Adapted from an IFCOMP22 Review
10 word summary: “Your community doesn’t like you for superficial reasons, run away!”
This is a simple, short game. You give your character a name and favorite color(?) which are dutifully repeated back to you later in the text but don’t seem to serve any narrative purpose. This kind of thing is often used to nudge the player to invest in the protagonist, but does it work? Maybe in the early days of IF, but nowadays with the customization available in video games the bar is much higher than two traits, one of which is any random string of characters. Beyond our input, the only additional character fact we are given is the reason for their self-imposed exile so notwithstanding customization, the protagonist ends up being a bit of a blank slate.
The game has a pleasant presentation - a moody forest scene with an appropriate wildlife sonic backdrop. That kind of worked, but the author set a challenge for themself by using artwork dark on the left and light on the right. Meaning the choice of overlaid text color has to be read across the entire screen. The right side of the screen was notably harder to read than the left. They also included a health/status box that unfortunately was too small for the information it wanted to hold! Text often disappeared beneath box boundaries making its utility questionable.
There were writing issues throughout the piece. Descriptions that only kind of worked like “trees bend to create a path of sunshine” Consecutive sentences that start with the word ‘however.’ Descriptions that were insufficient to understand the stakes like “room covered in glass” which from context we later realize should have been “room covered in glass shards.” Those are notably different mental images! There are even descriptions that don’t parse without way too much work like “Luckily the metal was sharp to an entrance punched into this strange metal wreckage.” Proof reader feedback could have addressed a lot of this.
Gameplay was fairly limited, and flouted convention in a key way that made it harder. It was a linear affair first playthrough, the only options were to press forward and every now and then go back. You had health and stamina stats, but were never presented with an option to manage them so just for tension then? However, linearity is not uncommon in IF, but that choice really puts all the Engagement burden on the text and narrative. However here between the writing, the narrow goal (and background) which was crying for but never received explication, and the extreme brevity there wasn’t much opportunity to elevate the forest/site exploration quest. (See, you thought I was being too nitpicky. Dual use of ‘however’ is offputting, right?)
Then there was a wild design choice. After the first runthrough, I was like “I didn’t get to make any choices, dafug?” So next runthrough, I took the only alternate choices the game made available, to go BACK in certain spots. In most IF, if you start in Room A and go north, the assumption is south from Room B gets you back to A. “Ho, ho! Not so fast!” saysTtFwtB. Going back unlocks new paths - not only does it take you in a new direction, there is actually no way to retrace your steps! Thematically doesn’t seem to have any justification (unless its saying ‘you can’t go home again’ just saying it super super low key) and a weird choice when “Left and Right” were still available. When you go back, a few other paths open up to you, and those are marginally less linear. They are some consequential choices that aren’t completely arbitrary, but not super well laid out either. Only one path seemed to offer one choice to manage your health/stamina. And two of them felt kind of samey: find cabin, interact with female head of household.
It was light and quick, but didn’t provide enough meat to really chew into. It’s a reasonable framework to layer a deeper narrative and more fleshed out gameplay onto. Never breached beyond Mechanical for me, unless Head Scratching over Design Choices counts.
Played: 11/7/22
Playtime: 15min, 2 survived, 1 died
Artistic/Technical rankings: Mechanical/Intrusive
Would Play Again? No, experience seems complete
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless
Adapted from an IFCOMP22 Review
This work feels more incomplete than the ones I’ve reviewed to date. I don’t mean to sound patronizing, but it feels like the work of someone at the front end of their authorship. There are gaps kind of across the board: in concept, narrative, use of interactivity and coding. Everyone that writes has been here, where ideas are clamoring to get out, but the tools are still blunt and clumsy. Using them is the only way to hone!
Conceptually, the setting is an interesting (fuedal?) Japanese, military magic/mutant exploitation jam. Depending on choices, you get more or less of the background and all of it is loosely sketched. The looseness is not a problem per se. Sometimes you accomplish more with detailed hints that allow the reader to do some mental lifting to fill in the gaps. The danger is that if the reader lifts TOO much, and you subsequently contradict their mental image it is jarring. The trick is knowing where to proscribe and where to sketch. For me, the use of swords and historical Japanese vocabulary crashed in my head once guns were mentioned (but never employed?) Or when a prominent character’s name was revealed as (Spoiler - click to show)“Charlie.”
