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IFComp 2022

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Headlights, by Jordan White and Eric Zinda
4 of 4 people found the following review helpful:
Experimental Parser, WIP, November 7, 2024
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

This is a parser based game, but the implementation feels like it is fighting convention kind of just to fight it? The attempt is to get the user to type commands more naturally, in complete sentences. I can see why intellectually this may make some sense (and certainly as a hook for voice-based accessibility), but practically speaking it feels misapplied in a keyboard-based IF. The mainstream tradition and promise of IF is to ‘put the player in the story.’ Now, since this form predates VR goggles by decades, it needed to do this in text. Text is already a layer of disconnect though, right? You aren’t ‘walking north’ you are TYPING ‘walk north.’ The more you think about typing, the less immersion you have. (Excepting of course sly little games that integrate typing-at-a-keyboard into its conceit. Those minxes!) This is why one letter abbreviations are so prevalent in IF - ‘examine’ is so many letters to type, it drags immersion, especially when done repeatedly. The more you can do this the better. The power of parser IF of course is that it presents the illusion of limitless nouns and verbs. WE know that’s not true, but that is the tradeoff we’ve negotiated over several decades: type any word, but common ones give shortcuts. I mean, I’ve personally never finished an IF game thinking, “that was pretty cool, but I really wish I could have typed more.”

So Headlights wants to renegotiate that. Sure, why not, no sacred cows, right? I think I tried twice then said, “I’m typing way too much about this,” and reverted to more standard verb-noun and abbreviation conventions. To its credit, Headlights’ parser handled it. To its detriment it put what appeared to be debug messages after every command.

>OPEN DOOR
[I heard: ‘open the door’ → Say ‘as spoken’ to repeat exactly as you said.]
The door is open.
>N
[I heard: ‘go north’ → Say ‘as spoken’ to repeat exactly as you said.]

AFTER EVERY COMMAND. Other than actively berating me for not typing articles, I’m not sure how much MORE intrusive it could be. At a minimum there should be a command to shut that off. So I didn’t care for the new parser capabilities. Sure I could have made more effort to meet the parser on its own terms, but I think I would have chafed as much or more at the extra typing.

It had some issues re-implementing other parser features as well. Objects were sometimes listed via their code relationship, not necessarily their physical description. X GROUND in one spot yielded “Inside a meadow is a physical object, a place, a side, a thing, and an inside.” It aliased verbs inelegantly like when I TOUCH LIQUID, I got “you have petted the liquid.” I think my overall favorite was USE TOILET… “I don’t know what to do with a toilet.” Wow game, your parents REALLY let you down. These gaps were not as common as the debug messages, but still overwhelming.

Ok, so the parser implementation was Intrusive. How about the story? It was pretty bare bones. 4 or 5 chapters of 4-9 room exploration and minimal ‘get X from room2, use in room4’ kind of puzzles. The maps were all pretty linear, the descriptions pretty minimal. Usually a sentence of where you are, then a line by line list of objects in the room. That was useful at least, as there wasn’t a lot of searching. My favorite puzzle was (Spoiler - click to show)letting yourself get bit by a spider for extra strength, leading me to exclaim “I’m Spiderman now!” Honestly, it felt like a test drive for the parser more than a complete work of its own. There is a climax and payoff, but the stakes never really register as more than a dry IF puzzle.

Will be interesting to see where this parser implementation goes from here though.

Played: 11/12/22
Playtime: 40min, finished
Artistic/Technical rankings: Mechanical/Intrusive
Would Play Again? No, experience feels complete

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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Elvish for Goodbye, by David Gürçay-Morris
1 of 2 people found the following review helpful:
Elves are Racist, December 20, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

In reviewing some IF works, I’ve grappled with poetic language that clashed with my own sensibilities. I seem to have a heightened sense of "ehhh that's trying too hard." Superficially, this should have tripped my hair trigger, but somehow the language here just sung for me. It was consistently evocative and surprising and carried a rhythm that was somehow both measured and propulsive. When I tried to figure out how this succeeded for me where other works did not, I think the best I came up with was EfG minimized the use of extravagant simile and metaphor, and just straight up described stuff. Elegantly, evocatively and beautifully. This offhanded passage early on was just so precise in its socio-political observation, its multi-syllable employment doesn’t end up diluting or obfuscating it. (look at me! so many multi-syllable words of my own!)

"to the glittering glitterati of the donor class, those brahmins of the City whose funding feeds the fringe-work (performance, poetry, painting–even it turns out, mythohistoric research), fattening it up until it can pass as avant garde, or perhaps–if you’re lucky–even 'cutting edge.' "

For the first chapter or so, it's all narration, and the language rolls like a manuscript from the protagonist - its half-academic half-poetic tone seems about right for the background they’ve presented to us. Quickly they meet with a poet they’ve idolized, let’s call her Didi Joanion. Just pulling syllables out of thin air here. The rest of the work is a dialogue between the two about Didi’s time among the Elves. Settle down spoiler-police, it's in the title.

Let me break for a moment to talk about the interactivity - it's kind of inessential. There are some exclusive choices early that shade how the protagonist understands the world. I was a bit put out at those, because every option I selected had text that thrilled me, and I wondered how much MORE thrilling the choices untaken might have been. I wanted to select them all! Later though, when choices stopped being exclusive and I had to select all (or just most) of them I was like “why am I even selecting here? shouldn’t these just be page breaks?” You can’t win with me game, ask around, that’s just how I am. A lot of the time, the interaction was straight-up page turning, but even when it wasn’t, it was. Every now and then there was a nice pacing effect in the interactivity, but very much the rare exception.

So back to the text. As soon as Didi started talking things jarred for me. She spoke in the same evocative, deliberate, erudite voice as our narrator. And she did it describing things from decades ago, with a precision and clarity that … eeehhhhh. Here:

“[…] hanging from every horse-drawn troika and gondola poling its langorous streams, […]”

“Poling its langorous streams”? “POLING ITS LANGOROUS STREAMS???” Does that sound like something one human would say to another human in human conversation? I want you to try something: work the phrase “poling its langorous streams” unironically into any conversation with anyone in your life, and report their reaction back here. Some homework for you.

Something about putting quotation marks around it shifts the way the words work, and it drew the wrong kind of laughter. I considered, “maybe this is the protagonist’s recasting of her words in flowery manuscript as they’re being written down” except that previously they made a point of how diligently they were capturing her exact words. Then I thought, “well, she is a renowned poet in the text of the piece, maybe this is less an authentic conversation, and more her slipping into some well-rehearsed bit.” Which the story later outright confirmed! Ok story, you got me!

It did it twice more. Once, it noted there are 20,000 elvish words but only 3 for hello. (Is that the number? It was presented as a lot more than we have, but that feels super low.) I’m like, “c’mon that doesn’t make any sense, we have more in English.” Story was like “yeah that’s weird, hold my beer, let me tell you about ‘Goodbye’.” Elsewhere they’re talking about her silk flooring in her fabric house and I’m like “fr reals story? Doesn’t it rain there?” Next scene, rain! I felt like an overconfident amateur chess player realizing the unassuming player across the table was actually a prodigy.

So yeah, the language in dialogue never really felt ‘real’ but it was cool. I mean, I really liked reading it even if it wasn’t ‘believable’. So if I’m sluicing through this joyful, vibrant literary rapids why am I not Engaged? Why? Its about Elves. (IT'S IN THE TITLE, IT'S NOT A SPOILER.) Elves are racist bastards, that’s just facts. You see how they treat Dwarves in those Rings/Hobbit movies? Screw those Elf Supremacist dickheads.

Wow. That got away from me. There’s a possibility that was not about Elves.

So this work is about a gloriously conceived fantasy city and culture whose inhabitants are not important. And it's basically a long, super-evocative and thrilling to read description that only kind of barely crests to a dramatic resolution. It’s a beautiful artifact that doesn’t do much, consistent with its unnecessary interactivity. Is there a place for beauty? Of course! I just need a little more to get Engaged. That may be on me.


Played: 11/5/22
Playtime: 30min, finished
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

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January, by litrouke
1 of 2 people found the following review helpful:
Ack! I am Betrayed!, December 13, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

This is definitely an interactive novel, not a game. It is structured as a series of irregular calendar day snapshots of life after a zombie apocalypse. Really the only choice on offer is what day (as denoted by circles on a calendar) you want to see. At first I just went monotonically forward in time, until still in the first cycle I periodically decided to “skip ahead” and fill in gaps after. (Spoiler - click to show)Really just to see if the cat lived. As you work your way to December, you sometimes revisit days you’ve already seen where the narrative expands or changes but you do arrive. Then the entire year opens up AGAIN. This time, I went backward just to see how it played.

