Reviews by Wade Clarke

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Ollie Ollie Oxen Free, by Carolyn VanEseltine
2 of 2 people found the following review helpful:
Deep multi-NPC gameplay too deep with bugs, November 13, 2021
by Wade Clarke (Sydney, Australia)
Related reviews: IFComp 2013, Inform

(This review originally appeared as a blog post of mine during IFComp 2013.)

Ollie Ollie Oxen Free is a primary school-based adventure of rigourous puzzling in which you play a teacher who must rescue a series of trapped students in the wake of some kind of bombing. The source of the threat isn't specified, or ultimately important, at least as far into the game as I reached before giving up, which I did after 145 minutes.

Ollie's ambitious design supports all of the students independently. You can talk to them, order them about separately and have them act as the instruments of puzzle solving for you, which is necessary because the attack has left you too weak to perform any dexterity-demanding tasks. To successfully marshal them to help you help them rescue each other is the kind of feat which will convince you that you could organise a team of green berets. But with great mechanics must come greater implementation. The tools the game gives the player to do what is being asked of them are underpowered, and there are a lot of bugs and oversights. Also, I don't consider it acceptable to have a parser game say things like: "If that command didn't work, please enter it again," or "It looks like you've completed that part of the walkthrough, but I'm not sure." My guess is the author ran out of development time before IFComp.

Detailed discussion with spoilers ahead:

The layout and presentation of the school building has a realistic logic and a pleasing adventure game aesthetic in terms of the distribution of remarkable features. The descriptions depict a school environment for little kids through an adult's eyes. The teacher's observations on the naff posters and simplistic kiddie artworks express light cynicism, but his subsequent earnest interactions with the kids show how he can compartmentalise adult thoughts.

The game is good at introducing new gameplay mechanics, sometimes through cueing in the prose and sometimes through explicit help messages. And there are a lot of mechanics: SHOUTing to locate kids, THINKing about people or topics, ASKing kids about people or topics, and ordering kids to perform actions. Kids can be spoken to from up to a room away, made to follow you around, or to collect and use various props. They also have different personalities and fears that you need to manage, and these are a source of cute and touching observations of the kids' personalities, as well as a source of puzzles.

The interplay of all of these elements is particularly complex in light of the game's microscopic-leaning scale. The children don't react to broad commands, only to specific ones like SAMIR, GO WEST. ASHLEY, PUSH THE MAT NORTH. TYRONE, GET THE YARDSTICK. In turn, you are limited in being able to have only two children follow you at any particular time, and that each of those children can only carry realistic amounts of equipment.

I am not of the school of players who universally reject inventory limits. In terms of generating interesting logistical challenges, I think Ollie's limits are clever ones, but the trouble for this game is that the number of commands required to try out even a moderately novel puzzle solution can be huge. You need to muster the right children in the right locations, have them carrying the right things, then find the right commands. If your idea doesn't work out, it will probably take at least twice as many commands to undo everything that has been done and to redo it in a slightly different way. The problems of logistical optimisation currently comprise the game's major challenge. And again, I don't oppose this per se. Such challenges can be satisfying to solve, leading the player to a deep engagement with the gameworld. But the player has to be able to have great faith in the reliability of the game's feedback if they're not to feel that they're in danger of wasting their time. Ollie did not generate that faith in me.

I hit all kinds of bugs and problems during play. The prose made incorrect assumptions about what knowledge I had acquired so far, characters spoke out of turn or from out of earshot, crucial conversation topics didn't register, vital items weren't mentioned in room descriptions, mid-puzzle feedback failed to suggest I was making progress.

Bugs and oversights can be fixed, though in the meantime the game much harder than need be and a frustrating vision of what it could be. I think the trickier issue lies in the realm of speculation. Inform has technology in place that would allow Ollie to dispense with a lot of its micromanagement. I can imagine a version of the game in which children can be told to go to rooms, or to collect a particular item and return, etc., with single commands. I'm sure this would be extremely challenging to program, but I believe it could be done, and would eliminate all of the time and hard slog currently involved in trying to execute ideas which aren't necessarily complicated, but which require tons of commands and perhaps gritted teeth to even broach. The result would be a different game – not massively different, in fact the core design would remain the same – but that game would not present the extreme optimisation problems the current one does. Atop it all, the current game admits to the player that it doesn't understand its own state.

