare-bones, functional writing.
Emotion: I didn't really feel a connection to the chieftain or the tribe
Interactivity: The game is very slow in its accretion of resources, and bugs made my choices not work
Play again: Without more bug testing, I wouldn't play it again.
Is this Healy's first full-length game? I know Healy best for the many years of starting IFComp prediction threads, so it's fun to see them in action.
This game is in stark contrast to Turandot, the last IFComp game I played. That game was very self-aware, while this game just oozes sincerity. Turandot overturned tropes and cliches, while this game leans on them somewhat.
This game uses RPG maker, so it's very graphic heavy, but that doesn't take away the 'interactive fiction' aspect for me. RPG maker is fairly generic, so the grpahics melt into the background and let the choices and text take front stage.
Basically, you're trying to be bad. So you do bad things. If you get enough bad things, hopefully you can impress your boss. There is one strong profanity in the game (fitting for a bad, bad witch). There are nice little knowledge puzzles.
And there are choices. This game is short (which is the biggest reason for 3 stars out of 5, I don't think it explored its themes enough), but even in that short time, you have true agency. You can have two walkthroughs to two different endings that share almost no text between the two of them and which represent diametrically opposed choices. And that's pretty rare in a text game!
I like this kind of game. Papillon made a game like this decades ago, but it was buggier. If only RPG maker had been there back then! Hopefully, Healy will continue to write. I look forward to more!
Reviews serve many purposes. Helping authors feel noticed; providing feedback for future games; monologuing; and helping players decide what to play and not.
In the interest of the latter, this game is overtly sexual in a crass way. I abandoned it once, and only persevered when told that the large middle portion contains very little of that nature.
Aside from that, Gijsbers has used all of his excellent storytelling powers in crafting this game.
It takes Puccini's Turandot, a story that is very problematic in and of itself. I'm in the camp that believes that Puccini had built up something he couldn't finish: there was no reasonable way to finish the story or the music that could mesh well with what went before. There's no realistic resolution whatsoever.
This game takes that on head-first. The player traverses death and destruction in pursuit of the princess, but there's a sort of in-game fourth-wall-breaking (third-wall breaking?) where everyone comments on the ridiculousness of it. It's all just a joke.
But is it? (Spoiler - click to show)The player's obsession is never really explained. And the neat wrapping up of 'none of the people' actually died ignores the friend. The murder of the guard is glossed over. These huge plot holes are explained away by the overall self-critical nature of the game.
I've noticed that every writing community has it's own views on what is 'great'. I made a chart once displaying where each community lies on the scale of 'earnestness' vs and 'originality' vs 'canon' in their judging. Creepypasta and Battle for Wesnoth both have extreme earnestness in their writing, while IFComp tends to value self-awareness. This game is far in the self-awareness area, almost a parody of self-awareness.
The choice structure is essentially all fake choices. There may be some actual state tracked, but I don't think it necessarily improves the game if that's true. For instance, I chose to (Spoiler - click to show)let the crocodile kill me and the game explained it away, again, in a very self-aware manner.
This game achieves everything it set out to do. I would say it was one of my favorites except that the feelings of shame I get reading erotic works doesn't go well with the pure enjoyment I have from text games. I believe it will do very well in the competition, possibly the top three, unless other voters have concerns about the content as well.
All in all, Victor Gijsbers started out as a good author, and its clear he's only improving with time. I can't wait to see what he comes up with next!