The narrative itself pushed hard on me at first. A few early examples of text trying way too hard and totally not landing for me: “The train unfurled from the tunnel like a tongue.” “Now the swollen joint rolled in his boot like a marble.” “Thirst serrated him.” These are super representative of persistently showy prose that pulls you away from the apocalypse you are nominally watching in a very distracting way. There are plot choices that are as equally confounding/challenging. The protagonist seems simultaneously very clever about apocalyptic survival (I particularly liked the hinting that he was salvaging kibble because it was overlooked by other survivors), and just not smart. He is a wanderer, yet winters in snow and ice?

But but I gotta say the pace of this thing, so slow and deliberate, couples with the language to kind of weave a mesmerizing, melancholy spell. This is not a survival tale of high stakes action setpieces and heightened relationship melodrama. It’s a taciturn dude and his cat figuring it out as they go. At the half way mark, it had eroded away all my complaints with its slow, steady rhythms. The language didn’t get less florid, not at all, but its omnipresence kind of became… atmospheric. I didn’t live in a real, or even realistic world anymore. I was here instead. It was kind of… comforting? It was weird to realize I had been so effectively seduced by the offputting language of this thing. And I was cool with it!

The presentation is consistently inventive and interesting. The days you click on play tricks with layout and text, almost always in unexpected ways. It crucially adds illustrations, very much of the vibe of ‘amateur drawing in his diary’ which is just perfect for the presentation, and crucially signposts when you subsequently revisit certain days. The presentation reinforces and becomes of a piece with the language to really draw you in over time.

Again, but but but. At the halfway point you get a 4th wall break that is so jarringly inconsistent with everything that has come before it's like a slap to the face. I’d been mesmerized by sirens leading me, willingly!, to my doom only to break the spell at a crucial moment. Story, you pushed your excesses in my face up front, then in a cocksure demonstration of your power confidently and slowly won me over anyway. Why would you push me away again? This proved to be hubris it couldn’t recover from. In fact, my choice to do reverse order on the back half was kind of a passive-aggressive dare. “Ok story, you wanna slap me? Let’s see how you fare backwards.”

Now, that choice to Will Smith the reader is clearly deliberate. From post-play discussions, one of the work's themes was (Spoiler - click to show)constructed, edited memories, and the slap arguably provided a dose of cold water showcasing exactly that. The problem is, the florid language ALREADY lent it an air of (Spoiler - click to show)interpreted, artificial construct. I didn't need the metaphorical violence to get that. Maybe if I got the sense that there were dramatic beats of self-deception now stripped from the protagonist this would have stuck better for me, but that's not what I got. What I got was (Spoiler - click to show)one big omission, that was pretty understandable, all things considered and a series of what seemed to amount to minor detail changes. For me, there was no big payoff to this sudden sea change, just a lot of minor nuances.

With the spell broken, the work kind of boxed itself in. In revisiting the past, all the textual excesses were exposed a second time and the additional shading insufficient to dilute them. The graphic inventiveness continued, the drama ramped ever so slightly, but I was lost, and it's really that stunningly jarring 4th wall choice that did it. It doesn’t help that the story doesn’t build to a dramatic or thematic resolution either. I’m not sure how it could, since it ceded control to me (mostly). You get more information, more backstory, but none of it comes together thematically to any kind of crescendo. I actually wonder, had not that one scene freed me, what would have happened to me at the end? If I’d remained under its spell as it wound down like a music box to no finale? Would my wife have found me the next morning, blankly staring at the screen, a shell of my former self?

I kind of have to honor the spell it was able to weave as Sparks of Appreciation. Seamless, technically. Bonus point for inventive presentation, penalty point for that violent mid-story slap and lack of closure.


Played: 11/4/22
Playtime: 1.75hr, finished
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

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Let Them Eat Cake, by Alicia Morote
2 of 3 people found the following review helpful:
Bend and Snap Bakery, December 12, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

Students of comedy and interested rubber-neckers like me are aware of a joke comedians tell each other called “the Aristocrats.” If you’ve never heard of it, do yourself a favor and watch the documentary about it (on AMZ Prime if that’s your garbage billionaire of choice). Ancillary to my reason for bringing it up, there was so much to Bob Saget most of us didn’t get to see. To the point here though, the joke hinges on the insanely wild disconnect between setup and punchline. Not just conceptually but narratively as well. However long and meandering the setup goes, the punchline is a whipcrack of two words. Thanks to Legally Blonde we can now call this the “Bend and Snap” effect. (I am loathe to dive deeper into “the Aristocrats” than that for those that haven’t seen the doc.)

There is another comedic tool, one we’re all familiar with: repetition. This has a lot of forms - escalation, recontextualization, deadpan emphasis, and its most overworked form, the callback. You’ll see all these variations a lot in televised comedy once you are sensitive to their use. It is tried and true. The callback in particular is the wobbly prop on which improv is built. I’m no statistician but 86.224% of improv skits end with a callback. SNL skits may be higher.

Since I’ve taken the time to steer the conversation this way, you may now be asking, “Reviewer, what if an IF work were to somehow put the two of those comedic devices together?” To which I would coyly touch the corner of my mouth with my pinkie and reply “Perhaps bake them together… IN A CAKE?” And now it is clear to you why I explain comedy instead of DO comedy.

LTEC presents as a vaguely-medieval or renaissance small village bakery setting. Your task is to assemble ingredients in a cake, with the gentlest of “and don’t be too nosy” as a caution. The author knows full well neither the protagonist nor player gives that advice a moment’s consideration. So off you trot, probably whistling, I’m pretty sure whistling, to the miller, farmer, neighbor and church. The presentation, in screen layout, in use of font and illustrations is I’m going with pastoral. It is nicely evocative of the Canterbury Tales of it all. The language is slightly formal but light and breezy, also of a piece.

Until you let curiosity get the better of you and SNAP (Spoiler - click to show)you are treated to an over-the-top horrific excess completely divorced from the pastoral amble you started with. Kind of like a David Lynch movie, if those didn’t start by telegraphing the utter creepiness of their seeming banality. And also played for laughs. So, nothing like a David Lynch movie. (Spoiler - click to show)And you probably die horrifically too. It’s fine, you can restart.

Then the piece builds on itself, echoing, recontextualizing and escalating, so that somehow it gets funnier each time as you try to anticipate where your why-can’t-I-just-resist curiosity pokes free. That’s the game: go fetch the flour! Bend… and Snap. Now the eggs! Bend… and Snap. Now the milk, sugar! Bendbend… and Snapsnap! Fine! you say. I’ll put my blinders on and just make the damn cake! At which point, the finale finally breaks down and invokes a callback that ALSO rockets into a whole new level of narrative leap. BEND AND SNAP M-FER!!! Repetition!

I really liked my playthrough, I thought it built on itself marvelously, and had me trying things I DEFINITELY didn’t want the protagonist to do just to see what would happen. (Spoiler - click to show)I died a lot, learning stuff as I went. Comedy is super-precise though. I couldn’t help but wonder if the building effect that was bouying me along so actively was really just a happy accident of my choices. If I’d made different choices would the repetition not have felt like escalation at all, but deflation? Is every judge getting the same potent dose of comedy? Seems like they wouldn’t have to?

It’s not seamless. There are some screen layout issues where the illustrations (just lovely - also pastoral with an unsettling edge to them) corrupt the choice prompts and make them hard to click. There are narrative paths that reconverge and reuse text in a frictiony way. (Spoiler - click to show)And the restart after dying mechanism. After you’ve experienced the worst of a particular sub-quest, had a good laugh at it, then just want to get your ingredients - it was a fairly clicky prospect that no longer had any surprises for you. And God forbid you (Spoiler - click to show)die after having collected 2 or 3 ingredients. You have to do it all over again! A much better design decision would be to introduce a “Just collect X option” after you’ve managed it one time. It really introduced a drag into the experience.

Lastly a note about Engagement. From an IF perspective, the Achilles’ Heel of these two comedy tropes is that they are appreciated at a Meta, not Immersive level. This is not gentle character-based comedy or acerbic personality driven comedy. These are metajokes which work best when NOT engaged. So Sparks for me!

Quick shout out to that cover picture, btw. Chef’s kiss.


Played: 11/6/22
Playtime: 20min, 1/8 endings; 3/? bonus endings
Artistic/Technical rankings: Sparks of Joy, Notable
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

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The Grown-Up Detective Agency, by Brendan Patrick Hennessy
2 of 2 people found the following review helpful:
Book-like Interactivity, December 10, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

Everything about the pre-game hit my brain pleasure centers and put me in this thing’s corner. Grown Up Detective Agency is just a fantastic title. Time jumps? Mystery solving? The phrase “follow the trail of a missing heterosexual”?? It’s like a marskman-level glee sniper.

The work itself did not disappoint. The 2-in-1 protagonist was incredibly well realized. Their dialogue crackled with wit and personality and was simultaneously, recognizably same and different. The time gap shenanigans were not overplayed, just tossed in like precise seasoning. (I laughed out loud at “why are people getting more deliveries?”) I simultaneously felt bad for Kid and understood Adult perfectly. There were a few times I chafed when remembering this world-weary gumshoe was all of 21, but the text was strong enough to get me past that.

Secondary characters didn’t fare as well, but with one exception it was actually fine. Most of the non-protagonist cast was pretty one-dimensional, but in an amusing and winning way. We don’t NEED them to be fully fleshed out, they just need to be fun in their respective roles and most of them very much are. The bros, the bartender, the club owner, the furry… unique and consistent and funny. Even the client filled her role, though I suspect if I’d had more exposure to the other games in the series she would be more fleshed out. We’ll get to the love interest in a minute.

The mystery itself was extremely clever, in the sense of everyone’s motivations making perfect, hilarious sense, however surprising their reveal is. But the mystery-solving gameplay? Less clever. It relies a bit too heavily on NPCs withholding information more for plot than character reasons. It also appeared that player choice in following clues and interrogation tacks ultimately didn’t make a difference. You were always going to be able to visit every clue site, and get relevant info regardless of dialogue choices. I don’t know this is true, I could just be an Ace Detective. Honestly though, it's definitely not that. Which led to a thought mid-game that popped in my head unbidden. “Would I be enjoying this pretty much exactly the same if it were traditional fiction? Yeah, I think I would.” As soon as that thought popped in, I realized I was not engaged because of the interactivity, it was the story and characters. My clicks were less about participating in progress and more like turning pages. Is this a problem? Maybe? Didn’t feel like it in the moment, I was still Engaged in the narrative and enjoying myself immensely.

Really the only narrative shakiness for me was the love interest sub-plot. Characters made admiring assertions about them that I didn’t see corroborated in the narration or the character’s own dialogue. If I can be forgiven the pronouns for a moment, my reaction was basically straight out of Arrested Development. “Her?” Maybe this was a ‘play the previous episodes’ thing too.

As I roll up the score, I am again confronted with the inadequacy of my judging criteria. I was Engaged, no doubt about it. But I feel like the interactivity of IF was inessential and irrelevant to the experience, and I think I want to count that as ‘notable technical intrusion.’


Played: 10/11/22
Playtime: 1hr, finished
Artistic/Technical rankings: Engaged/Notable
Would Play Again? Probably Not, but the rest of the series, likely

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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The Archivist and the Revolution, by Autumn Chen
4 of 5 people found the following review helpful:
So Much Cleverer Than Me, December 10, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

“The world is ending, and you are still paying rent.” Ah game, you had me at tagline.

This piece collects a handful of speculative fiction ideas, each of which was so deeply, deeply cool it could support an entire story on its own I think. Then it mixes them together in a surprising and unique heady brew of world building. World building is a delicate balance of information and reader-filling gaps, and it kind of has to be carefully tuned to the tone, themes and length of the piece. You can’t let the detail overwhelm the narrative, but you need enough so that contextual dramatic moments hit big. TAatR feels like it hits exactly the sweet spot for its narrative, and does so while juggling multiple Big Ideas. By the end screen, I raised a proverbial glass to the accomplishment.

The central mechanism is filing: in order earn money you must file snippets of data from “the past” on behalf of a faceless bureaucracy. You’ve got to do enough of it to make rent. So much good stuff is wrung out of this mechanism. For one, the “snippets of data” are world and personal background, which you navigate based on your interest. You will start to recognize narrative threads based on data “encodings.” As you assemble more background, you realize the protagonist was more than an impartial observer to some of these events, and then get to decide how much you actually want to give the government. This in turn can create a money problem that the game offers character-defining ways to solve. This mechanism melds grind, data dump, and character moments in a very compelling and Sparky way.

You’re already like 4 layers deep in your IF parfait, and more to come! On top of all this, the protagonist’s uniquely complicated personal life gets folded. Here’s where things pushed at me a little, and I can’t figure out if the text needed to do more, or maybe if I did. There are choices to make about how the protagonist prioritizes and interacts with other cast members. Only (very!) belatedly did I realize I was fully empowered to collaborate on defining those things. Early on, I thought I was trying to pick the ‘right’ choice based on the character so far presented. As such, some choices made no sense to me and felt false. Often the results left me wanting more. If I shift the blame, I think the text could have nudged the narratively collaborative nature of its choices a little better. I realize this is weird feedback to give an INTERACTIVE FICTION piece. It could be I am just a dummy. I will say, once I realized (whoever’s) mistake, I appreciated that the choices were actually really interesting and varied and opened up the dramatic space tremendously.

There was another narrative, I don’t want to say ‘problem,’ how about ‘inelegance’? Because you are selecting which historical and personal events to pursue in juggling your day job as data filer, and because you cannot pursue all of them (I guess you live in a world with no coffee?), you will not see the breadth of narrative possibility in one sitting. This is cool! It effectively conveys a world so much bigger than what you see. However, it also doesn’t guarantee a fully satisfying narrative arc. In my case, the ending ended up leaning directly on less than 10% of my overall gameplay, and maybe indirectly on another 25%. I did dig the ending as a story twist fwiw, just didn’t find it fully satisfied my investment. I can’t help but wonder if I bypassed a key file or two that would have driven it home for me.

This game did so much that is hard to do, and did it so well, I feel a little ashamed that I couldn’t push past (lots of!) Sparks of Joy. The perceived but probably false choice steering, and not-quite-crisp narrative closure just kept me out. That said, this game is probably the first Sparky game I’ll revisit after close of IFCOMP.


Played: 10/20/22
Playtime: 1.25hr, finished 1 of 9 endings
Artistic/Technical rankings: Sparks of Joy/Mostly Seamless
Would Play Again? I think I will, once I work off my backlog

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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Prism, by Eliot M.B. Howard
3 of 3 people found the following review helpful:
Wait, What Is "The Magic Flute" About?, December 10, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

I’ve always had a soft spot for opera, but it's always been very tightly bounded spot. The music is just really vital - soaring and complex and dynamic. But man GOING to the opera is a LOT. There are minimalist productions to be sure but straight-up classical opera? Costumes and set design are hat on hat on hat on hat - pageantry for its own sake. The audience too, maybe the last place in the world you can see capes worn unironically. Maybe it is ur-cosplay? And then there’s been one or two productions that have decided either to sing in English or provide electronic scrolling subtitles. Hoo boy does that take the shine off in a hurry. When you don’t understand the words, the vocals are a featured instrument, weaving into and above the orchestra and engaging directly with what makes us human. When you understand it though? Swelling, compelling music in service of “What does the gypsy boy want? The gypsy girl the gypsy girl the gypsy gi…iiirl.” For cryin’ out loud opera, you were better when I didn’t know.

Obviously I mention this because Prism evoked imperfectly analogous feelings. The most prominent feature of this work is its language. Like opera it can be by turns deeply satisfying or so over the top as to be kitsch. I grabbed a bunch of quotes, examples of both, on my playthrough, too many to incorporate here. Let’s use an early one [annotated]:

"The thought strikes you in perfect time with the dry-storm lightning above. [I mean, no, that didn’t happen. Perfect time? Statistically, what are the odds?] It works into your chest like truth [ooh, that’s a nice phrase] as electricity strikes from rotating hexagonal clouds above into the humming cylindrical basin at your back [wait, what are you describing here? I understand those shapes but not in that context]. "

The overriding atmosphere here is poetically over-written, except when the poetry resonates just perfectly. The problem is, when it is perfect, it kind of draws attention to itself. When it’s not it ALSO draws attention to itself, and also the fact that it’s not perfect.

Now all this poetry is pressed into service, not by philosophers or y’know poets, but by hard-scrabble street dwellers. This is not a fatal choice, but certainly a challenging one. It clashes with the stark practicality of their day to day struggle in a way that is never truly resolved. You could forgive the poetic narration matching the protagonists’ voice, if you assume their inner voice is also the narrator. But everyone in the world talks like that, except the beings that talk MORE that way. There are beings whose alienness is conveyed in a very specific, kind of cool but nearly impenetrable patois. It is alternately admirable and confounding. And unfortunately showy, as the protagonist by turns seems to converse just fine (like dialogue with adults from Peanuts), then call them out as POEM TALKERS. Mr. Kettle, maybe don’t throw that particular stink at Mr. Pot.

