Reviews by MathBrush

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View this member's reviews by tag: 15-30 minutes 2-10 hours about 1 hour about 2 hours IF Comp 2015 Infocom less than 15 minutes more than 10 hours Spring Thing 2016
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The White Bull, by Jim Aikin
A large mythology-based game set in modern day with large cast, December 31, 2024
Related reviews: 2-10 hours

I found the beginning of this game to be somewhat unusual for a Jim Aikin game, but it later turned more into what I expected. I associate this author with complex puzzles in elaborately detailed worlds that contain fantastical elements.

The beginning of this game is a mostly exploration-based segment set in the real world with 4 friends exploring an island in Greece. You can chat about luggage, visit the seashore, and explore a town.

Later on, that changes, in a way that becomes apparent early on.

I enjoyed messing around for a while on my own, then peeked at hints before going on. I found that there were several actions I had missed which were things I don't think I would have guessed at. Things like looking in, searching, looking under, and looking behind various objects. I had tried such things early on, but found nothing, so assumed it wasn't that kind of game, but alas, it is the kind of game where you have to try every action in every room.

Later on, I found that game had quite a few other actions which were hard to guess. That was compounded by the game not understanding some synonyms which would have been useful (Spoiler - click to show)like 'furrows' for 'furrow' or 'knock door' for 'knock on door'.

Story-wise, I thought the game had great atmosphere and that the opening had a lot of character as well. As time went on, the puzzles seemed to lead the story and the plot became pretty muddled.

Overall, though, this is a long, polished puzzle parser mythology game for those interested.

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Threnody, by John "Doppler" Schiff
Very large TADS adventure with character class choice, December 26, 2024
Related reviews: 2-10 hours

I've been playing through old Spring Thing games, and several of them have been really large, which makes sense; Spring Thing was originally established in part to have a release venue for games too large for IFComp. Nowadays large games often get released in IFComp and the main draw of Spring Thing seems to be its non-ranked awards system and less intense competition.

This game is big. You're investigating a mage's tower, and just 1 or 2 levels alone would be a normal-sized IFComp game. I thought it was a 5-level tower, and felt that was long, but it's actually 9 levels, and they get harder as you go. And there are 3 class choices that change how you can act!

The gameplay resembles are more cheerful (but only slightly) version of Bronze, in that you are in a castle with servants bound by enchanted objects (in this case, crystal), all of whom you can free by breaking the crystals. Many of the captives are mystical nine-tailed cats forced into new bodies and with mouths fused shut.

Many of the puzzles are fair and interesting. As time goes on, though, I found several that I found a little unfair and others that were just too hard for me. There is a lot of work put into this game but with its expansive scope it just wasn't all 'filled in'. Conversation is a notable weak point, with exotic and wild creatures who just respond "I don't know much about that" when asked about themselves and things in their vicinity. There just wasn't enough polish to put in, which makes sense, as in a game this large it would have taken months and a small army of beta testers.

I played until I had rescued about 7 or 8 of 18 servants and found around 12 treasures, then used a walkthrough. I did the Mage path, and had fun with the spells. There is a lot of good content in this game, so I do recommend people play it, but to just remember that the odds are stacked against you finishing without a walkthrough due to missing synonyms for reasonable actions.

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A Roiling Original, by Andrew Schultz
1 of 1 people found the following review helpful:
Very long anagram game about defeating an evil woman, December 24, 2024
Related reviews: 2-10 hours

This game took me a week to get through, often using hints and cheats and occasionally a walkthrough.

This is a big game, and one of his earliest outside of mini-games like Fingertips. It's a sequel to Shuffling Around, his most popular game on IFDB and another anagram game.

This game follows the pattern of many of Andrew Schultz's games. It takes a wordplay theme (in this case, anagrams) and crams each room and object description with as many examples of that theme as possible (in this game, the opening rooms started out with fairly normal descriptions and only the later ones used a ton of anagrams). As in these other games, you navigate through various rooms encountering objects whose names fit into the theme, which you must then solve with wordplay. Typing the solved wordplay word changes the object in accordance with what you've typed. Many themes revolve around groups of people who are arrogant who must have their ego taken down a peg.

I think anagrams work well with this kind of gameplay, so I enjoyed the puzzles in this game more than usual. I do 'cheat' quite a bit, using online anagram solvers when stuck and so on. I used those the least when the areas had a 'theme' like conjunctions or adverbs.