Narratively, the protagonist is initially presented as resisting the call, only to then acquiesce. Of course, this Campbellian Construct is deeply ingrained in popular storytelling. But it isn’t free. In particular, the Refusal is the least interesting part of the Journey and really requires some selling by the author. I mean, we WANT the adventure. The longer and less convincingly the protagonist resists, the more the reader rejects them. Conversely, if their acceptance does not organically refute this refusal, the character comes across as petulant which is not endearing either. There are other unsatisfying narrative choices, like the protagonist having exactly the tools needed in the moment, without foreshadowing or establishing shots. Again, tone could help sell this, but not here.
Interactivity is all but missing. I think there is exactly one narratively important choice the player can make, and one of the alternatives is unattractive and unsatisfying. Instead there are a series of choices presented that at best provide more backstory and at worst have no impact on the narrative at all. Now there are a lot of ways to use interactivity: to align the reader with protagonist, to give the player agency in the narrative, to provide mental and emotional puzzles to grapple with. None of these are at play here. It devolves to page turning, which effectively shines a brighter light on the Concept and Narrative.
Technically, there is a bug where one potentially impactful decision puts the game is a stuck state without resolution. (Spoiler - click to show)If you attempt to buy a slave (to save their life presumedly), you get stuck on a page with a “markup contains mistake, need usable code right of =” error. Elsewhere, a potential choice seems unimplemented and stalls until you make a different choice. With a game this small and linear, it is hard to understand how playtesting the entire decision tree was not done before release.
I honor the ambition of the effort. As a player, this is not engaging, but as a first step there is plenty to learn from and build on.
Played: 10/13/22
Playtime: 15 minutes, multiple playthroughs, 2 endings, 1 game ending bug
Artistic/Technical rankings: Mechanical/Intrusive
Would Play Again? No, experience seems complete
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless
Adapted from an IFCOMP22 Review
I sometimes forget about pure puzzle IFs. I do a range of paper puzzles, but tend to be biased to think of IF as narrative, and so scratch different itches. Which is kind of wild, because ‘classic’ IF are so much more puzzle than narrative. Is the narrative framework, however rich or thin, really that important to the experience? Intellectually, shouldn’t have to be, but emotionally I guess it is for me. We are a species of storytellers and some of our most popular media suggests the stories don’t need to be that sophisticated or even novel. Sick burn, culture!
Now, I do like logic puzzles, but the ones that engage me are ones that jump straight to application of deduction and/or knowledge. It is a fair point that no-rules puzzles do in fact require this, they just require the additional prerequisite step of discovering the rules as you go. Puzzles don’t need frameworks of wordplay, trivia knowledge, spatial cues. Nor do they demand hint systems, either buried in clues and prompts or to the side as a reference for the stuck. Cure for cancer is famously a puzzle with no clues, prompts or hint system.
So what does this have to do with Tower? The game is a no clues/no rules/no hints puzzle. You need to divine the rules from literally nothing but experimentation. Like cancer research! It also seems to change its rules with every level (of the tower, presumedly?) It seems to deliberately provide no fail feedback other than the fact of the fail, meaning it becomes a guess-the-verb, guess-the-rules exercise. Your enjoyment will depend directly on 1) how energizing you find that sort of thing and 2) how mentally nimble you are to not drive into a mental cul-de-sac of ‘no idea what’s left to try.’
I can’t tell if the game is buggy or just obstinate in that it doesn’t always give you immediate feedback even with success. For review purposes, I am treating both those cases as Bug - either coding or psychological. In an early notable instance I left a room where I tried something to no apparent success, only to return later and see, “Wow, I guess it did work after all.” Objects have names you recognize, but don’t really behave like their real world counterparts. Autonomous objects disappear from your sight, rather than move through observable space. Reasonably expected functions of everyday objects don’t work. To the point where their names are just familiar sequences of letters whose behavior is its own puzzle. Continued failure is frustrating, and achieving brute force solutions to seemingly arbitrary puzzles provides more “sure, I guess” than cathartic rush.
If opaque, experimentation-type puzzles are your jam I would recommend you join the fight against cancer! If your schedule doesn’t allow that, Tower is for you. For me, a narrative justification would be one way to increase engagement. Medical research isn’t motivated by the super-opaque trial-and-error puzzle solving. Its getting the cure! Narratively, maybe it could be getting the treasure. Or freedom! Love Interest! Magical Rune that apocalyptically eliminates selfishness from the range of human behavior! Another way would be to craft clues/hints/experiment feedback to learn more than simple fact of success-or-fail with each experiment. Without either of those, its too Mechanical an exercise for me.
