This was a fun game. You play as a rock on a wilderness path. You are a talking rock.
At first, all you can do is have random encounters with people, at least one of whom definitely does not like talking rocks. Eventually, you learn more about the people and their inter-connectedness, and you gain the ability to call them to make them come.
The game has 20 endings, and you can accept any of them. There is an 'ultimate' ending you unlock by getting the others and a 'true' ending that happens if you've played long enough.
I played twice, because I ran out of time in the first one and accepted an ending. The second time, I skipped a few things, and I think that made it impossible to collect all endings, because several endings seem to only be offered once (specifically one of the florist's endings).
I also had big trouble finding out what the Freak's need was and how to solve it. I ended up looking into the code to figure it out, where I also read the final ending.
Any ending is fine. If someone plays this and finds five or more endings, as well as an ending that reveals more about your nature, that's the bulk of the game and you could probably comfortably stop there.
The writing is whimsical and goofy. There is a lot of absurdism, but the setting is consistent enough to make the absurd parts stick out and be funny instead of being a jumbled mish-mash.
It didn't stir my soul or change my life, but I was entertained while playing and enjoyed looking for endings.
This game really spoke to me. It reminded me quite a bit of the last year of my marriage in an introspective, helpful way (outside of the creating an AI to help me work through things).
Like the blurb says, this game was written "On the making of your very own artificial general intelligence, and how to live — or not live — with it."
It is in three acts. The first has a portion mimicking a command-line interface and an AI that you are training. The second and third branch out into a more natural-looking interface as your program develops.
There are a lot of fancy styling techniques going on, from hover-over hints, slow typed-out text, the aforementioned interfaces, blacked out text that you have to hover over, images with different expressions.
The whole game (outside a bit of memories and intro) is a conversation between you and the AI you created as both of you try to figure out your place in the world. It is a romance, or, more accurately, the topics of conversation are about relationships.
I noticed that this is one of the last games to be reviewed. I think two possible reasons might be that the game mentions AI, perhaps giving the impression that generative AI was used (it might have been, but I don't think so; this is just a story about a fictional AI), and the game uses slow-typed text.
I usually hate slow-typed text and have gone on rants about it before, but I didn't mind it quite as much here, especially since I could often get the next line started before the first had finished typing, and I could read them in parallel, which was kind of fun. Also the small scope and lush nature of the game made it feel reasonable and even enjoyable.
Overall, I thought this was well done, and it resonated with me personally more than most games in the comp so far (which is completely subjective, and may not be everyone's experience).
Penthesilea
This is a short twine story about a near-future authoritarian regime where you are wife to one of the highest officials in the nation. And you are a perfectly obedient wife, your husband telling you what to say, what to eat, what to do.
But something's wrong in this strange world, and you find yourself with the capability to resist.
The setting is reminiscent of 1984 (it feels to me like an older time's vision of a dystopian future) and the setup of the regime vs the rebels reminded me of Hunger Games in the way the rich are portrayed. There are some references to Greek mythology for the names, but I didn't see a clear connection between the Greek figure and this game's story, so I think it's just for flavor.
There is interesting interaction in the game, enough that I played twice (once obedient, once rebellious) and there is some non-linearity in the scenes. I found the quality of the writing and the plot structure to be enjoyable, and so I look forward to the other two games by this author. There is some strong profanity.
This is one of several games entered into this competition translated from other languages, in this case Spanish, although I didn't see it entered in any Spanish competitions in the past year, so it is fresh to me.
This game consists of three vignettes set in Israel, America, and Palestine.
Before going into deeper spoilers, I'll mention the general idea of each section. In the first, you wake up in Tel Aviv where darkness has completely covered the sky. You can investigate by walking through different neighborhoods of Tel Aviv and hope to discover the truth.
In the second, you are Donald Trump, waking up in Mar-a-Lago after a night of excess.
In the third, you are a father in Gaza, and it is your daughter's birthday.
The game is explicitly political with some clear messages but parts are open to interpretation.
With more spoiler detail:
(Spoiler - click to show)In the first section, you discover an impenetrable black dome around Tel Aviv, and Benjamin Netanyahu turns into a bear. In the second, you, Donald Trump, are turned into a bear and deposed. And in the third, the daughter gets her birthday cake and two wishes. Prior to the wishes, she is seen tormenting black beetles by covering them with a black bowl, and playing with bears using Trump's voice. It's clear the first two scenarios are the result, whether real or imagined, of her wishes.I received less than half of the possible points in the game, which are given for exploration, so I likely missed out on some interesting chunks.