Due to the proliferation in later text of anagrams for the sake of anagrams, some of the text became confusing. Here is an example piece of dialogue I had difficult understanding:

> "Opinions! That BS idea abides, biased!" Gunter glosses over Blue Frog Urbfogel, Bugler of Foulberg, and how he beat up monsters that came back anyway til he could beat her up? Talked to people who knew where hidden items like the horn-o-honor and gavel of Fogvale were. It was rigged! Now, with her dynamite, tidy name, oh, the soaring signora! Her vast harvest, her mystic chemistry-, her tact-chatter. Her lean elan's made Yorpwald go real galore--be aliver--a praised paradise--with her ReaLiv initiative for the Sunnier Unrisen Inner Us! From arsey years to so sane season! Had us voting her overnight the roving virgo then! Became a rowdy pal! Yorpwald was old, warpy, but now it's more wordy, pal! A Yapworld and Payworld! Oh, her good deeds!"

Because of that, I didn't try forming a mental model of the plot and instead just looked for obvious things to try making anagrams of, relying on the scanner first, then hints, then walkthrough if I got stuck.

Overall, I had a lot of fun. I did encounter a lot of bugs though. Both version 2 and 3 begin with a note from the author to himself to absolutely make sure to comment out beta testing commands and then lists them. At the very end of the game everything ends fast and it gives a yes/no questions, but answering YES ends up saying that there was a bug in the game or something didn't go right. There's a toaster that gives some buggy responses about xrays, as noted in the walkthrough (and which I experienced).

So, overall this game was great for me because I like trying to figure out anagrams, but I wouldn't recommend it in general except for other fans of anagrams, mostly due to the currently-existing bugs. I played it in my quest to play all Spring Thing games.

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Realm of Obsidian, by Amy Kerns
A long game with demons, spam, and sound effects, December 2, 2024
Related reviews: 2-10 hours

This is a wild game. It's written in the thinBasic Adventure Builder system. It uses multiple colors of texts and has a ton of sounds.

To help prospective players understand the vibe of this game, one of the first puzzles involves a skeleton in a wheelchair holding a buzzsaw coming straight at you. If you fail to defeat it it tears you apart while a loud chainsaw sound effect plays and red text announces your death.

I found the only way to progress was to open up the source file, and even then it was hard to figure out. I did make it to the end of the preview, however.

The idea is that your father summoned a horrifying demon and was kidnapped into another realm. In that realm is a crossroads. Each of the four paths consists largely of empty hallways with two exits each. However, there are special things in each area, like machines, talkative NPCs, enemies, and special rooms.

This was a fun game, but not very easy to play and could use a lot more testing to smooth out bugs. But since this was released so long ago, it's unlikely it will get finished soon.

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Encyclopedia of Elementals, by Adam Holbrook
Very long epic quest adventure about magic and swordfighting, November 30, 2024
Related reviews: 2-10 hours

This was a really, really long quest game, and one of the longer linear parser games I've played. It is also unfortunately kind of buggy.

It's a sword and sorcery quest game which is better downloaded than played online. You are a young boy who is imprisoned and who learns magic. Throughout the game, you gain the ability fight and have randomized combat. There are also timed events, including some of the hardest real-time events I've had in text games.

It's divided into 5 parts.

In the first part, you sneak around a castle at night.

Then, there is a long romantic and money-filled section where you either romance a rich woman or help a smith romance a poor woman (if you try to do both, you may lock yourself in an unwinnable state and have to edit your save file). You earn money from tasks including guessing the punchline to jokes.

In the third part, you must explore a ruined castle, fighting goblins and assembling items to explore with.

In the fourth part, you must learn more magic and assault a guard tower with timed events where you must hide from guards.

In the fifth part, you have a final battle against a necromancer and assemble a potion.

The game has a combat system with varying attacks and defences. It's a major part of the game.

Overall, the writing had some good plot points but weaker 'local' descriptiveness and line by line writing, and a tendency to include all important info in text dumps. There were severe bugs, like the final guards at the end of the tower just disappearing so the fight options were there but no responses (I edited the save file to include 'Gust' and used it to win). A fun adventure but the bugs were just killing me.

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A Flustered Duck, by Jim Aikin
1 of 1 people found the following review helpful:
A complex puzzle game about a duck and a proposal, November 27, 2024
Related reviews: 2-10 hours

This is the highest-rated Spring Thing game that I had never played. Jim Aikin is the author of Not Just An Ordinary Ballerina, which was one of my favorite games when I started playing IF.

The idea is that you're a farmhand working with your mean old grandma and you've finally saved up enough money to buy a ring for the girl you love. Unfortunately, your grandma's favorite duck swallows it! You have to head to town, deal with some supernatural encounters, and find a way to get that ring back!

This puzzle game is really complex. Almost every puzzle in it has multiple layers. I'd find a goal, progress towards it, be really close, then look at a hint, get past that, and realize there were two more things left to do.

It's like if you wanted to get a drink out a frosted-over freezer, so you find an ice-pick, but the ice pick is held by a goblin who wants peanut butter, and you find peanuts but they're expired, and you find a a grinding machine but it has no power source. Once you fix the peanuts and the machine (their own series of quests) you get the ice pick and pull out the drink but then you realize you have to thaw the drink.