Played: 10/11/22
Playtime: 1.75hrs, 3 floors complete.
Artistic/Technical rankings: Mechanical/Notable
Would Play Again? Doubtful, not my kind of puzzle
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless
I’m definitely being challenged with what even is IF. There is a good half hour setup narrative here, that adheres to conversational IF conventions. I’m not exactly sure what story effect the choices have, but they do allow you to establish the protagonist’s character. After a good amount of light but amusing table setting, the main goal is revealed: make enough money to rescue your relative via space exploration, trade and hustling.
If I were being maximally uncharitable, I would call it Space Grind! That’s way too facile, and actually ends up being wrong. Here comes a digression: sit down kids and let gramps tell ya how it used to be.
Back in the 80’s there were things called Microgames - just bigger than pocket sized boardgames that mixed complicated rule sets with small maps and mini cardboard counters. There was one called Trailblazer whose very small font book was mostly tables and tables of d6 planet randomization: goods produced, goods demanded, and market sensitivity. The game itself was explore, and set up trade routes to make space money. Lord was it a chore to generate a planet on the fly (and maintain its markets!) as players explored empty space. A few years later, the personal computer was powerful enough to offload that work. 35-40 years after that, we have Star Tripper. (I understand there was a relevant Palm Pilot event in between, not in my syllabus.)
The genius of every iteration of this idea is that 1) humans love exploring and 2) humans love the smug feeling they get from buying low and selling high. Just love it! We poured hours into that tiny square of cardboard cackling over our pretend space money and trade routes, shuffling page after page of pretend planet markets looking to eke out a better buy/sell chain. Never mind that it was Grind before we had a word for it. Most especially never mind that once you seemed to establish an optimal route, notwithstanding marginal market variations, the most effective thing to do was just repeat it endlessly. Make that Space Money!
There’s a ton of game theory explanations of micro-endorphins that drive engagement, currently being used to let social media turn us into addled ad-slaves. Watching pretend money grow incrementally higher is one of those tools. Here its used for good! Or at least not evil. Which leaves this reviewer in a weird place: the central mechanism is a grind, no doubt. But while I berated myself repeatedly for submitting to the grind, I couldn’t stop milking that sweet, sweet meat->cube->truffle run I found. It is simultaneously Mechanical and Engaging! Right before the 2hr mark, the game does something ingenious. Because the profitability of some trade runs are so obvious, exploration becomes disincentivized. But what if planets revolt with new trader-unfriendly laws? Or they suspect you are scamming their poor population? Or you run afoul of new pretend licensing requirements? The game shuts down your carefully cultivated money runs. No choice but to explore again! I actually laughed out loud at the audacity of this move, and equally recognized it as crucial.
I shouldn’t close out without a word about the graphical presentation. It is attractive, slick and functional, making maximum use of icons, data organization and snarky glue dialogue. There is also generous sound effects integrated which are funny the first few times, but after an hour or so, have run their amusement course. The user interface though, there was friction there. You repeatedly have to click through select-enter sequences to do anything. Meaning it is 10+ clicks to get to a market, 6+ to make transactions, then another 10+ to get to the next when you are trying to accomplish maybe 4 things. Something as simple as single click selects would cut that in half, and often save you intrusive scrolling to boot. Ability to define trade route macros and “sell all” options would make that even smoother.
Scoring this is all kinds of baffling. Do I give the game credit for exploiting human brain vulnerabilities? Penalize it? Do I somehow tease out the narrative portion which feels like endcaps to a massive trading game? Isolate the procedural generation aspects which are kinda impressive? I guess I just have to grade it on what it is, right? Both Mechanical and Engaging; its technical presentation both intrusive and very attractive.
Played: 10/23/22
Playtime: 2hr, 2 ship upgrades
Artistic/Technical rankings: Mechanical+Engaging/Intrusive+Seamless
Would Play Again? My logic says no, but my endorphin addiction says maybe
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless
Adapted from an IFCOMP22 Review
Ah, the classic ‘adrift in space with a suspect AI.’ In my head, I kept calling it ‘HAL.’ I don’t mean that in a reductive way, it is a welcome setting, skillfully rendered. The game shares a lot of DNA with classic parser based IF. There is a map to navigate, items to find and manipulate, puzzles to solve to unlock rooms or achieve other progress. All if this rendered in wry text that spikes to sarcastic or sentimental without being jarring. All in all, nicely textured, narratively speaking.