One notable line that stood out to me:
(Spoiler - click to show)Suddenly, a bunch of arms are around you. They are your cooks, your guards, your cleaning ladies, your chauffeurs.... All of them, together like a small army of vengeful Latinos, lift you up on their heads, singing and laughing, celebrating the end of your tyranny, of years of mistreatment and abuse of power.While parts of it are clear wish fulfillment (literally) with fantasies shared by millions, the other parts are sad reflections of war. (Spoiler - click to show)The daughter, living in a world of starvation and death, caused by her enemies, now sees her enemies as inhuman and deserving of torture and death, perpetuating the endless cycle of hatred. It's a sad commentary.
I was surprised this one wasn't reviewed on the spreadsheet yet. Jacic has a history of doing small, well-polished creepy stories, so I was looking forward to playing this one, and I think it worked out well.
This story combines three effective horror tropes: a 'deal with the devil' (although who the deal is with here is up to interpretation), carnivorous plants, and a lottery/voting system in a small town for deciding which citizen to kill.
You play as a citizen in a small desert town that depends on its sustenance for red, bloody fruit. Unfortunately, the red, bloody fruit, gifted to the town by a stranger years ago, can only grow if fed upon the blood of the guilty. Thus it falls upon your community to determine the guilty among yourselves each year and to feed them to the tree.
The problem is that your wife was taken last year, and you and your son are among the top nominees this time. You have to navigate your way through these tumultuous times and find a way to save yourself and the remnants of your family.
I liked the creepy styling on this and though the writing was appropriately dread-filled. I had some real agency, as I took the option at the end to revisit the game from its most important decision points. Both endings were slightly 'off' for me in length; I feel like it could have done with either less denouement and just having an abrupt or implied ending or a longer denouement with more emphasis on the character, but that's just nitpicking since I didn't find any real flaws to talk about. Jacic produces consistently good work and I look forward to more games from this author.
This is the second Lamp Post Projects game that I've played this IFComp. Like the earlier one (The Secrets of Sylvan Gardens), it takes place in a fantasy world with orcs, half-orcs, humans, elves, half-elves, and others, and with scientists like botanists and astronomers.
In this game, a solar eclipse is scheduled to happen soon, and the path of totality will go over a set of standing stones that are holy to an ancient God. Anyone who is there when the eclipse happens will be granted a wish. You can play as a true believer, an adventurer, or an astronomer, with different bonuses and endgames. I played as a true believer.
Along your pilgrimage, you have the opportunity to meet with two sets of two other pilgrims, for a total of four. The first pair are sibling half-orcs, while the second are a halfling man and (eventually) an elf woman.
You can choose to go with the group or not. I ignored the half-orcs at first because I wasn't as interested in them, but I joined up with them later once I saw the halfling.
This is a 'cozy' setting, a particular type I've seen a few times where there's not very high stakes, everyone is nice to each other (introducing with pronouns, asking consent before personal questions), there is no threat of death or severe injury. Just five chill people headed to the stones and some magical creatures out for mischief.
Most of the game is conversation, and most conversation is having a few topics you can explore in any order, and within topics being able to react to NPC questions by generally being kind, neutral, or mean. There are also puzzle segments in the game (some very easy, others more tricky). You can romance any of the four NPCs, although it can feel very fast paced due to the time constraints of the game (true love in two weeks, for instance).
It was a pleasant story, I felt I had agency (I skipped several conversations that didn't seem as interesting and focused more on a couple key characters) and it has replay value.
Retrograding
This is a downloadable visual novel written in Unity. It has an early branch point that essentially gives you two different games. I picked the second dossier, and got the second path.
This is a visually lush VN, with dozens of image credits listed at the end. Most (maybe all?) are realistic, with underground caves, steel factories, etc.
Grasping everything that was going on was a little tricky. I had the feeling that I had been invited to a long-running TTRPG session with a stellar DM and a close-knit group of friends, but without any explanation of what had gone on before or how we got here. So I'll say what I think is going on, which might be wrong (I'll put the opening without spoilers and the rest in spoilers):
We are a member of an intergalactic corporation/military organization/group that deals with trash on planets either by burning them up or by taking things off of them. I suspect it might be a very inefficient process, as we just take a single object every time, and I'm not sure how we choose where to land. We have a commanding officer type person (who was fun to interact with) and there is a digital friend/symbiote of ours that can talk to us, but whom no one else hears.
We aren't super high up in the system but we're working on it. We're given the option of working with two different people: a reckless racer with a death wish and a former top star at the company who's been rebellious and is being reeducated (I think).
I chose the latter.
[spoiler]We went on several missions together, where she talked about how she was special and hoped I was too. This might be referring to the AI that's with me, who seems to be both a god and a former person who was converted into digital matter. I picked material that was religious or ancient, and at the end the person I was with said she loved me and that she was kind of obsessed with me and we kissed.[/spoiler]
While I didn't always know what is going on, the vibes were immaculate, in the sense that the game felt polished, scenes had tension, characters were interesting, etc. I didn't feel compelled to try the other path, but would be interested in hearing from others who did.
Edit: As a side note, when screens are black you have to hit enter again, so keep an eye out for that!
There's a tradition in IF running through Anna Anthropy and Porpentine and carried on by others of writing body horror symbolic of the trans experience. This game is firmly and intentionally in that vein; the author explicitly says:
"Like many transgender artists, I tend to gravitate towards body horror as a reflection of my trans lived experience. For transgender players, I suspect the allegories present in PURE may resonate with personal experience."
In this parser story, you are accompanied by an heir (whom I saw as representative of wealth and power and possible romance) and two guards (who were often cruel or rough and who could represent society, police, the implied threat of violence) into a underground area of unspoken significance. You are filled with dread.
And well you should be. Like the progression of disturbing and dramatic rooms in the opera Duke Bluebeard's Castle, each room you go through presents you with some horror or dread, as well as symbolism. You perform symbolic acts like matching statues or solving riddles using items while simultaneously dealing with horrific bodily injuries to both you and those around you. Wording is intense and strong, but the text treats the violence in almost a holy light; this is not violence for violence's sake, but violence as a means of communicating the strength of someone's feeling.
Or, I could just be making it all up.
The game ends at a dramatic point, setting us up for part 1. It works as a standalone, though; if the author had written a few paragraphs of ending text, I would have seen this as a complete work.
There are some bugs and typos in the work, and I would definitely raise my rating if they were fixed. The errors I saw were things like default text printed after custom text (a common thing in Inform 7 when doing a 'before' rule but not putting 'instead' at the end of the last line) and typos like 'scone' for 'sconce'. There are some programming things the game does very well, like colored text, so I know the author must be good at coding.
This is a good work, and it's exactly the kind of thing that I think makes IFComp worth playing: personal, raw work that the author cares about and which tries to communicate something.
This is the author's first parser game, but lacks many of the bugs and rough edges that first games tend to have. I don't recall running into any errors during gameplay.
In this game, you're a warrior/poet who is visiting a coastal desert city. You have to sell your camel and find out where your enemy has fled, a professor with something called the mantablasphere.
The game has combat, with different items you can equip. Unlike some recent combat RPG games I've played recently that were extremely difficult with almost no room for error and few opportunities to heal, the combat in this game was fairly mild but still interesting, with a few opponents and multiple opportunities to heal. You can fight with weapons or use poetry to hurt others (this functions as a weapon but with humorous descriptions of the fight).
The world felt really big at first, but once I explored I saw it was manageable. The map accompanying the game helped. A couple of times I got stuck because I did examine room descriptions and people carefully enough.
The game ends before anything super exciting happens. And the world seems a fairly generic representative of fantasy. It varies from goofy (like having food named after tv and movie creatures like the mogwai) to serious (a guard asks you to report crimes for money). Creatures like goblins and elves inhabit the world without any real exploration of what their presence means. An inn is just an inn; a castle just a castle; a merchant is just a merchant; a church is just a reason to have a cemetery; pirates and thieves work together but there's no hint of why or their purpose. Each part of the game locally makes sense and work, but if you step back globally it's hard to see a bigger picture.
Because of the smooth programming, I'm glad I played the game. For the next installment, it would be fun to see more of what makes this world unique.
In this game, you play as a severed hand that has regained the sentience and motility its owner once had, due perhaps to the experiments of Dr Frankenstein and his assistant Igor. As a hand, you have low mobility and can only carry one item at a time.
Your goals are to explore and to try to figure out how you returned and what to do now. Along the way, the map opens up a bit and you're able to explore more of your world.
Also, all static descriptions are written in poem form, while varying text (such as for dropped items) and conversations are written in prose. The poetry often as ABAB structure and sometimes ABCB, and a few times has some internal rhymes as well, I think. I think that it was done pretty well, and that it (perhaps unintentionally) helps to highlight most important items (excluding some scenery), kind of like how in old 2d animation, objects that would move later in a scene were a different color from objects that were always part of the background.
Most of the puzzles are well-clued and smooth. There were a few instances of small bugs that caused me problems, and I ended up being locked out of victory due to a timer on an item, but I messaged the author about the bugs. I do recommend saving often just in case.
I couldn't really figure out the tone of the game, as it varies from mildly comedic or slightly dark humor to fairly gruesome to heartfelt. I felt like the overall plot arc was narratively satisfying and that overall it was a good story.