We played this game at the SF Bay Area IF Meetup, and we had a delightful time with it. It's *very* deep and *very* long, at least tens of thousands of words and a couple of hours of playthrough.
Time loops are a fantastic structure for puzzles, and the romanceable NPCs help keep the game from getting too repetitive.
A fascinating little Twine game based on real-world leaked documents.
A lot of the best Twine games use the form to reflect on its own structure and the feeling of making choices; this game does precisely that, using its "simulation" setting to allow you to decide not only how you'll approach the negotiation but how The Subject responds to your tactics.
The core mechanic of this game is a latin translation mechanic. Once you get the hang of it, you can perform it by rote.
But (Spoiler - click to show)the game has a fitting twist ending for an Ectocomp game that makes the whole thing delightful. Surprising, but inevitable in hindsight.
The game around this game is the game.
The author provides the source code for this game on the game's website, but it's in the form of an image, and the source is minified so as to make it harder to read.
Luckily, Ant Hope did the hard work for you, analyzing the source.
And it turns out, your choices have no effect. (If you played this game like I did, pressing enter for Y on every turn on your first playthrough, you probably guessed as much.)
The instruction manual and strategy guide are deliberately misleading about this, but, in hindsight, their awkward phrasing includes subtle hints that your choices have no consequences. Like this passage from the intro:
If you allow your imagination to help you elaborate each stop on your journey, and if you truly get into the mindset of the returning wanderer, Amazing Quest will offer you rewards as you play it again and again.
So, this game leaves something to be desired. But the meta-game has a puzzle: decode the source code. And now I've spoiled it for you.
But the meta-game also has a toy: play Amazing Quest and use your imagination to tell your own story with it.
If the documentation had been more honest about the game's purpose ("it's a little procgen ditty for the C64; see if you can imagine your own story to go along with it,") I could have given it a better rating.
But instead, I claim that it's a prank, a joke played on the player. I appreciate that the prank is a puzzle with a solution, and that there are even some clues to help you solve the puzzle. But IMO this game, this prank, treats its players disrespectfully.
This game would be 100% better by having players opt-in to the joke, so we're all in on it together. As it stands, you, having read this review, can now enjoy Amazing Quest on its own terms, though you probably can't enjoy the process of decoding the source, not now that I've spoiled it.
A small piece that tells a simple, heartwarming story.
It's a very short piece. The walkthrough says that it's heavily randomized, which some people love, but I don't care for it. Everything I look at makes my character feel sad and existential. I'd have preferred if the game had more story, e.g. some characters with goals and conflicts, or even just a surprise or two (building up my expectations and then subverting them).
A charming mini game.
The puzzle of this game is figuring out its menus. I played on easy mode with plenty of money, but I couldn't figure out how to buy the stuff I needed to keep my mood from falling rapidly to 0.
It's possible that figuring out the menus is supposed to be the point, somehow, but I don't think so… I think the game was trying to force me to consider trading off alternatives (money, power, mood). But since I couldn't really figure out the menus, I didn't get the opportunity to make those choices.
This game took first place in Event One of the Second Quadrennial Ryan Veeder Exposition for Good Interactive Fiction.
Entries in Event One of the Second Quadrennial Ryan Veeder Exposition for Good Interactive Fiction were written over the course of one weekend. The challenge of Event One was to create a game in Inform 7 with beautiful source code text.The trouble is, all of the top-ranked games are unplayable without the source, and Caduceus is no exception. It has two "guess the verb" puzzles, whose solutions make no sense, even in hindsight. (Spoiler - click to show)The gangplank is "fixed in place." Despite that, you have to "push" it. Why? Why do I have to "wave" the caduceus? None of this is explained, even in the source. (Why not "reclaim" the caduceus?)
The source code of this game is delightful, and you simply must read it. No, seriously, the game is basically unplayable (its puzzle is unfair) unless you read the source.
I played the game with the story file in an interpreter, which is normally my preferred way to play IF, but as a result, I missed out on a message that appears in the HTML "Play Online" version:
An Entry in Event One of the Second Quadrennial Ryan Veeder Exposition for Good Interactive Fiction.Well, it turns out that there is no way in the game to deduce how to win, or even to know that you should read the source to enjoy the game. (Spoiler - click to show)You have to get rid of your heavy guilt. You can't drop it. You win by putting the guilt on the loom, for no reason I can discover.
The challenge of Event One was to create a game in Inform 7 with beautiful source code text. Therefore, you may be interested in viewing the source code text.