Graphically, I think I expected more. Early on, the white-on-black presentation is very evocative, when the vastness of black space surrounds you, or when your spaceship is darkened. The glowing blue and green screens pop against this background, and their respective fonts nicely convey different variation of machine interface. I was vaguely disappointed when the lights came on, but the interface didn’t change, making me wonder if I was giving too much credit to the graphical presentation? I still like those terminal screens though.
The protagonist is kind of a minimally rendered space-rogue type that at least so far is an amusing vessel for the player to amble around in. What little opportunity you have for deeper character glimpses are nicely done, really loose sketches that allow you to mentally flesh out your host without derailing the story. Same for the tonal choices in how you interface with your AI partner. Mostly though, its about navigating this puzzle-filled-ship.
I go back and forth on the Twine interface for this game. On the one hand, having highlighted text to navigate and manipulate nicely avoids any hunt-the-noun exercise. It does box you in in a somewhat restrictive framework. Ultimately, I think the writing and design saves it here. While theoretically, highlighted choices could break mimesis by channeling the player in a constricted way, there are enough options anticipated, and enough shiny things to pursue that it never started to chafe. The text is also very clever in sprinkling hints and nudges that your path usually feels organic and not forced, nevermind the limited boxes available to click. Most successful IF must succeed at this (parser or not), and ALWTTNS does.
The object interface was less successful for me, and boy is this a petty complaint. As the game goes on, your inventory expands, but does so one line per item. Meaning if your screen is wider than high (which I presume most are), you have a scrolling list of items with huge black real estate on the right of the screen doing nothing. I don’t know boo about Twine, but if it were possible to put all inventory items in multiple columns - fill the screen and eliminate scrolling I would have much preferred that.
Another petty gripe: the Notes screen captures information it would be tedious to look up separately and acts as a soft hint system. Great idea. Could it have been its own option, and not buried in the scrolling inventory? And also, either quietly drop or separate notes once no longer needed, because you have completed a relevant task? As the notes grew longer, it got more intrusive to skim the list to find what you need, and increasingly jammed with notes I (presumedly) didn’t need any more.
These are petty gripes, I own this. I also never presented myself as above pettiness. Of course in the end this did not block my Engagement. I had a really good time bouncing around the puzzle space with some nicely intuitive and occasionally challenging posers. The central mystery of just how sus is HAL is clicking along at a rewarding pace. Its posed as a 2hr playtime, so maybe I’m getting close to the end? On the one hand I hope not, but on the other I’ve liked the pace of revelations and plot so far and wouldn’t want it to draw out for its own sake. I have no reason to doubt the author has a firm grasp on the length and pace of the story and I’m here for it.
Played: 10/16/22
Playtime: 2hr, incomplete, not stuck
Artistic/Technical rankings: Engaging/Mostly Seamless
Would Play Again? Likely, though I am developing a backlog…
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless
Adapted from an IFCOMP22 Review
I was really drawn to the conceit of this thing - a merging of historical murder mystery (the FIRST murder!) and alchemical deduction. All wrapped in a classic parser IF milieu. There were a few minor technical and text glitches 2 hrs in: a firepit is not recognized for some actions, while the stones that compose it are; the memory mechanism which I’ll touch on later sometimes lags the player’s knowledge; word choice is occasionally intrusive like a beam that “dissects” the opening of a well when 'bisect' was right there… there’s moments like that throughout.
Those are so minor though I really only included them to show how even handed I am as a reviewer. I really dug this entry. The setup is economical and efficient. In particular, it felt very modern-video-gamey in that it dealt out key alchemical concepts and equipment slowly and interactively, effectively training the player in their use which is crucial to the gameplay. I mean this as a compliment, it was smoothly and effectively done. Too, the map unfolds rather deliberately. Comfortingly linear at first while you are busy learning alchemy, then opening up as you have more confidence in the world and environs.