That exact sequence isn't in the game but that's the kind of game it is. This is a great game for people who love charting out maps and examining every object and talking to every NPC.

I did find that frequently the answer was something that was hard to pick out of hundreds of possibilities. For instance, the surfboard. I thought that (Spoiler - click to show)TURN SURFBOARD N or (Spoiler - click to show)PUSH SURFBOARD could work but you have to specifically (Spoiler - click to show)get on it and LEAN RIGHT or LEAN LEFT. Similarly, many puzzles require asking one or two specific people about something you saw, but the vast majority of interactions with NPCS are '____ doesn't seem interested' or equivalent, so you have to really endure a lot of blank responses to get the good ones.

I used the hints heavily. The game itself was extremely polished and had no bugs or typos that I saw, and there were many amusing or interesting parts.

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Last-Minute Magic, by Ryan Veeder
5 of 5 people found the following review helpful:
Optimization with a combinatorial explosion of tools, November 19, 2024*
Related reviews: 2-10 hours

I like this game, and I've played it more than any other Ectocomp game, but it's designed in a way that fully exploring it is very difficult.

It's a timed game, where you have to get 30 different trinkets in a constrained amount of moves. You can still end the game without all 30, 30 is just the max. While playing, you discover a large number of amulets and eyestones. Each combination of amulets and eyestones results in different powers, ranging from faster movement to power over plants to time travel.

The map is large, as well. Without the time constraint, it would be a substantially hard game; with the time constraint, it throws optimization into the mix, especially since some amulets affect the time it takes to perform actions.

So, this game seems to me to be in the vein of Ryan Veeder's Fly Fishing, a game where you chip away at it over a long period of time rather than rushing to a conclusion. I never wrote a review for Fly Fishing because I never finished it (because I have difficulty sustaining focus if I move to other hobbies between play sessions), and I almost did the same thing for this game. But I think I've seen enough of it to say that it's enjoyable and well-written. I know at least one person has gotten 28/30 trinkets in a single go, which is very impressive.

* This review was last edited on December 1, 2024
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Doki Doki Literature Club, by Team Salvato
2 of 2 people found the following review helpful:
(In)famous visual novel with dark themes behind cheerful exterior, October 26, 2024
Related reviews: 2-10 hours

I was making a game that had some thematic elements in common with this one, from what I'd heard, so I wanted to try it out.

Pretty much everything about this game is a spoiler, so I'll describe the non-spoilery parts first.

The idea is that you are a highschool boy who's long-time friend and neighbor Sayori has invited you to join a club with her and three other girls. When you do so, you find that all four members have their own insecurities, but are each in their own way soothed by your presence and attracted to you.

Like most visual novels, text is split up into short chunks with different character poses per chunk. In this specific novel, there is a pretty large gap between choices. I saved often, as I was clicking fast to keep the game's text speed around the same as my reading speed, but didn't want to use 'auto' or fast text due to some text that disappears quickly. The main forms of interaction are choosing the order to talk to people, choosing who to spend time with (rare), and writing poems.

Poem-writing takes the form of 20 or so pages of words. On the other side of the screen are chibis of several characters. When you click a word a character likes, they jump up excitedly. Once you've written your poem, whichever character jumped the most enjoys listening to it the most.

You have about a whole week's worth of meetings and poems and chances to get to know the person you're interested in. This is all part of Act 1 out of 4. There are hints that something else is going on; Monika, the leader, refers to some out-of-game concepts like saving and loading, and all of the girls in the club hint at some darker sides to their lives.

Spoiler time:

Moderate spoilers (gives away general concept and discusses act II and the dramatic end of Act I)

(Spoiler - click to show)
By the end of Act I, your neighbor Sayori ends up hanging herself, with the character of the music and game presentation distinctly changing.

In Act II, the game resets itself and you play again, but without Sayori. This causes some logical changes in the game world, but we also see more glitches, with some text replaced with a strange bold black font with pink background. The characters you interact with are shown in more and more awful situations.


Full spoilers:
(Spoiler - click to show)It turns out Monika, the president of the club, is aware of the fourth wall and of your existence as a player, and of the files in the game. She spurs the others to suicide and deletes their 'character files' from the game (as you can check in your OS). You end up floating in a void world with her unless you delete her own character file, which ends up setting up a new world that has its own problems in the brief act 4.


Discussion of the concepts:
(Spoiler - click to show)The game has a lot in common with other popular meta-games of the 2010's like Undertale that address the player directly and show awareness of existing in a game (although such games have existed for a long time). The long Act I, though, with very few 'unusual' events, requires a way to keep the player invested and involved. Ironically, then, in trying to make a good setup for a 'twist', the first act of this game is probably one of the better 'traditional' visual novels, especially since so many other popular visual novels have some kind of major twist in them.