There is some impressive world building in the first half of the game. I want to say in spite of itself, but really no, the over-descriptive poetry is every bit a core element of the city as the neighborhoods, buildings and infrastructure that are lovingly described throughout. As a setting it is nicely conceived: physically specific but also impressionistically singular through the language used to describe it. Like Scorcese’s New York but fantasy, if that doesn’t feel like too much of an overreach. Looking back, this is the most prominent achievement of the game, and its biggest Spark.

I have just described the first half of the narrative I experienced, which comprised more than 3/4 of the playtime. At the turn - probably not coincidentally when I chose to leave the city - suddenly what had been an almost meditative, expansive, exploratory, quasi-open-world experience contracted to a limited-choice rushed plot on rails and almost no setting. The pace and interactivity shifted gears with an audible thunk. Ok, that’s crazy, clearly I didn’t hear anything. I think the style is leaching into me. If the language made it a struggle to Engage the work in the first half, this shift really made it a lost cause. And yet, the story still found a last sentence that was so nicely resonant I couldn’t just dismiss it either.

It appears, based on the options I didn’t take, to have many narrative paths to explore. That’s always nice in IF. Not sure whether I’ll explore more later, or just let that final sentence ring.


Played: 11/4/22
Playtime: 1hr, 1 ending
Artistic/Technical rankings: Sparks of Joy/Notable
Would Play Again? Not ruling it out, with the right mood

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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The Thirty Nine Steps, by Graham Walmsley
1 of 1 people found the following review helpful:
Alfred Hitchcock (Does Not) Presents, December 10, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

Goot eev’ning. Before I was a horror movie nerd, I was a Hitchcock nerd. I do appreciate that the game very quickly squashed any expectations on that front (39 Steps was an early Hitch film, based on the same source material). Sometimes it’s best to just pull the bandage off.

The presentation was spare, but attractive and efficient. The black/white/green palette was functional and compatible with the on-the-run thriller story. The music was really top notch. The author apparently composed it himself, and it could easily have fit in the background of any of Hitch’s black and white works. I know the disclaimer explicitly said ‘not inspired by film’ but take the win, game! Just about perfect for the story. I was vaguely disappointed it only presented during chapter breaks. A much lower volume background could have worked in a few set piece spots.

The game presents you/the protagonist with three general approaches to decision-making: Open (ie truthful), Sneaky and Bold. Characters and scenes seem to be informed by which of those you lean on in given circumstances. I like the mechanism overall. It allowed you to define the protagonist as whatever mix of the three you-the-player wanted to work with. I vibed with the concept of that approach and about half the time it seemed to work pretty seamlessly. The other half kind of pushed me away from Engagement, unfortunately. Some of the options seemed MUCH more appropriate to some decision points than others, watering down the open-endedness.

Not all decision points were structured around the three OPEN/SNEAKY/BOLD choices, some had more or less unaligned alternatives. Those were also hit or miss. I can remember seeing a few options laid out and thinking ‘why would that be an option?’ Eventually I tested it out by selecting what seemed an obviously bad choice, and yup, it sure was.

Another design decision that was smart for gameplay but pushed against my Engagement was the option to replay each chapter before moving on to the next. This worked in conjunction with italicized text that acted as a hint system of what should be accomplished in a given chapter. Because it's a thriller, it is definitely dependent on cause and effect so I understand the impulse. I also appreciated that it wasn’t a full game reset. But I would hope that kind of thing could be implemented more organically in the text. Until the final chapter, it was a take-the-bad-with-the-good thing. The balance definitely tilted when the hint up front set expectation that you’ll need to replay the final chapter multiple times to be ‘successful.’ This sapped all the immediacy out of what thrillers famously deliver.

Narratively, it was also a little uneven for me. On the one hand, the protagonist went from ‘hey a dead body’ to ‘omg I’m surrounded by enemies’ blindingly fast, in a way that didn’t ring true to me. It could be that the sequence of decisions I made didn’t quite cohere the way the author intended, but I passed through a phase where I thought he was a raving paranoid. Uh, the protagonist, not the author. There were actions taken (Spoiler - click to show)hiding the MacGuffin from the bad guys that seemed to have obvious impact on the finale, yet went unremarked upon. On the other hand, there was real tension in some of the chase set pieces. The overall language of the piece was delightfully evocative of early Hitchcock thrillers, in that earnest and slightly stagey way. The author really nailed the black-and-white film language and tone, just nailed it. I know what you said Game Disclaimer, you’re not the boss of me.

So many Sparks of Joy here in the setting, the language, the music(!), the decision framework. Just enough clanky narrative and gameplay choices to keep me from truly engaging. I did smile a LOT while playing.


Played: 10/21/22
Playtime: 30 min, replayed final chapter multiple times for 4 endings
Artistic/Technical rankings: Sparks of Joy/Mostly Seamless
Would Play Again? I could see revisiting it after a Hitchcock marathon. Not the boss of me, game!

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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Use Your Psychic Powers at Applebee's, by Geoffrey Golden
1 of 1 people found the following review helpful:
A Psychic's Work is Never Done, December 10, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

You’re selling beer WITH YOUR MIND. As one does. You can probably guess where.





I’ve stared at those 3 sentences for a while now, trying to decide on the best path forward, and I’m kind of concluding it will take me longer to type, and take you longer to read, than to go ahead and play the thing. So just hit me with your questions.

Was it parser based? No, option-selection.
Was it a game? Barely but yeah, you have sales goals to meet and powers to employ.
Were there puzzles? Only loosely.
Was it Interactive? About the same as any option-selection game.
Was it Fiction? You’re kind of phoning these questions in aren’t you? Well, psychic powers are fake, so yes its fiction. There’s a plot and a twist too I guess. It counts.
Were there NPCs? Yeah a few of them, and their inner monologues are pretty funny.
Can you lose? I mean yeah, but how much can you really lose in 5-10 minutes of IF? Assuming you’re not driving.
Were there bugs? No. Not enough moving parts to draw them.
Was it Mechanical? No, too funny for that.
Was it Engaging? No, too slight for that.
So it was Sparks of Joy? You’re catching on to how this works.

What was your favorite part? Honestly? “Adventure Snack turns your inbox into an adventure with new interactive email games twice a month. Subscribe at AdventureSnack.com.” This thing was an ADVENTURE SNACK! That is just the most perfect description possible and so succinctly captured my exact feelings about this thing that every word of this review that isn’t ‘Adventure’ or ‘Snack’ is just self-indulgent bullsh*t. You guys, a thing called Adventure Snack exists!



Are you just a paid shill for Big Adventure Snack? I am. WITH MY MIND.


Played: 10/25/22
Playtime: 10min, two runthroughs.
Artistic/Technical rankings: Sparks of Joy/Seamless
Would Play Again? No, experience feels complete. I might could go for a snack later though…

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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The Alchemist, by Jim MacBrayne (as Older Timer)
3 of 3 people found the following review helpful:
New QBasic Parser? Hold my Beer., December 9, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

Alchemist is a homebrew parser game, with a retro font and block-graphics sensibility. Retro puzzle-heavy gameplay too, as you are experiment-sitting for an eccentric alchemist, wandering around his mansion using magic and unlocking rooms!

I hit an early block with the parser dialect, where container/surface contents were listed, then made out of scope to subsequent commands without first removing them. Once I dialed into the command structure, I adjusted easily enough. It periodically re-intruded. You can jump ACROSS but not OVER things (or maybe the other way?) but I came away more impressed than not with the implementation. Given the daunting prospect of fifty years of parser technology to learn from this was the most complete effort I have yet seen. The QBasic implementation also was lightning fast, the command-results loop positively popped with energy. Between that, the ability to chain commands(!), and the insanely generous amounts of shortcut keys (including definable ones) the whole thing practically burst with propulsive momentum. I think I may be burying the lead here. A FULLY FEATURED HOME BREW PARSER THAT FLIES!

The puzzles themselves were zippy too - they were mostly pretty well signposted and clued as you went along, including an enigmatic but solveable clue book and robust hint system, which I really only needed for occasional dialect corrections. There are one or two spots of alternate solutions disappointingly ignored, but no real bouts of spinning on what to do next. One might be underwhelmed that the puzzles were fairly straightforward, but the choice pays off as the thing really moves!