The mystery solving is also very satisfying. Mystery games have an uneasy tension to resolve: if the player is insufficiently clever, the mystery could go unsolved and that is the opposite of fun. Conversely, if the clues are presented under bright spotlights the mystery solving is unsatisfying as the player feels no agency in the solution. The alchemy mechanism is kind of brilliant in that it integrates ‘find the ingredients’ classic IF puzzles with ‘if A, then not B, and C lives in a red house’ deduction problems. This very much puts the player in the driver’s seat of crimebusting while nicely avoiding “if only I’d thought to ask the maid about the missing dog collar” endings.
The setting itself is also a treat - fleshing out 4 cipheric biblical figures into more lived-in humans. Their characters are well thought out, extrapolated from the relatively little established about them in a satisfying way (so far). The puzzles have so far been tractable and engaging. In general, great time and energy has gone into rendering nearly the entire world as examinable or look-up-able(?) which really makes the game a complete experience. Even the ‘can’t do that’ text often feels like an extension of the world and not an arbitrary boundary the game has imposed. Notwithstanding my obligatory quibbles above it is a nicely polished experience with narrative heft. Dare I say immersive?
And I haven’t yet mentioned the crucial player aids: there is a MEMORIES command which helpfully lists important steps completed, and others not yet complete. As the game opens up it would be easy to lose track of these. This is a welcome and oft-typed command. There is a RECALL command which replays key scenes should you not immediately memorize them, which you won’t. There is the wonderful implementation of your how-big-is-this-book-exactly? encyclopedia the Pharmakon. A stunning array of entries are available, so far avoiding the ‘book is suspiciously narrow as a resource’ artifact. These three mechanisms are deftly woven into the mystery and gameplay such that they become as second nature as the alchemy itself. A central gameplay function, the alchemy mechanism feels to me like the exact sweet spot of complexity between too-trivial-to-justify-the-typing and unnecessarily-baroque. Collectively, these mechanisms put enough spin on the traditional IF formula that it feels fresh. You’re doing chemistry and solving mystery!
Played: 10/19/22
Playtime: 2hrs, incomplete
Artistic/Technical rankings: Engaging/Mostly Seamless
Would Play Again? You can't stop me.
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless
Adapted from an IFCOMP22 Review
This was a fun story divided into 7 chapters, that played out in three phases for me.
The first phase was “the setup”, and I found it to be deftly and confidently executed. The stakes were established efficiently and effectively in very few screens. There was a lot of political, magic/religious and historical context to establish, as well as family background. There were three terrific choices right out of the gate: 1) the political/historical complexity was just right for this size game - specific and intriguing with enough breadth to feel lived in but not so much to drown in details. 2) the information was conveyed using multiple different scenes and interactions rather than a single massive textdump. 3) integrating it with player choices that also established the protagonist’s character. It doesn’t seem like the early choices have far reaching implications (maybe barring one), but they do give a chance to establish the Princess’ voice in the choices the player is making. All in all a very strong start.
The second phase was “the escape and journey”. This was a series of moral and physical peril scenarios (ie series of player choices) that would either establish character or set up potential future stakes or both. By and large I also enjoyed these. The fact that I paused to agonize over options a few times is a good indication that I’m sucked into the stakes of what’s going on. Most of them gave you a chance to flex different dimensions of the Princess’ character and skills. One of them though, involving an abusive street performer, added a new twist that I wasn’t crazy about it.
Prior to this encounter, the choices could result in death, or “luck” loss, but you had a few of those to give and if you didn’t hit a death scene, you got info or character established. With the street performer encounter, the game explicitly warns you if you want “success” you need to navigate a magic sequence of actions. On the one hand, appreciated the warning, make sure to save. On the other it changed the tenor of the game. No longer were you collaborating with the author to establish the princess character and story, or even how much backstory you were exposed to. Instead, you were guessing a puzzle sequence. Further, there were no discernible clues in the choices to inform your guesses. It devolved to trial and error where the focus was on ‘beating’ the scenario, divorced from any prior character or goal choices.
Unfortunately, the last “destination/resolution” phase was more in line with this previous encounter than the first 2/3 of the game. There are timed puzzles that lock out interesting story information. More guess-the-magic sequence encounters. But most disappointingly to me, a final boss fight that had little narrative surprise, nuance or complexity. Through the course of the game, the lore was a key underpinning of the quest, gaining more knowledge of the true vs reported history of the realm. While yes, arguably this lore informed the motivations of the final boss, that final battle didn’t build on or modify or subvert anything that came before. Given how strong the world building had been throughout the game, it felt like a let down.
Ultimately, it leaves me with Sparks of Joy where the first 2/3 of the game were that spark. Its always a shame when the ending is a let down, because that final flavor can overshadow everything that came before. In this case I want to refocus on the first 2/3 that were a true accomplishment of character and world building. Here’s the metaphor I am committing to: its like you get so much pleasure from the sound of two lego blocks clicking together, then you suddenly look up and realize you built a scale model of the Parthenon. Even if you smash the Parthenon after that, that is pretty cool.
Played: 10/10/22
Playtime: 1.75hrs, finished w/ final battle walkthrough
Artistic/Technical rankings: Sparks of Joy/Mostly Seamless
Would Play Again? No, experience seems complete
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless
Adapted from an IFCOMP22 Review
I am a big horror movie nerd, and marrying deep genre love to a reality show setting? We’re firmly in catnip territory here.
Billy’s informal writing voice perfectly capitalized on my goodwill. They adopted a confident, playful and straightforward tone that quickly sucked me into this goofy world with a time-honored genre trope, deftly executed. Throughout the game there are just enough winks to keep the wry feel, but not so dense that they erode the narrative tension. It was a nice and consistent tone achievement. I also admired that a broad range of human gender and sexuality seemed to be accommodated in NPC casting and player choices, and done so organically and naturally. (At least for the choices I made)
The playful voice is most evident when engaging the NPC contestants. They are a varying mix of familiar archetypes and archetype subversions. I think this is a crucial choice actually, as the cast is somewhat large and all introduced at once. Without an initial archetype hook it would be impossible to keep them all in your head. I wouldn’t say any of them are truly 3- dimensional but the story doesn’t need them to be. Really the story only needs 1 dimension and still delivers between 1 1/2 to 2 1/2 depending on character.
Billy’s menu-based interactions were also well done. Which is good, as it is the driving mechanism of the game. When I encounter this system in video games it is rare that I don’t chafe under the constraints of responses and reactions I want to give, but the author has failed to accommodate. Or worse, cues that suggest a response I want to make but instead deliver something I NEVER intended when clicked. Blood Island menu cues are refreshingly concise and clear, and at least for me, never betrayed expectations. It feels ungenerous (in a way Blood Island never is) to quibble that missing responses did crop up. I mean it as a compliment when I say this was infrequent enough that it felt jarring when it happened, as my expectations had been consistently raised and met. It was those relatively few times that caused me to “Mostly Seamless” it. Too, the game’s responses to player choices were smoothly integrated into text blocks, both in format and voice, with none of the jarring “<<CHAR_NAME>> heard your answer and is <<CHAR_EMOTION>> at you.”
I won’t talk about the plot, obvi, except to say that it embraces deconstructionist horror ala Scream/Leslie Vernon/Final Girls (the movie) and integrates Final Girl (the trope) critical commentary in an engaging if not completely organic way. At least for me. This is totally my jam. I could see where someone less taken with the source inspiration might find the commentary clunkily intrusive. Let them write their own review, I dug it!
It was also noteworthy that the setpieces had propulsive urgency, twists and shocks and strong feeling of stakes in them, as the best of its inspirations do. Is there an M Night Shyamalan “oh snap no way!” moment? No. But there are heaping helpings of “yeah you did!” smiles and fist pumps. It is an old saw that horror/comedies only elevate when they succeed equally in both. If I assume that would also apply to reality/meta commentaries, Billy is tackling all FOUR of those. They succeed with a thoroughly winning light, wry and generous touch.
Played: 10/4/22
Playtime: 1.5hrs, finished
Artistic/Technical rankings: Engaging/Mostly Seamless
Would Play Again? Definitely! So much comfort food.
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless
Adapted from an IFCOMP22 Review
Mostly polished parser adventure, squarely in my wheelhouse. There is some opening business about a holodeck type setting, but it feels like a bare bones justification to allow you a walking tour of 8 wildly different arboreal climates. That’s a great design choice, actually. It hand waves at the background and quickly ushers you to the main exploring event.