To create horror, this game uses several techniques popular in game creepypastas and horror films, like:
-Use of realistic graphics when 'fake' graphics have been the norm
-making the player think their computer is glitching
-establishing norms for what characters can do and then breaking them (like 4th wall breaking)
-using content inappropriate for the rating level initially established (like strong profanity, sexual references, and graphic deaths and mutilation)

Overall, it was effective in the presentation of these concepts. There is some need to suspend disbelief, though; we see Monika primarily motivated by an annoyance that the player never chooses her; however, choosing her is not an option. This is mentioned in-game, though, so it's not exactly a plothole, more like a Greek tragedy.


There is some content, especially violence and self-harm, that I generally am not comfortable with. In this case, I was well pre-warned, but had another factor that made it less shocking. I tend to immerse myself in characters in interactive fiction or text adventures, which makes shocking events more upsetting, but I did not identify with the main character at all here. He's written with a strong voice and makes a lot of comments and decisions I never would; I know that's common in a lot of games, but I feel like it was even stronger than usual in this game, as if we were never meant to identify with him. I felt at arms-length the whole game.

This game has high production values. I'd give it 5 stars, but I don't intend on replaying.

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Eric the Unready, by Bob Bates
1 of 1 people found the following review helpful:
An 80's pop-culture reference-filled joke game, October 21, 2024
Related reviews: 2-10 hours

I've been playing through the most popular games I've never reviewed and this game has been at the top of that IFDB search for a while.

Playing through, I can see why it has been popular over the years. It is a parser game but has a list of all verbs and nouns for each location, and the puzzles are lighter than many other games at the time, making it a pretty easy experience to complete (though I did use a walkthrough at several points). It's also split up into 7 or so smaller adventures, so it's easier to plan out play sessions, and it has detailed pixel art and animations.

It's filled with a lot of pop culture references. Puns, Monty Python sketches, TV shows like Gilligan's Island and Fantasy Island, etc.

While the puzzles were generally fair, there were several points where items that you'd had and had seemed like gags for a long time turned out to be useful exactly then, which is probably where the greatest difficulty lies (remembering everything you've read or seen or picked up up to this point).

There are occasional point-and-click parts, the largest being a system of waterways to navigate.

Parts of the game are genuinely very amusing. As a whole, though, it is really reminiscent of 80's nerd humor, where women are primarily sex objects and non-American cultures are mostly there for jokes. This game has several jokes where rape is the punchline, and a lot of the drawings are of busty women whose clothes are falling off. Part of the game involves sneaking into a virgins' temple where you hope to see them nude, and the first virgin you see (not nude) is 15. There are stereotypes about Native Americans, and so on. All of this would come off as solidly normal, if a bit risque, in the 80s; the art style and jokes are very similar to softcore pornographic games my brother owned like Leisure Suit Larry (though no full nudity is there).

I enjoyed the difficulty level and gameplay, but I soured on the game more over time, especially after the sex-focused Olympus area, so I ended up just using a walkthrough to end it off. I did find the uses of all the magical objects you had gathered to be pretty funny, though!

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Wayhaven Chronicles: Book Two, by Mishka Jenkins
1 of 1 people found the following review helpful:
Strong romance game with more character emphasis but less plot than first, October 16, 2024
Related reviews: 2-10 hours

The Wayhaven Chronicles are one of the most popular series of commercial IF games available. They follow a detective in the small town of Wayhaven who has recently been assigned four beautiful vampires as partners, out of which the detective can choose one to romance.

This series is projected to last through 7 books, although only 3 have been released so far; with some over 1,000,000 words, it's understandable that this might take a while.

This second game furthers the romance in the first game while adding a new mystery. Now that the hero is aware of vampires, other mysterious creatures come into play, and a new carnival comes into town, complete with creepy attractions and a horrifying mirror maze.

I felt like the balance between romance and plot shifted even more towards romance here than the first game. However, due to the need to stretch the romance over 7 games, the progression of the romance is glacially slow (at least for the A romance I chose). It reminds me of the Twilight novels, where Stephanie Meyers had to come up with more and more contrived reasons to keep the two main characters apart, or of the Office and the way it dragged out Jim and Pam.

So for those reasons, I found this game less compelling than the first. The creepy carnival was fun, and getting to know my teammates and the world around me. The game is great at providing enough roleplay options to really act your personality. I played a generally positive and cheerful character who liked their mom and was happy with the supernatural, and even if sometimes there was only a single hopeful choice, I picked it.

I did encounter more failure this time around. Despite heavily investing in one skill and using it at every chance, I often failed checks for that one skill.

While I didn't like this quite as much as the first one, I consider it a 5 star game among the general field of interactive fiction.

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