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Coloratura, by Lynnea Glasser
5 of 5 people found the following review helpful:
Great sci-fi from the POV of an aqueous alien entity, November 12, 2021
by Wade Clarke (Sydney, Australia)

(This review originally appeared as a blog post of mine during IFComp 2013.)

Coloratura is an outstanding parser-driven adventure in which you play an aqueous alien entity (or more gauchely, a blob) capable of interacting with the universe on a rich metaphysical level; part psionic, part molecular, part empathic. Unfortunately you've been dragged up from your seabed home by a crew of humans not unlike those in The Abyss and placed on a table in their ship for research purposes. Your goal is to escape and find a way to return to your home, and it is in your nature to seek to do so without inducing unnecessary violence or discordance in the universe.

The primary aesthetic is the viewpoint of the alien, rendered in a grammatically strange style and with invented words and unusual uses of tense and person. Your character is preoccupied both with the atomic joys of the universe, its magnetic fields, temperatures and viscosities, and with the emotions and empathies of other beings, which it perceives as coloured auras. You also have the power to try to affect others' emotions by instilling them with the corresponding colour, and many of the game's puzzles involve interpreting the panicking humans' emotional states, which the blob is very good at, and nudging them to alter the situation aboard the ship in your favour.

This is an excellent game with many levels of engagement and innovation, plus puzzles and suspense, and which exploits a lot of possibilities unique to text gaming. This is Lynnea's third time in IFComp and I think it's her best game yet. Spoilers ahead.

There is a delight in sharing the blob's way of seeing and feeling things, in mingling your particles with those of a column of hot air or slipping through vents and pipes. Your ability to keep these sensations separate from your apprehension of the drama of the human crew, who are freaking out about your escape, conveys your alien character's holistic view of existence. While you're always aware of the urgency of the different tasks which must be completed to aid your escape, you're incapable of feeling the panic yourself. These tasks include sabotaging elements of the ship so it doesn't stray too far from your home or persuading crew members to help each other. And viewed from your outsider perspective, the humans are extremely panicky. You almost feel as if you're trying to placate bickering children at times.

The game's modelling is strong, with the different crew members (sometimes named by you for their emotional qualities - E.G. 'Mercy' is the nurse) moving around the ship independently in response to your various transgressions. It's not always necessary to follow them on their errands but in most cases you can do so if you wish. At times when they come to blows and you need to calm them down, the actions to take are well clued by both the situation and the prose. Another achievement of the game is that the human drama is so dense. There is a suspenseful development of different crises aboard the ship over the course of the game and you're usually aware of each human's motives and movements in relation to them. I was reminded a little of Infocom's Suspended here by the way you have to negotiate burgeoning disasters remotely.

In the way of nitpicks, there are a decent number of bugs in the game, but almost all of them are down at a level of fine detail which doesn't obstruct core play. For instance, some commands produce responses worded for the blob at times when you're controlling a human. I hit one runtime error which didn't stop play, though in retrospect I wonder if it corrupted the next game I saved, which would not reload. Something which isn't necessarily a bug but which I would like to see changed is that the command LOOK takes a move. There are several occasions where timing of actions is critical, especially during the climactic fight involving the ship's captain, and at such times you'll instinctively LOOK to remind yourself of any features in the immediate environment which could help you, and probably die as a result. Having to remember not to do that and to scroll back through the history was annoying.

As an Inform author, I was interested to see that this game uses only one extension (a small code library which adds a particular piece of functionality to your game). I usually break out about ten extensions before I've gone anywhere, but I didn't notice any inconveniences here. If anything, the game is pro-convenience. Occasionally it reaches into that territory where it makes the taking of a particular abstract action so easy that grizzled parser veterans like myself will get stuck as they try to achieve the action by performing unnecessary constituent actions, even though the master phrase to use is right there in the last piece of prose the game spat out. Apart from the fact of the traditional player base not being used to such helpfulness and therefore often missing it, this is a direction I'd personally like more parser games to go in where it's appropriate.

I confess that I didn't really get the implications of the epilogue, which is playable, but that's my only beef with the game's content. Coloratura is a top-notch sci-fi adventure with an engaging story, vividly realised character viewpoint and a concept which is likely to refresh your batteries on the subject of empathy.

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Necron's Keep, by Dan Welch
4 of 4 people found the following review helpful:
Hardcore CRPG with neat spellcasting system – and bugs – for hardcore players, September 15, 2021*
by Wade Clarke (Sydney, Australia)
Related reviews: Inform, CRPG, RPG, fantasy

Version five of Necron's Keep is a great advance on the buggy original I tried many years ago. I played this hardcore CRPG to completion over four hours and found it to be very entertaining, in spite of the continued presence of many bugs of inconvenience (mostly involving the automatic inventory management). In a nutshell, Necron's Keep is a challenging, detailed and unforgiving single-character fantasy CRPG. There's no UNDO, and you'll need to keep and label many a save file to make it through. What you get in return is an interesting spellcasting system, transparent die-rolled combat and a satisfying gaming challenge with plenty of danger. The story style is probably most like that of a 1980s Fighting Fantasy gamebook, complete with nasty surprises, while the combat adds some AD&D-like detail.

You wouldn't expect someone called Necron to be a nice guy, but the truth of this game's background story is that you don't know. He's an archmage who went off to live with his people in an enchanted castle and fell out of contact with the world. The king has sent you, a mage, to Necron's place to find out what's going on.

In the fashion of many an old-school (or old-school-styled) RPG, the beginning of this game can be the roughest time. It's when random die rolls and traps can kill you off quickly. Traps and monsters will eat your hp (there are both fixed and random encounters), and the spells you cast to try to protect yourself also cost hp. The multi-page tome you're given to read at the game's start is semi-overwhelming, but it combines lore on how the spell system works with hints that will help you later in the game. You start off with a good number of spells; they show up in your inventory. More spells can be learned from scrolls you find (doing that also costs hp!) and some require material components that you need to find on your journey. This is quite a cool aspect of the game, though it takes a lot of observation to work out which components get eaten by the casting of spells. In bad but amusing news, the game is prepared to incinerate your only held wooden weapon to cast a spell requiring wood if you don't have any other wood in your inventory. You can detect traps, mend broken items, divine the nature of things, cast offensive spells in combat. There's a good range of stuff and a lot of it works on a lot of the game's contents.

The thing that might drive some players spare is the inventory. You've got an unlimited holdall, but only finite hand space. So the game autoswaps items in and out of your holdall as required. This constantly results in situations like you putting away one of two things you need simultaneously when you take the first one out, or accidentally forgetting to get the wood out and burning your weapon as a spell component. This is the main site of bugs in the game that still needs fixing.

The early game is about battling through and finding healing items to sustain you. Once you have the power to create your own healing sphere (this is a cool effect, where you ENTER SPHERE, then sleep or meditate to recover), you enter the midgame, roaming around fighting monsters, collecting xp, healing, learning new spells. The late game could be considered tackling the bigger puzzles and challenges of the keep directly. I was stuck for ages in the midgame because one room exit wasn't mentioned, but I'm not sure if this was semi-intentional – there's a magic item you can acquire that gives you an exit lister, and it was the exit lister that showed me the new way to go.

Once you've worked everything out in Necron's Keep, there's a degree of optimisation in stringing all your knowledge together, and probably revisiting older saves where you were in a better position. I felt really satisfied when I completed it.

This is definitely one for people who like this kind of game, and in spite of its inconveniences, I think it's a good example of the CRPG in parser game form. I wouldn't normally give a game with this many bugs remaining a four, but I can't go below four for a game that kept me this involved.

* This review was last edited on July 30, 2022
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Napier's Cache, by Vivienne Dunstan
8 of 8 people found the following review helpful:
The mathematician's assistant's tale, July 30, 2020
by Wade Clarke (Sydney, Australia)
Related reviews: spring thing 2020, inform

I didn't know who John Napier was before I played this game, and didn't research him until after. He was a noted sixteenth century mathematician with religious and occult interests. The occult angle is the launching point for this parser-based adventure in which the player takes on the role of Napier's assistant in a treasure hunt of sorts.

Napier's Cache is effective and uncomplicated. Simple puzzles are a vehicle for the evocation of servant-filled historical atmospheres, with locations such as the eccentric mathematician's quarters and a windswept Scottish castle. The PC, also a servant of sorts, is observant and resourceful, and views his master through a lens of dependable but arms-length loyalty. NPCs range from dim guards to blustery lords, and the social stratosphere is conveyed by the way the high-ranking characters deliver orders and exposition while 'the help' actually interact with or help the PC. The implementation of the characters is solid enough for each one's purpose.

The game potentially feels a bit short, but this is a sign that what's here is engaging. It delivers a bit of a lot of different effects – multiple locations, exploration, treasure-hunting, easy puzzling, human and animal NPCs – to create a satisfying experience.

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The Paper Bag Princess, by Adri
5 of 5 people found the following review helpful:
For people who have read the book, and not for others., July 3, 2019
by Wade Clarke (Sydney, Australia)
Related reviews: IFComp 2013, Inform, fantasy

The Paper Bag Princess is a short Z-code adventure in which you play a beautiful royal lass whose beloved is snatched up by a dragon during her wedding, and who then sets out to get him back. When I reviewed the game in my IFComp blog of 2013, I quizzed its design extensively. Very extensively! It turns out that the answer to almost all the numerous questions I rhetorically asked is: "This point is only explained in the book upon which this game is based, or depicted in an illustration in that book." Therefore, the summary of my review is that The Paper Bag Princess is only for people who have read the eponymous book by Robert Munsch. To consider, spoilingly, what the game may be like through the eyes of someone who hasn't read that book (me in 2013, and still me today) you may read on.

Quoth me in 2013:(Spoiler - click to show) I found The Paper Bag Princess to be a curiously toneless game, but it has a few amiable moments. The basic idea is of a mild subversion of the prince-rescues-the-princess story, but this idea is never played up all that much in either the dialogue or in the small inventory of actions the princess will take in the course of the rescue. The role reversal idea could be played for laughs, but isn't, really. The before and after scenes of the wedding lean in the direction of black comedy, what with the contrast between the storybook wedding and the charred field of burning furniture the dragon replaces it with, but I thought the writing didn't sell the contrast strongly enough to deliver an effect.

I didn't really get the choice of puzzles for the game, either. Making a torch is a pretty basic adventure game kind of task. I found it strangely difficult to do in The Paper Bag Princess, in spite of the heroine being conspicuously surrounded by scenery and objects which should have made it easy: smoking ground, burning chair legs, a stick, a vial of oil. All the game wanted was for me to type 'make torch', but the wide range of alternative commands I tried as I attempted to make any of these props interact with one another in a fire-producing way were either not understood, or prompted a "You've got the right idea" message. I think the game should have leapt from giving such a nudge to just saying: "Ok, you do such-and-such and go on to successfully make a torch."

Then there were a couple of quotes from classic adventure games; the PLUGH command and a twisty tree maze to navigate. The walkthrough reads apologetically in the case of the latter, just saying: "the maze is entirely random... sorry!" My question is: Why include these in this game? The Paper Bag Princess doesn't seem to derive any particular meaning from recalling the specifics of old games. It's not a pastiche or in the style of, or saying these were good or bad or anything. These features just appear, unremarked upon in any way, and then it's on to the next puzzle.

The final puzzle of outwitting the dragon at least makes sense on the game's own terms. This ostensibly powerful beast is shown to be easily outwitted, a staple gag of much fantasy and classic storytelling. Doing so involves guessing a couple of topics using one of my least favourite IF mechanics - ask (so-and-so) about (topic). If the classic "guess the verb" problem in IF is about knowing what you want to say to the parser but being unable to say it, I would describe the problem of having to come up with the correct topic to ask a character about as a worse problem in which you potentially don't even know what you want to say in the first place. This is a traditional rant for me which I need to deliver about twice a year and have now delivered here. It's not a problem unique to The Paper Bag Princess.

Mostly I just wanted The Paper Bag Princess to start throwing its eggs into some particular baskets. It could have delivered really strongly on the character of the princess, but she doesn't get to say much and the tone of the prose is too often neutral. The role reversal gag isn't played up. The nature of the tasks the princess performs doesn't say much about either her character or the gameworld. The paper bag she dons is not talked up. I don't get why things like PLUGH and a twisty maze were chosen for inclusion, unless the intent was to quote old games while being subversive about the kinds of things you'd often do in them - but this game isn't very subversive.

This review has probably read heavily for a game this light. It's not that I believe people can or have to be able to explain every choice they make as they create something. But considering the smallness of this game, the author doesn't seem to have made choices that aim it in any particular direction. The result is too flavourless for me, and that's why find myself wondering about all those choices so much.

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Awake the Mighty Dread, by Lyle Skains
2 of 2 people found the following review helpful:
Something like an Alice in Wonderland that's hard to get at/into/through., July 23, 2016
by Wade Clarke (Sydney, Australia)
Related reviews: IFComp 2011, Inform, fantasy

Awake the Mighty Dread takes place in a fantasy dreamworld fuelled by Alice In Wonderland, The Wizard of Oz and the aesthetic of steampunk. It's got orphans, air travel, capricious NPCs ranging in scale from an amphibian to a deity, and a reverence for storybooks. And all that in a smallish game. It's alluded to that its orphan protagonist slips away to the dreamworld in order to avoid abuse back in the real world, but the social system in the dreamworld turns out to be a troubled one, too. The heroine's spiky curiosity about what's going on there is well written, and provides motivational fuel for the player in a game which turns out to be not very good at signalling progress through it.

Awake is actually the IF dimension of a larger project by its author which can be found at

http://lyleskains.com/Faerwhile.html

However, the game was basically presented as a standalone entity in the 2011 Interactive Fiction Competition. Exploring the rest of the project might thicken Awake's backstory, but I doubt it would actually help in the playing of Awake for reasons to be enunciated in this review.

Awake received mixed reviews when it appeared in IFComp. My own private review (for other game authors that year) began:

"Since people have been saying that they found this baffling, I secretly patted myself on the head for not being baffled."

So, I liked the overall experience more than most, but the game's delivery is clearly a failing one. In spite of the author's writerly prose and obvious knowledge of some advanced parser conceits, the game exhibits no awareness of how to steer a player through its contents via the parser. Location descriptions are aesthetically pleasing but player-insensitive, with almost none of their interesting features implemented. The features that are implemented are there to service plot points in a story that only seems threadable in retrospect. Trying to make the story happen yourself with the game's minimal direction and tech oversights is futile-leaning, and so the game's solution file is essential.

In the case of contemporary IF, I have low tolerance for being involved with walkthrough/hint systems unless they're really well considered. I also have design philosophy qualms about some games I consider to be impossible without a walkthrough. Awake bypassed my concerns in these areas because it's an interesting failure of an accessible kind. Reconsidering it five years down the track, I'd say it's definitely of more interest to people who create IF games than it is to player-players. In this capacity, it's substantial enough not to feel too small or inconsequential, but still small enough not to feel like a time burglar in spite of its black box implementation.

That black box is actually the point of interest; playing Awake feels like trying to build a Lego model without being able to see your hands. A lot of interconnecting prose seems to be absent in this game. There's a train you start out on, and which automatically travels from station to station, and there's an effect whereby you can see what station you're at out the window. But the descriptions within and without can be indistinguishable. Being on a train in a location can be the same as just being in the location – until the train moves, of course. Similarly, objects sometimes appear 'painted on' in room descriptions, and stay there even after you've taken them. NPCs speak at appropriate moments but don't show up as prose entities when they're not speaking. It's hard to tell when conversations have ended, or if the conversants are still about. Finally, the most important action you must take in the whole game is unguessable, and deliverable as a command in a form that only hardcore parser folk would be aware of. Collectively, these sophisticated-leaning bugs at the coalface of interactivity suggest the author had strong familiarity with parser games but didn't run Awake through a sufficiently typical or robust group of playtesters.

I find the story in Awake interesting, and the game succeeds in feeling like a window onto a larger fantasy world, but in the end its technical oddities render it mostly a curio for parser nerds. Its contents can't be unspooled easily the way the contents of the famous stories it most emulates can. The site of the obstacles is its interactivity.

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The Black Lily, by Hannes Schueller
8 of 8 people found the following review helpful:
A novel but very elusive mystery lily., May 23, 2016
by Wade Clarke (Sydney, Australia)
Related reviews: horror, IFComp 2014, Inform

Hints came early in The Black Lily that its narrative and subject matter would be following the trajectory of a giallo. The original giallos – yellow-spined Italian mystery novels – morphed into an eponymous genre of Italian thriller-horror-whodunnit films from the 1960s onwards. The films are often graphically violent, sexually charged, visually fetishistic and filled with histrionic characters and extreme psychology.

My familiarity with giallo established some expectations I had of The Black Lily that were helpful in understanding it, but the game turned out to be far subtler than its cinematic counterparts; actually, it's quite elusive. It is an elusive version of a kind of story known for flamboyance rather than subtlety, and certainly novel in this regard. The game's 1975 setting is probably also an extension of its giallo aesthetic, since the 1970s were the heyday for giallo films.

The Black Lily's protagonist narrates in the first person, the game alternating passages set at home in the present with past tense memory episodes the PC willingly triggers by looking at pictures of women in a photo album. My own reviewing coyness (what kind of protagonist is the protagonist?) is both in aid of preserving the game's mysteries and an extension of its deliberately evasive narration. The PC presents a vain and polished front but tries to slide around introspection of the kind IF often prompts via commands like EXAMINE ME or INVENTORY. Nor is the PC comfortable with the game's ubiquitous mirrors. The only thoughts pursued with passion are those about women, usually intermingled with visions of a black lily. These thoughts arrive frequently but suddenly, and explode with a galvanising intensity, and even more exclamation marks than the game normally uses.

The Black Lily gives directions on the way through that show the author has clear ideas about how players will be interacting with it. For instance, it specifies moments when it's important to save, and specifies from the outset that it might take multiple playthroughs to work out what's going on. Giallo-armed as I was, I felt I only half-understood what was going on when the game ended, but I also didn't feel great trust in the experience I'd had that the game would round that understanding out too much if I did replay (which I did, from various save points). For instance, there is a score system in place, but points are few and far between, and tend to be found in a blundering fashion, sometimes at fringes of the terrain. It's hard to feel them as a measure of progress or even interpret what kind of progress they are measuring. At least not for awhile.

I'm very into the psychology and horror terrain that the Black Lily is working, especially via the giallo prism, but the game is probably a bit too reticent to make most players feel confident about their interactions with it. It's fascinating to explore the first time, but not too fascinating. I spent too much time thinking: 'Why was that? What's that character? What just happened?' It's hard to be pulled into a story when your first degree comprehension of it is so gap-filled. The Black Lily is deliberately tough about offering ways in. There is a sophistication to be appreciated here if you are prepared to dwell on the material for long enough, in spite of some of its scantness. Perceiving the sophistication slowly is probably not as satisfying as being able to feel it in a lived way while playing the game.

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Hippo on Elm Street, by Adri ("Erin Gigglecreek")
2 of 2 people found the following review helpful:
Hungry Hungry House Hippos, March 4, 2016
by Wade Clarke (Sydney, Australia)
Related reviews: Inform, Halloween, fantasy

Hippo on Elm St is a cute, shortish and nicely modelled adventure about a house hippo (they're small) scouting the place for food on Halloween. It's based on the world of a Canadian Public Service Announcement video from the 1990s (http://www.youtube.com/watch?v=TNbw-qycyl4). I wasn't given this context when I helped beta-test it, which made the experience a tad perplexing for me. But then again, small, cute animals obviously need to eat, it's logical that other small, cute creatures might impede their attempts to do so, and if it's Halloween I shouldn't be surprised to encounter Halloweenish stuff, right?

The game environment is dynamic and a lot of the puzzles are about mutual exclusivity. Carrying one thing and not being able to carry another, being able to move in certain ways or on certain surfaces in certain circumstances and not others. It's clever like this and pretty dense for a small game.

Sticky points are that it's not always evident what you should be doing (if you lose focus, harken to the very first things the game said to you. House hippos are simple creatures with simple goals) plus the verbs themselves can be sticky. It's easier to finish the game than it is to get all the points, and there's still one I'm missing.

For cute, G-rated IF entertainment about snug-seeking house hippos who like tasty stuff, this is the house hippo game to beat.

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The Kazooist, by Charlie Marcou
2 of 2 people found the following review helpful:
Zsssstt! Bzzsszzy! (kazoo sounds), February 11, 2016*
by Wade Clarke (Sydney, Australia)
Related reviews: Inform, comedy

Intending to test a new IF interpreter, I downloaded a random, small game from my wishlist: The Kazooist. Then I discovered that the interpreter I'd planned to test doesn't actually run Z-Code games. Not being a total churl, I played the game anyway.

The Kazooist is a tiny and deliberately silly (goofy, unfocused, poorly spelled) game that's barely a step beyond a 'learning to program in Inform 7' exercise. I suppose I got off-side with it immediately because its first room contained only a Pretty Cake that had no description. Eating the cake takes you to a dreamworld where you'll theoretically learn to play the kazoo, or just play the kazoo, but in reality you won't do either of these things. There are a few props, also without descriptions, and some locked doors. I had the solution to what I think was the last puzzle but couldn't find the phrase that would execute it, though I tried about twenty possibilities. There was a strong vibe that the game would have ended had I solved that puzzle. The truth is that I don't really know if it would have.

I cannot recommend this game for playing, though good on the author for already having updated The Kazooist during its lifetime.

PS - It turns out that where I gave up wasn't the end. Read the comments for the input of others.

* This review was last edited on February 12, 2016
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Cold Iron, by Andrew Plotkin (as Lyman Clive Charles)
2 of 2 people found the following review helpful:
I didn't really get it., December 16, 2015*
by Wade Clarke (Sydney, Australia)
Related reviews: Inform, IFComp 2011, fantasy

I played this small IFComp 2011 game during IFComp 2011. I didn't get it.

The writing is good at creating the character of a muscular labourer who's a bit superstitious, and shy about using his imagination to solve problems. The game is obviously linear, and in that capacity does keep the player on track. It also demonstrates general technical polish.

However, it turned out either I was a dummy or the game was too subtle, because I didn't even notice when Something Dramatic Happened, to coin a phrase from amongst Inform's library messages while simultaneously avoiding any specific spoiling. I learned about what I'd missed by reading other reviews after I wrote mine. I was also unaware of a superstition involving cold iron, even though I used to play AD&D and so felt I should have known of it if it was a big enough thing.

Replaying the game armed with the knowledge of thing dramatis, it still seemed to me it was only mildly indicated.

I had been surprised (excited?) to see the game print, at one point, the library message "Because something dramatic has happened, the commands available to you have been cut down." I'd previously only seen this by poking around inside Inform on my own time. I then wondered: Was the point of this event (and the accompanying screen clear) that it tested whether I had been paying attention to recent content in the game, because at this point I could no longer scroll back to review the details of the story?

But then all I could do was go back to the chapel location, with or without having noticed thing dramatis. I was disappointed, both because of the possibility for excitement I'd anticipated that had not come about, and because the ending was so low key. (Spoiler - click to show)The first character had begun to flex his imagination, but not to much avail, apparently. Any ulterior purpose of the game was too obscure for me to discern. Whether I was careless or not – it seems I probably was – I didn't believe I was the only player who would miss thing dramatis, and since I expected thing dramatis to be bound up with the purpose, I felt the game was likely to undershoot a lot of people as it undershot me.

* This review was last edited on July 26, 2024
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