Writing is solid, descriptive as it needs to be (though some unimportant rooms suffer lack of definition. There is a cupboard with no shelves or contents?). Sometimes you don’t get room exits, most times you do, but it's always just an X away in any case. There is light wit, particularly with the naming of the active machines and magic items, but its not really a chuckle-fest. All in all, the writing is completely transparent, rarely elevating but never distracting, which is kind of the Hippocratic Oath of Writers: First, Do No Ornamentation. Maybe heavier on the “repetitive recharge of expendables” sequences than I prefer, but more than compensated by multiple use puzzle elements.

Between the solid if straightforward puzzle design and lively, peppy pace it was seamlessly Engaging. Calling it Notably intrusive in parser dialect gaps, but easily enough accommodated and bypassed. All in all a great wrap for IFCOMP22, closing out on a high note.


Played: 11/13/22
Playtime: 2.5hrs, score 300/300, finished
Artistic/Technical rankings: Engaging/Notable
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

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Crash, by Phil Riley
3 of 4 people found the following review helpful:
I Am Not on this Game's Level, December 9, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

I am bad at puzzle IF, this is what I have learned. I got stuck in a 5 room spaceship for almost two hours. Yes, 5. Captain’s door (a likely 6th room) never yielded to me for the dumbest of reasons. But let’s flash to the beginning before we expose my shortcomings to the world.

You are a spaceship repairman, just punchin’ the clock when disaster strikes and now you are adrift on a small spacecraft trying to repair your way home. Sounds simple right? You’d think. It is a classic parser format, decently written with clear, unadorned declarative statements. Not a lot of flair, but not needed by the setting, and kind of nicely underscored the workaday view of our technician protagonist. I don’t know why this one ended up so opaque to me. In classic parser style, you go everywhere, open-examine-and-take everything you can, then try to figure out how to use them. There’s even a hint system! To no avail.

Here’s a puzzle I did solve, and why it felt like more work than it needed to be: (Spoiler - click to show)To fix the airlock door, you needed to find, then cannibalize a toy bear for parts. This was all as involved but solvable as you might imagine, no qualms here. Then it came time to replace the part, but first you needed to stand on something to reach it. Here are the ways that don’t work: you can’t stand on your toolbox; you can’t fill a cardboard box with MREs to make it sturdy enough to stand on, you can’t push either a large cabinet or a large piece of equipment closer, you can’t use your magnetic boots to climb the walls, you can’t stick the part on a knife with bubblegum to reach it into place. You CAN get the game-approved trunk to stand on then go. Now it is clearly unfair to ask an author to anticipate every crazy thing a player is going to try and have a reasonable reason why it doesn’t work. But some of them, maybe? Or even have alternate solutions available? Lots of others probably tried the right thing first time and never had cause to pepper the air with profanity like I did. It just felt like I was spending disproportionate energy on the least interesting part of the puzzle. This will be a throughline.

The ‘puzzle’ that blocked me the longest, probably 45 minutes or more, was (Spoiler - click to show)FINDING A FLIPPING SPARE FUSE. Just finding it. Nevermind the rest of the puzzle, just finding that one thing. IN 5 RELATIVELY SPARTAN ROOMS. And again, though I found many items or locations that plausibly could have what I needed, none of them yielded. Not the (Spoiler - click to show)bear (he’s got electronics, right?), the handheld videogame, the other panels in other rooms, the microwave, the big engine in the basement, the fuses in the panel that controlled other things, the electronic locks, none of them. This doesn’t even account for the energy I spent (Spoiler - click to show)trying to find or make a small wire to act as a bypass. When I first posted this review for IFCOMP, I knew what would happen. I saw the future as clearly as a carnival psychic - some kind soul would reply to the review letting me know the insanely obvious location I somehow missed and I WAS GOING TO JUST TOTALLY LOSE MY SH*T BECAUSE I BANGED MY HEAD ON SPACESHIP BULKHEADS FOR ALMOST AN HOUR!! Here was the HINT text provided for this particular thing:

3/7: (Spoiler - click to show)Looks like we need a new fuse. Have you found one?
4/7: Okay great, you found (Spoiler - click to show)a fuse and replaced the old one. Now close the panel.

Hey game? I didn’t. I didn’t find it AT ALL.

Puzzles are satisfying because we humans love to feel smart by solving things. It confirms that the world is conquerable by only the power of our human brains. Suck it rest of animal kingdom! The harder the puzzle, the smarter we feel, the higher the endorphin rush. Sooner or later though we get to puzzles we can’t solve. There is still joy to be had in those, even the mooniest of moon logic puzzles, because the solution once revealed in all its baroque, intricate glory can still delight as an intellectual construct. “OMG I’d’a never put that together, but man those parts just click right into place don’t they?” But within the parameters of the puzzle, if 5 solutions are plausible, but only 1 is ‘right’ it is our nature to ask “Why? The other 4 obeyed the rules too, why are they wrong?”

The answer of course is that IF authors are at the end of the day people with their own problem solving habits and viewpoints and are no more omniscient than the rest of us. Sorry you had to hear it from me! For whatever chain of chemical events that led to my brain and this author’s brain being so divergent, all I can say is viva le difference?

As a reviewer is it fair to penalize this work because I am a moron? Games that more successfully accommodate my… limitations… do a better job nudging in the text, or being explicit in hints, or not leaving reasonable but invalid solutions all over the place. But do puzzle games owe me that? No, solving the puzzles is the whole point. Given the sparse narrative it was always going to be the quality of the puzzles that brought the Sparks or Engagement. Fiction is a dialogue between the author and the reader. Puzzles are a challenge set by the creator to the solver. In both cases, there are authorial choices that can push the audience away or make the work unsuccessful. But what happens when the creator is operating in good faith, with seeming competence in their craft, and through no fault of theirs some portion of the audience just can’t engage? What on earth can a reviewer say about that that is of general interest?

All I can say is that for me, this was so, so much unrewarded trial and error. Mechanical and mostly seamless implementation. (There did seem to be one bug - if you re-examine the airlock panel you fixed, y’know (Spoiler - click to show)LOOKING FOR A FUSE, the text seems to indicate it is not fixed, and still needs to be. Thankfully, the to-do list is still correct. That was a bad moment for me.)

Twist ending: my prescient prediction was only half true. While some kind soul did flirt with my total mental collapse by providing a hint, turns out it was because of a completely wrong assumption I had made. I'm not sure why that's better, but it was.

Also, I understand that the HINT system has been subsequently updated. I can't say for sure it was my total freakout that drove that, but I can't say NOT either. Because this review was for a previous version of the game, am omitting rating from the total.


Played: 11/4/22
Playtime: 1.75hr, score 1/10, another 15 min was not going to get me anywhere
Artistic/Technical rankings: Mechanical/Mostly Seamless
Would Play Again? Likely, newer version. Why do I do this to myself??

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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Into The Sun, by Dark Star
2 of 2 people found the following review helpful:
Looting the Nostromo, December 9, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

You’re a space scavenger, see? And it’s slim pickins, behind Mercury. Lucky day! A hulk ambles by, and you have salvage rights! What about your life, that parked you apparently alone, behind the most inhospitable planet in the solar system, with maaaybe enough fuel not to plunge into the fiery core of the sun but maybe not… what about that life suggests ‘good’ and ‘luck’ belong anywhere near each other for you?

It’s a parser game. Not really puzzles or narrative, more like collect as many objects as you can until your nerve breaks and you run back to your ship. (Spoiler - click to show)Cause the salvage hulk is overrun by Aliens. Yup. THOSE Aliens. There’s some writing concerns early on: you encounter a person split in half, guts everywhere, that is also described as a skeleton. A skeleton with guts? Elsewhere an observation window is ‘scared’ when it was probably actually ‘scarred’ but these lapses are infrequent. In general, the descriptive text isn’t trying much, and so succeeds at its relatively low bar. I chafed a little at the endless description of smoke and orange light. Maybe there was a subtle hint in that? It didn’t vary enough to be interesting, nor did its density or brightness seem to affect gameplay in any way, and typically had more words describing it than the rest of the room and its contents. Which are pretty spartan affairs. There’s not a lot to poke into or rummage, mostly there either is or isn’t a salvage item, move to next room. I thought there might be a ‘fall into the sun’ timer at play early on, but that never really materialized.

I did appreciate the maps. The layout wasn’t complicated really, but having the maps definitely kept things clearly oriented. You are periodically (Spoiler - click to show)attacked by an Alien. At least for me, I was never really without something to (Spoiler - click to show)fend it off. It wasn’t completely clear if the events were narratively driven based on what I had collected, on rails where I could conceivably figure out a pattern, or random. This would be an important gameplay consideration, as your (Spoiler - click to show)weapons had the unfortunate habit of being limited-use. I suppose an attentive player could try to figure that out.