I really liked the ambition of it. 8 different ecosystems, 8 different sets of locations and puzzles, many of which interact with some of the other 7. There is some classic puzzle gameplay in evidence, as well as some nicely novel ones. It's probably not a spoiler to say you bounce back and forth between them to resolve many puzzles. The puzzle text was mostly descriptive. NPCs are minimally rendered which on the one hand feels shallow, but on the other does nicely skirt the “ok this NPC is slowly transforming into a parrot” problem. I liked the “on the right track” hint messages. Still not sure where I land on the parenthetical “you still have the X” messages. Points for clarity, but jarring compared to surrounding text. I was either 1/5 or 1/8 complete at the 2 hr mark depending on how you score it. Right at the 2hr mark, there was what I’m going to call a bug in deceptive text. (Spoiler - click to show)It involves an object landing at your feet at a joust, but the nouns in the text prompt are unrecognized by the game, and per walkthrough the noun you need to use was never mentioned.
Other than that glitch, the puzzles seem capably rendered and satisfying. It feels like the variety and choices of settings are the true showpiece here though. The narration is well up to the challenge of immersively depicting very different ecosystems and geographies. Initial entry also provides a header quote of scientific or cultural interest, in a way that effectively conveys global scope. The variety of settings chosen plays deftly into that as well, creating a really epic feel.
If I scratch a little closer at it though, I’m not sure the 8 chosen settings click together smoothly. Half the settings use the unique trees/ecosystems as background for light puzzle play. The trees themselves little more than scenic/puzzle elements. Hoo boy the other half though. Fully half of them engage deeply dire ecological and/or sociological issues. On first impression I kind of dug it. Since I encountered a few lighter settings first (just by random chance), the heavier settings came as a gut punch. “Look at all the pretty trees… holy crap WHAT!!!” I do wonder how someone who chose differently would react - experiencing a dramatic REDUCTION in stakes. In any case two hours in, the contrast is dramatically jarring in a narratively intriguing way that totally sucked me in.
But but but. I am now petrified. I am petrified that the 4 different very fraught issues are not well served by the puzzle solving mechanic so far on display. That they could be reduced to background setting like the other 4, and effectively trivialized in a way that could be glib and offensive. So far the text has nimbly avoided this to its credit. It has given me no reason to fear I am in incapable hands. But the risk is so large I can’t help but feel trepidation. In particular, confidently invoking (Spoiler - click to show)‘strange fruit’ (google if you need to) feels like stomping your foot on thin ice and boldly declaring “I got this.”
I am Engaged, and also extremely nervous about what lies ahead. Bad time for 2hr timer to expire!
Played: 10/12/22
Playtime: 2hrs, did not finish, 21/100 score with one walkthrough lookup
Artistic/Technical rankings: Engaged/Notable Bug
Would Play Again? Almost certainly, as I chew fingernails to nubs
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless
Adapted from an IFCOMP22 Review
A very short mood piece with some sharp if narrow observations to convey. As a web-driven experience I appreciated the integrated mood audio and the restrained but clever use of font (especially dug the protagonists’ ‘voice’) and layout. The art was hit or miss, with the notable exception of the various renderings of the monster protagonist, which I found compelling and evocative.
Taken together with the prose, the whole package effectively conveyed an underlying melancholy behind a handful of setpiece encounters. The experience was brief - in a half hour I completed 7 or 8 circuits and got 5 different endings, with little left unexplored (I think). This tight scope and short duration achieved a slightly different effect than many “Play Again?” prompt games. Rather than a time loop or full narrative reset effect, this rather felt like exploring a multiverse where we are granted a god’s eye view of all possible outcomes of this combination of character and situations. While simultaneously building some larger understandings.
What sparked my joy was how these runs, most especially the endings, played off not only each other, but more significantly off the protagonist and NPC expectations and biases that are revealed across the runs. A single run showcased a moody cause and effect chain. Across all runs, a full and consistent picture of the protagonist, the world, and human society is assembled and contrasted to intrinsic biases. Because this feels like the ace in the piece’s sleeve, I am reluctant to write more clearly about it. Thematic spoilers are real things too! Suffice to say there is more subtlety here than its form and scope would suggest.
I don’t want to oversell it - this is a very brief piece, with limited meaningful choices. It is not a puzzle to solve, or maybe is at its best when it doesn’t have to be. I appreciate that it builds some sharp commentary and effective mood with relatively few moving parts. It is a melancholy short story I was glad to spend time with, but probably won’t need to revisit.
Played: 10/4/22
Playtime: 30 min, 5 endings
Artistic/Technical rankings: Sparks of Joy/Seamless
Would Play Again? No, experience seems complete
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless