(This is an edited version of a review I originally wrote for my blog during Spring Thing 2020.)
The Golden is an elusive, faintly ominous Twine CYOA about a sister, brother and father stuck together in a seaside house in an unspecified end-of-days situation.
There are some tense character bits involving familial strain a tortured card game especially on the first run but the characters aren't specific enough for these to have full effect. For instance, if the blurb hadn't told me the heroine was seventeen, I wouldn't have suspected it from the writing. She seemed much younger to me, partly because of a sense that she looked up to her brother and partly because she didn't express anything too complex. She just didn't express enough. I don't really know what the problem was with the brother. Only the father had enough tics to make him stand out to me. Geography is a little fuzzy, too, a not uncommon situation in a Twine in which you can move around a little.
I don't know if there's a standard model in Twine that involves making the last word in a passage the link to the next page, a typical strategy in this IF, but if there is, I'd say beware it. Words should generally be lit with intention. When 'God' on the end of 'Thank God' is the only link on a page, that looks highly significant, but proved to be no different than other standard forward links when clicked.
I liked the end of the story because of the aforementioned ominousness. I also felt that the game worked to build an anticipatory mood for it. Characterisation was the thin area. A piece this compact, written from one character's point of view and clearly indicating its characters are specific, needs to specify those characters more. There's not a lot of time to do it in, but maybe that means what time there is can't be handled as gently as I felt it was here.
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.