The game makes a deliberate choice not to share its stakes with you: there is some importance put on finding ENOUGH salvagables to keep flying, but there is no feedback as you are collecting to know how close/far you are from that goal. So you are (Spoiler - click to show)being hunted in a hostile craft with no clear idea where events will happen, and whether you have the wherewithall to deal with it; collecting items you have no idea either their value or when you have exhausted the supply. It’s really a big game of ‘press your luck’ without knowing either how lucky you might be, or when you can stop. Certainly over multiple games you could probably suss that out, but neither the gameplay nor narrative seemed compelling enough to warrant that. I got out with some pocket money, and importantly, was neither shredded to pieces, nor had space worms impregnate me. I took the win!


Played: 11/5/22
Playtime: 30min, $adj855
Artistic/Technical rankings: Mechanical/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

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Lost at the market, by Nynym
2 of 2 people found the following review helpful:
Can a UI Hate You?, December 9, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

Dreams are certainly useful settings in IF. When used effectively, they can explain and justify any of the inherent limitations of the medium or even lean into the limitations as features. The role dreams play in human experience also immediately gives entree to a deluge of symbology, psychology, metaphor and abstraction.

LatM starts in a dream, invoking the other kind of dream, y’know aspiration. It also highlights to you the double entendre' of Market - to promote and a target customer base. It notably does NOT mention ‘place to buy stuff’ which is the easiest of the three to get lost at. So much wordplay in so little time! It won me over instantly.

And then I crashed into the user interface. Now, first impressions are not awful, its an uncommon but pleasant color palette. Any hopes of the palette being part of the story quickly vanished and that’s fine. It briefly got me hoping for more, but whatever. But not ‘whatever.’ The interface refused to be dismissed and instead stepped to me like I had insulted its mother. It was a 4-bar implementation which I’ll call ‘current command’ ‘inventory’ ‘game control’ and ‘log.’ My biggest gripe was that the log and current command bars frequently repeated the same text. Adjacently on different color backgrounds. This is where the color palette first became a problem.

The inventory bar was also problematic, in that it took a lot of real estate between item lists and interaction options, and ended up crowding the display. I think there’s an esthetic reason inventory is classically a command and not just a list printed on the screen after every turn. A quick fix here would have been a standard dropdown - let the player engage the list when they want, not have it thrust on them. Same for game controls which similarly never left your peripheral vision.

The command bar had another issue in what it offered as a next action. Too many times once you look at an object, the command bar gives you no option NOT to interact with it. This was frustrating early when the only way to make progress was a mindless act of destruction I was disinclined but forced to do. It was really bad when I encountered an object that felt game endy, but I had no option but to manipulate it once clicked on. I could (and did) use UNDO, but that is a big hammer. There is a significant narrative difference between “you drop the X and continue on your way” and “REWIND REALITY.”

“Well reviewer, you’ve certainly bellyached about this UI long enough. You can’t possibly have more to say about it,” you might reasonably say right now. I would have to condescendingly shake my head and reply “Oh no, dear reader, no no no.” Most distractingly, the colored bars constantly resize themselves based on input, output and new options. So not only are the bars distinctively and contrastingly colored. Not only is significant real estate taken by infrequently needed information. Not only is text distractingly repeated and options limited. The bars themselves jump around like hyperactive frogs with every click of the mouse. This constant motion demands you unceasingly monitor the entire cockpit. This was so distracting I can’t even, and I never got over it the entire game. I am a shallow, petty person and I don’t love myself right now, but you see what its done to me??? I can’t be free even after four paragraphs!

You might have detected, this user interface ultimately prevented me engaging the story in any meaningful way. For its part, the story is a relatively sparse journey (perhaps a dream?) with a few object-fetch puzzles, capped off with a story-ending choice. I took three paths to two endings and none of it allowed me to shake off the user interface. The theme of musician struggling with the collision between reality and aspirations is one I could engage. The wordplay on display out of the gate was fun. To my shame if it was present elsewhere in gameplay I was too distracted to appreciate it. In the end Technical Intrusiveness of the UI is what dominated my experience.

I do want to know more about Betty the Drummer though.


Played: 10/17/22
Playtime: 20min, 2 different endings, another duplicate ending
Artistic/Technical rankings: Mechanical/Intrusive UI
Would Play Again? I can’t do that to myself

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless


I referenced this game in a review of Lost Coastlines. Crosslink!

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Lost Coastlines, by William Dooling
2 of 2 people found the following review helpful:
IF by Avalon Hill, December 9, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

In a bout of review Deja’ Vu (Deja reView?), I said this about Lost at the Market:

"Dreams are certainly useful settings in IF. When used effectively, it can explain and justify any of the inherent limitations of the medium or even lean into the limitations as features."

Kinda wished I’d saved that gem for this review, it’s much more relevant here. This is a procedurally generated dreamscape, and boy does it ever “lean into limitations as features.” Freed from demands of terrestrial geology, ecosystems and logic Lost Coastlines goes bananas with strange, whimsical, fantastical, nightmarish and just plain clever map nodes, butting up against each other without rhyme or reason in a deeply complicated map. Evolutionary scholars and tectonic plate experts would die of apoplexy. The scope of the different encounters in the first hour was dizzying – one minute you’re plundering ships on the high seas, the next you are desperate NOT to look under a clown’s mask, right before you collaborate on an undersea steampunk engine. The breadth and scope was giddy, you really did feel anything at all could show up next, and were kind of drawn to see what that would be. It’s realized ambitions were super high.

But I was not Engaged, and it is some combination of gameplay design and bugs that I was fighting the entire time. Let me preface by saying I have no insight into the code, I am describing in pseudo code how I modeled the game in my head. Every location you find has one or two of these states: IDLE and IN_ENCOUNTER. Most of the time you enter a location into IDLE, where you can look around, examine things, or enter one or more encounters by typing site-specific phrases helpfully capitalized for you. Or you can just exit to the next location. Some locations put you directly into IN_ENCOUNTER state. If you engage an encounter you have to see it to its conclusion before you can leave, and then cannot engage any others. This is made frustrating because verbs and nouns that work in one state are infrequently recognized in the other - same location, mind – and the text doesn’t do a great job of hinting why or what state you are in. I spent a lot of time getting “not recognized” on capitalized words the game supported but I didn’t know I was in the wrong state to exercise. It was exacerbated by a finicky parser. If met with the prompt “FRAMISTAT THE WHOSIDINGIE” sometimes the parser recognized just FRAMISTAT or WHOSIDINGIE. Sometimes you could omit the THE, and other times you needed the whole phrase, and every failure was greeted with “I don’t recognise…”. I mean, you told me to FRAMISTAT just LET ME DADGUM FRAMISTAT!!!

Ahem. This is also an RPG of sorts, with stats and equipment that need to be managed through gameplay - maximize good stuff, try not to accumulate and/or get rid of bad stuff. Because you are wandering through a randomly generated world though, there is no guarantee you can find what you need when you need it and boy do you accumulate that bad stuff. Character creation is light, dreamlike and clever. One particularly nice feature is depending on what role you choose you have a special power. However, mine did not work consistently. At first I thought it was a bug, then I theorized maybe there was an invisible state limitation I didn’t understand, then came back around to “pretty sure its a bug.” (Spoiler - click to show)Several times my Pirate ability to bypass storms/sea monsters/pirates flat didn’t work, but I got ‘charged’ for using it every time. Either that or the action feedback didn’t educate me about its use.

For the first hour, there was an equilibrium where I fought through the parser to enjoy the majesty of that tangled, tangled map and its delightful patchwork universe. Then the randomizer caught up with me, and some of the least interesting settings started repeating. A lot. Fighting the parser became a lot less rewarding, and the unavoidable encounters I had no chance of winning became less amusing.

In the end, I found myself preoccupied with my mental model to the exclusion of the dream-logic narrative of the game. I thought of it like an ameritrash boardgame where : move pawn to adjacent space, draw 1-N encounter cards, choose one of them with limited insight into potential results, roll dice, add/subtract appropriate scores to resolve, move to next space. Rule 12.4.3.1 - you cannot return to previous spaces within X turns.

I gave up at the 1.5hr mark, still begrudgingly admiring the majesty of the randomizer and the tapestry it weaved for me. So many individual encounters were Sparks of Joy (more in their description and variety than gameplay). Notably buggy implementation for sure, but I can’t help but give it a bonus point for epic dreamscape sweep. There were some cool characteristic-tradeoff rules to work towards for the endgame, but that was down the road, way beyond my exit ramp.


Played: 10/28/22
Playtime: 1.5hr; 28 pleasance, 40 knowledge, gobs and gobs of Worry and Fury, and a good amount of Madness. Like real life!
Artistic/Technical rankings: Sparks of Joy/Notable
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

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The Counsel in The Cave, by Joshua Fratis
Check Out My Screenplay?, December 9, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

I can’t tell if I was surprised by the unusual script formatting, or surprised that I don't encounter it more often. The script format is a super interesting choice, it immediately suggests a whole bunch of things: formal structure, a level of artificiality, a level of performance, but also audience intimacy and to some extent a level of heightened drama. It has a lot of opportunity, but also presents some challenges and potential pitfalls and I’m chomping at the bit to JUST TALK ABOUT ALL OF IT!!

But let me first demonstrate that I am in fact an adult, fully in charge of my passions and capable of delaying gratification when warranted. Thankfully, my wife’s laughter cannot transmit through this medium. Before I get consumed in a sugar-rush of form, let’s talk about function, about the plot of this thing. It is structured in three acts, loosely (Spoiler - click to show)two friends discussing imminent life change; one friend’s tangential, psychedelic journey; two friends making life decisions. No reason not to call those Acts1-3, since the work itself explicitly does.

In Act 1 two friends are discussing the incoming rush of entering college. They unsurprisingly do this at least initially in the setting of their childhood school. I appreciated the specificity of the Eastern Pennsylvania setting. I have to assume readers unfamiliar with the area would experience a more generic “childhood school setting” than I did. I assume this, because the nature of their conversation while specific in details was pretty generic “I don’t know if I’m ready” “Really? I can’t wait…” kind of stuff. The interactivity in this act were mostly choices between “Do I focus on the past or the future?” It didn’t feel like these choices had plot impact per se, but definitely allowed you to collaborate on developing the two characters.

There’s gotta be a word for “near universal experiences that have zero shelf life.” First love, birth of first child, wedding, retirement, or as here, Graduation. The art that you encounter when you are at the cusp of those experiences are going to be vibrant and vital and moving because they speak directly. Doesn’t matter if its been done before and since, doesn’t even matter much how adept it is past a certain threshold. The Graduate, American Graffitti, St Elmo’s Fire, these all spoke to the same cresting young adulthood fear, regret and promise as Act 1 did. For the generations that consumed them at the critical time, these were definitive markers in their journeys. For the rest of their lives, other works covering the same ground are not as compelling. I guess what I’m saying is, Act 1 didn’t really bring anything new to the table here, but arguably the others didn’t either. It's universal. What Act 1 DID do was backdrop the drama with a very ambiguous, weird world of supernatural? extraterrestrial? multi-dimensional? wonders. I literally was slouching in my chair to snap upright at points “wait, what are they talking about?” For me, I ended Act 1 trying to look past the protagonists to all that stuff behind them. It reminded me of nothing so much as Tales from the Loop.

Holy crap, two paragraphs on Act1? I better not run out of room to talk about stagecraft.

Act 2 has one of the characters go on a journey through this backdrop. (Spoiler - click to show)There’s the Layers, and between them and our world, the Layer’s Edge. Except not exactly a journey, more like a prelude to a journey. Really, it is a discussion about maybe going on a journey. This kind of had a similar vibe for me as Act 1 - it was spending a lot of time talking around the wonders, but not really experiencing them. It’s a curious choice that seems to give away a lot of potential (but is highly consistent with its 'staging' conceit), but it is subtly having you do one thing: lay groundwork for the character in choices about what she focuses on and prioritizes.

Act 3 the two friends reconvene in the Layer’s Edge and plot their paths forward. If I’m honest, the first two Acts kept me at a remove. I wasn’t really synching with the protagonists. Each was a two-person dialogue that felt shopworn in Act 1 and unfocused in Act 2, and the most interesting thing, the Layers, were kept background and abstract. But Act 3 is where the choices made during those Acts seemed to crest into very interesting options. Depending on how the player has characterized the two character’s responses you seem to have fairly broad authority to shape the ending. Is the voyager now the counsel to an insecure friend, reversing roles from Act 1? Is embracing adulthood the correct path or not? Continuing on a journey of exploration? Do they share a destiny, or diverge with each other’s blessing? It’s kind of a genius Act 3 actually. In the various permutations I explored every path was the ‘right’ answer, because it was right for the characters as defined by the current playthrough. A completely different endstate was right because completely different character decisions that led to it MADE it right for that end state. If this trick has been used before, I haven’t had the privilege and it really worked like gangbusters on me. You’re not ‘winning’ or ‘losing’ you are tailoring a reasonably satisfying dramatic resolution to the characters you built along the way, with a lot of latitude to do it differently. This realization came too late to push past Sparks of Joy, but talk about finishing strong.

Yeah, so I don’t have time to talk about stagecraft. @#%^@#$% delayed gratification. Speed round:
Stage Artificiality - bad fit for story, cross-dimensional Layers an ill fit for stage presentation, even with the decision to background the most outre’ aspects of it
Stage Performance - mixed. starts not great due to well-worn premise, but if there’s anything more stage performative than two actors talking, I don’t know what it is.
Audience Intimacy - feels like it didn’t work until suddenly BAM it did
Heightened Drama - see Stage Performance, above
Formal Structure - just crushed it. Like out of the ballpark. Turns out, the player was never either protagonist. I wasn’t synching with the protagonists because (Spoiler - click to show)I WAS THE PLAYWRIGHT ALL ALONG!!

Now that’s a third act twist!


Played: 11/9/22
Playtime: 1hr, 4 endings
Artistic/Technical rankings: Sparks of Joy/Mostly Seamless
Would Play Again? I actually might, to see if I can break the ending! I am a damaged person.

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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A Matter of Heist Urgency, by FLACRabbit
0 of 3 people found the following review helpful:
Reminder: Superhero Horse!, December 9, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

When I initially wrote this, I had a feeling my review was going to say more about my age and cultural blind spots than I intended. I meant this in the least pejorative way possible: I read this as a serial-numbers-filed-off My Little Pony fanfic. It's not at all, so suspicion confirmed!

It is an adventure story in 3 parts, set in an indeterminate Renaissance-feeling time period. Notwithstanding the lack of opposable thumbs in the dominant sentient species, it is recognizably urbane and advanced. Also, there’s a super-hero horse? This thing is overtime on whimsy, and good for it. The story understands that whimsy is often best served by a snappy pace, but here it is somehow too rushed. You are whipped from one encounter/location to another without much pause. The whimsy of its setting is crying to be highlighted by examining surroundings. There are nods of it, like the brief overview of museum exhibits fit for the inhabitants, but they seem limited to the first part and almost completely disappear in parts 2-3. It could really use more. It is all too easy to forget you are a flying super-horse. WHY WOULD YOU WANT TO FORGET THAT???

Part I is an investigation of the Heist in the title. While amusing, there is little to navigate, and barely more to examine before the case is cracked. There are two NPCs you can’t really interact with, which is fine. There is a technical glitch where one of the characters is always talking, and should you engage them, ends up talking both to you and not to you simultaneously. That could probably be fixed. There is some interaction no doubt but it feels very linear. Certainly the mystery is cracked at lightning speed and without much twist.

The next two parts are tracking down and battling the miscreants, in an apparant extended text-IF combat system showcase. Each part has its own setting, but the settings are 3-4 rooms max, with little to do but fight. It feels like the system has randomness involved, but I can’t tell for sure. While there were a few fighting options available, there didn’t seem to be any reason to do anything but strike, then up-arrow-enter repeatedly until done. The battle text was kind of amusing, but ultimately repetitive. The foes were Bond-villain thugs - each had their own signature flair, but were otherwise interchangeable. The game was at its most Mechanical here, and kind of washed away what charms part 1 offered.

This impression seems to be rooted in a, for me, large disconnect between expectations and gameplay. By invoking 'Heist,' I was immediately expecting convoluted planning, deception, reversals, grand set pieces. By invoking 'Superhero Horse' (SUPERHERO HORSE!!!) I was expecting lighthearted, whimsy-driven humor. A combat system showcase was so far from my expectations, I basically rejected it outright.

It felt like a missed opportunity to me. The star was the whimsical setting. I wanted so much more of that, and less fighting. Which, maybe as a review of a combat system is not so helpful. If you engage it as a combat system and resist being distracted by its intriguing chrome, maybe that would be a more rewarding path. But c'mon, why would you bury the lead? It should never be a surprise to remember I am a super hero horse.


Played: 10/20/22
Playtime: 20min, finished
Artistic/Technical rankings: Mechanical/Notable
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

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The Thick Table Tavern, by manonamora
2 of 2 people found the following review helpful:
Mixology Simulator, Minus Sad Alcoholism, December 9, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

Ok, take two parts snarky, amusing characters, 2 parts crisp custom graphical presentation, one part grind and a dash of IF. Serve over ice with umbrella, and a sense of wanting more?

Let’s start with the most tangible detail: the graphic presentation is just winning. From the Day placards with flowing beer background, to the text scrolls, the fonts and iconography, even the adorably cartoonish bar area it all just fits together for a complete graphical experience. Like a glacier cool martini with a lemon twist suspended in the hyper-chilled surface tension, the hint of its oils eddying on the icy-taut surface.

The narrative tone and character voices are all welcoming and fun, neither over- nor under-written, and all of it moving along at a snappy, snarky pace. You speed through the text rapidly, a smile tugging at your lips due to the turn of phrase or an outlandish character moment. It pulls you through as steadily and satisfyingly as a tiki drink! (Ok, I’m going to try and resist the urge to end every paragraph with a barely-relevant cocktail metaphor. I don’t want to SOUR you on… ow ow ow ow OW OW)

Triple-T has so much going for it, so why don’t I find it more engaging? Let’s start with the opening - there are fully two different intros, and they are kind of disjoint from each other. After two hours of play, one of which isn’t really justified. Neither opening is short, and both are minimally interactive. Once the table is set (bar is stocked?), our motivations and goals established, and the basic bartending mechanisms taught, we’re finally ready to go. Time to start grinding out drinks from recipe cards. As a simulator of mixology, seems about right. An endless flow of drink orders to service in the most mechanically efficient way possible, until your shift is over. You are at least insulated from having to deal with increasingly obnoxious drunks while you work.

After a gameday of serving drinks, there is some lubricating text and interactions, then you’re back at it next day. And then again. It is unclear whether your choices, either conversationally or actions taken, have any effect on the overall narrative flow. Certainly, neither seem to derail the job you have to do. The situation varies a bit, but your tasks don’t. So far, it felt like a grindy, minimally interactive kind-of-RPG where you are earning pay towards a goal. On Day 3, I achieved enough money to satisfy my goal. However, the game did not acknowledge this, and instead repeated itself for Day 4. Literally. Day 3 was an amusing day, thanks to a character’s screwup, but I guess that screwup happened again? This time jarringly without the establishing text, but otherwise word-for-word identical. And then time ran out.

At the end of two hours, I had powered through an overlong double intro, enjoyed some peppy text and graphics, grinded a LOT, and then got Groundhog-Day’d when I met my goal. The stakes were pretty low to start with – which can be cool actually! Not everything has to be save the world. In this case though, for all the entertaining wordplay the motivations just didn’t click into place. Meaning when the timer expired, the snappy presentation and writing couldn’t overcome the mechanical central mechanism and worryingly repetitive 4th Day.

Sorry, no more for me. I’m driving. (You got 3 cocktail-free paragraphs, take the win.)


Played: 10/7/22
Playtime: 2hrs, finished 4 gamedays
Artistic/Technical rankings: Sparks of Joy/Mostly Seamless
Would Play Again? Don’t think so. Too much grind and Day 4 was a worrying portent

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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Thanatophobia, by Robert Goodwin
3 of 3 people found the following review helpful:
Chatbots: Innovative Same-iness, December 9, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

Because of specific compatibility needs, this game made me install Opera. Better be worth it! It’s fine actually, the linux build was seamless enough.

I think this is my first interaction with a Chatbot since I tripped over ELIZA (already deeply out of date) on the early internet. “Pshh, c’mon reviewer, Siri and Alexa are everywhere…” NO. NO NO NO. Spybot Siri and Agent Alexa are not welcome in my life! “Dad, they only listen when you talk to them…” said my adorably naive daughter. It took a way too long silent stare to get her to tumble onto how they know you are addressing them… Does this make me sound like the Unibomber? To repurpose a Chris Rock OJ Simpson joke, “I’m not saying he shoulda done it. I’m saying I understand.” Hm, not sure that was as funny as I wanted it to be. Not sure the original joke was either. Oh God, I’M WEARING A HOODIE RIGHT NOW!!! Maybe its best if you politely let me cut away to…

Thanatophobia! A chatbot that is totally not spying on me! Well, the server is logging my every input… I’m backing away from the brink. I promise.

My first impression was both how much and how little progress has been made since ELIZA. As I recall, Eliza’s ‘trick’ was to keep asking questions using text you had just typed to give the illusion of talking. Was that Eliza? I think so. Or maybe I’m confusing 'her' with a psychoanalysis bot. I’m just gonna go with Dr. Eliza for the rest of this. Thanatophobia kind of reversed the equation. It was at its most convincing when I asked questions and it answered. It had a convincing array of answers ready for me too! About family, friends, jobs, relationships. There were great stretches of reasonable dialogue, though inevitably most of them terminated into “don’t wanna” before I was done. The "don’t wanna"s were pretty ok, felt natural as much as unnatural which is a step above most IF. The illusion was enough that I slipped into Engagement pretty quickly.

It was a weird experience though. I would go through stretches of hyper-effective conversation to hit stretches of close-but-not-quite. The uncanny valley of dialogue. The overall effect was Engaging, but with intellectual reserve. It did give me a moment of amusement, albeit perhaps at the game’s expense, when I had cause to say “I got that” after a particularly egregious bout of repetition.

The uncanny valley was most pronounced when what felt like a pretty natural, meandering conversation suddenly took on NPC-driven endgame urgency of “who is it? who is it, huh? tell me, who is it?” I fought this for two reasons. On the one hand, in my role as therapist, I didn’t feel like we were ready for specificity. On the other, there were some questions I still wanted answers to that seemed as or more important than the mysterious identity. Eventually, I was bullied to spamming candidates until there was an answer they liked, and only as a declarative, not a suggestion to digest together. It seems like there is a narrative fix for this, if I can be forgiven the presumption. (Spoiler - click to show)If the threatening figure, so far aloof, had advanced on the NPC in a perceived threatening way that would have given some rationale to the sudden urgency of the question, and gotten me on board with providing an immediate answer.

The rushed ending, and in particular my spamming response to it, nevertheless credited me with a “win.” It made me wonder if there was a “loss” scenario. That’s fine, sometimes IF is really only about the story. Here though, a key part of the Engagement was the illusion that I could help, and driven by the prospect that I MIGHT NOT. A bit of edge is taken off when it feels like (warranted or not) maybe failing was never a possibility. Or maybe, that impression was just an artifact of Chatbot limitations, I can’t tell. Let’s credit it to that, and club it with the uncanny valley to call it Notable. I do really like how different this was than most IF I've played this year.

Anyway, I’ve got Opera now. But who am I kidding. I use Firefox/DuckDuckGo with a massive superstructure of privacy plugins. That’s not gonna change.


Played: 11/2/22
Playtime: 30min, success
Artistic/Technical rankings: Engaging/Notable chatbot limitations
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

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The Last Christmas Present, by JG Heithcock
2 of 2 people found the following review helpful:
You Do Not Have My Consent to Experiment On Me, December 8, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

And we’re back to the “What Do I Do With This?” Sub series of JJMcC’s Reviews Out Of Time. Today’s conundrum: an IF implementation of a real-life Christmas scavenger hunt!

Look, I could wax academic about the quality of the map - how sometimes directions get turned around, or exits not flagged, or verbs incompletely implemented so you struggle to (Spoiler - click to show)open a secret bookcase door. I could whine about how thrilled I was to use the nifty folding map player aid, only to realize after struggling fruitlessly for a half hour that I needed to also fold the map in the parser – that being the only way to unlock game state, so I could find what I was looking for in the places I had already tried to look. I could bemoan falling into the same trap later when I visually decoded a word puzzle, to then need to guess-the-verb to solve it again in the parser before I could advance. I could admire the chutzpah of implementing your own house in parser map, then more dramatically in a note-perfect Potter pastiche prop. There would be words about language choice, words about spare descriptions, words about lack of interact-able objects and NPCs, and words and words and words words words.

Then I’d have to score it.

I am becoming convinced that the entire concept of 'reviewing' is actually an elaborate social psychology experiment being conducted on me, and all of you ALL OF YOU are in on it. You seem to be testing the theory that any random person of good will, when given the power to pass judgement on another’s creative work, will inevitably become a callous monster, glibly making half baked pronouncements on hours on hours of truly impressive labors of love. Cold to the people behind the stories. Well I see behind the curtain IFDB, if that is your real name.

Today we have a work based on a real-life father MAKING MAGIC FOR HIS DAUGHTER ON CHRISTMAS! What’s next IFDB? