I was interested to see a game described as 'Mormon horror' on the IFDB feed. As a member of the Church of Jesus Christ of Latter-day Saints, it's rare to see interactive fiction that's connected to my church.
This game is a take on Bluebeard, a topic I enjoy (one of my favorite opera's is Duke Bluebeard's Castle, which has a lot in common with this game).
However, it differs from traditional Bluebeard narratives by putting a religious spin on things. The religion in this game isn't the same as my church; instead, it's an amalgamation of the culture in Utah, especially Provo, some esoteric doctrinal references, and some new innovations I've never really seen before.
The Utah culture shows up in things like 'dirty coke' (which is soda with mix-ins like coconut or flavored syrups) and 'Sunstone' (the name of a magazine that does academic/critical studies of the religion), or people using 'Brigham Young was my ancestor'. The main NPC is an area authority, which I think is an in-joke as they are in real life distant, benign administrators that are rarely seen (most real-life church figures that people take issue with are local like bishops or global like apostles). The new innovations are things like having an estate with a chapel on it (?) that is also an official temple for marriage purposes (?) or talking about early settlers being called skillet-lickers.
The main horror components are centered around common concerns that women (especially in Utah) experience in marriage: feeling pressured into early pregnancy, feeling socially inadequate due to infertility, feeling a loss of ownership over the body, and feeling pressured and grossed out due to a new husbands request for (metaphorical) frequent sexual relations, or being worried that you'll be forced into a polygamous marriage in heaven against your will. These are things I saw a lot in my town growing up and which I've seen almost not at all in every other state I've lived in. Utah can be pretty weird some times.
You have a health meter which results in your death when depleted, as well as faithfulness (which (Spoiler - click to show)takes you to a depressing heaven) and unfaithfulness (which (Spoiler - click to show)gets you kicked out but safe).
The game was polished in general, with custom styling but a couple of issues with paragraph breaks. I found the writing to be evocative. The various stats made for good interactivity in a fairly brief game. And the horror was true to real emotions and experiences I've seen before (in particular, part of it reminded me of a (Spoiler - click to show)traumatic miscarriage my former spouse had which I helped/supported during).
I felt like the game had very little to do with the Church of Jesus Christ itself; the vast majority of messaging in the actual church is 'God loves you' and 'if you've messed up Christ will help you if you let him'. But I do think it represents the experience of many women, especially in BYU/Provo/Utah, and that many people could see themselves in this game.
One trend in IFComp is that an unfinished game will place near the bottom of the comp, regardless of any other positive features it might have. There are some exceptions, but they are rare.
This game cuts off right after a big investigation. The idea is that humanity has moved on from reproduction, and everyone is now immortal, there are dozens of different pronoun options (the most meaningful choices in the game are centered around terms of address and pronouns), and everyone is smart and cool. The first biologically born person in millenia has been found murdered.
There are multiple typos (although literally as I was playing the game for 20 minutes near midnight on a Saturday, the author updated the game, which was a fun coincidence), such as 'TALKED WITH' instead of 'TALK WITH'. I also found the jumping between perspectives a little confusing as well.
Due to the confusing language and the errors and the unfinished aspect, I didn't find the game polished, descriptive, emotionally engaging, or something I'd like to revisit for now.
I do think the general idea is a good one. A game like this would probably do better in Introcomp, which was definitely underpopulated this year.
This game is a six-by-six grid of locations, each described in two words or less. Each location has something that needs resolving: a missing item, or a problem in a different square. You are the resolver, who will resolve the problems (including the word limit).
It's choice-based, but with mild quadratic complexity. You can choose between LOOKing and INTERACTing with each object in a room, and you gather an inventory of items.
I loved this game, with the only drawback for me being the 'lawnmowering' that felt natural for the mid-game, trying out different items in different rooms. This problem is both alleviated and exacerbated by the helpful text which tells you if you're in the right room. It makes lawnmowering both faster (less painful) but also more appealing.
Overall, I find this a very successful puzzle piece. It reminds me of Weird City Interloper, a bit.
I can also highly recommend Domestic Elementalism, another game by this author from the 2017 IFComp.
This game is one of two entered by Bez in this competition, the other being 'Weird Grief', and the two tie into each other.
In this one, presented in customized Twine, you are a moderator for an online community, and have been asked to begin closing accounts of dead customers.
Gameplay is divided into two components: reading through old messages, and entering a group chat with everyone involved.
The game has illustrated avatars for each important character, as well as a few other pieces of art.
The second section of the game is all on a timer. It's not too long, but I tend to multitask while playing IF (the format lends itself well to pick-up-and-put-down play), and I tabbed away to work on other things while waiting for the text to complete, only to come back and see it had wiped the screen and started new messages. I also had to leave in the middle of some text to use the restroom, and missed a couple of other parts because of that. So for future players, I'd recommend dedicating a set amount of time to read through the second portion.
The text includes frequent strong and mild profanities and depicts traumatizing events as well as reference to sexual activities.
Overall, I found the game polished and descriptive, with an emotional impact. The nonlinear interactivity in the first half worked for me, but the second half was a little rougher, so I'd give this a 3.5, which I'll round up to a 4 for IFDB.
This is a small but polished game, one that feels like an intentionally compact micro-game. The system would be appropriate for a longer game, but there's not much room to fit more in the game besides having multiple matches.
You are a cyborg gladiator in a political climate that seems to be modeled on current transgender discourse. You get to choose how you treat your fellow cyborgs, and you also choose your body type and weapon.
Combat has a kind of paper-rock-scissors format, with unusual combinations pleasing the crowd.
The game uses strong profanity every few screens and has elaborate violence and (spoilers for certain paths) (Spoiler - click to show)some vaguely described sexual scenes.
I don't feel like the game lasted long enough for me to get a good grip on it emotionally, but it's polished and descriptive, and the interactivity was interesting and responsive.
This is a short Ink game. You are a doctor in a clinic that is almost empty. You have encounters with people and have to decide whether to spend your supplies on them.
The game is pretty short, almost like a demo for a larger game. Each major choice is an ethical one, and at the end the game thanks you for taking an examination (and starts with a similar comment), so I think it's intended for you to reflect on your morals.
Overall, it's a solid idea, but wasn't long enough to draw me in emotionally or to invite replay.
This is a great game concept that's well-executed. It's an Inform parser game with custom CSS to look like text messages. I've been interested in this concept for a while and had even made a draft once of the necessary JS/CSS, but my version looked bad and was buggy and deleted it. So seeing someone who achieved a complete and great-looking version of that concept is very nice!
You play as a random person who is getting texts from a friend. Your friend has broken into their ex's dorm room in an effort to get back a photo and to experience closure.
Technically, the game is very impressive. Besides the nice appearance, it also does some fun text stuff (like (Spoiler - click to show)drawing out the last letter of the name you inputted(Spoiler - click to show)).
Puzzle-wise, it's fairly light, focused on exploration without requiring you to use a ton of logic or calculation. I had to use one hint, as I had thought I investigated everything but missed a subobject I had seen early on.
Story-wise, I could identify with the themes of loss, snoopiness, and the realization that you didn't really know the other person.
The one caveat I had about the CSS/JS is that I sometimes had hiccups where I expected the texts to be done and started typing, not realizing there were more. There is a visual indicator (the flashing line), but it might have been nice to either add another indicator that more was coming (perhaps replacing the standard 'more' with '...') or just printing all texts at once, especially when using 'LOOK', which is the only place I had trouble.
Overall, I found the game was polished, descriptive, had interesting interactivity, was emotional resonant, and I might play it again.
This is a brief parser game where you play as a child's teddy bear who can walk around. Your goal is to defeat fears and gather friends.
The map is a bit complex in layout but small. Each friend requires a different method to find. A couple of the puzzles I found pretty clever; others were easy, and others I had to resort to a walkthrough for.
The implementation is a bit spotty; characters respond but they don't always make sense, and sometimes you might now the right action you need to do but not how to type it so the game understands it.
Overall, I think this was solid idea that needed more testing and polish. I didn't see any testers credited, which I think would have helped.
This is a pretty fancy-looking Twine game with options for play in Russian or English.
It features custom CSS styling with changing background colors and a cool mechanic where you can click on an item and then on any earlier highlighted link to use the item there, giving it more robust puzzles.
You play as one of two people in a vehicle speeding down a highway carrying precious cargo. It has kind of a Star Wars feel but on land instead of space. Some people start chasing you and you have to take control of the guns.
This is a fast-paced game and I felt nervous for my character a lot, thinking I'd mess up, but I got through okay. The storytelling and writing is good, and I enjoyed it.
+Polish: Very good looking game
+Descriptiveness: Vivid world building
+Interactivity: I liked the two-layer puzzles and the good hints the game gives you
+Emotional impact: I felt nervous for my characters
-Would I play again? This is a very good game, but it's a bit overwhelming at time, because there are just so many options.
This is a game about riding a Funicular (basically a tram that is rope-powered instead of track-powered) up a mountain that has several special properties. It has unusual crystals all over, it emits strange radiation, and every 20 years it puts off a beautiful aurora.
On the funicular with you are 4 strangers. Each has their own joys and desires and secrets, and most of them (maybe all??) are romantic options.
The game isn't too long, but it has a major twist and then another twist in the ending.
The game explores some serious issues (drug use, infidelity, pseudo-science) and offers a lot of romance for its size.
Here's my breakdown:
+Polish: The game felt very smooth
+Descriptiveness: Getting 4 perspectives was nice
+Interactivity: I felt like I could make real choices in my conversations.
Emotional impact: It was good but I wasn't really drawn into the characters. Each contact felt a bit rushed; a 2-minute romance doesn't feel as real as a longer exposure would have.
+Would I play again? Yeah, it was interesting.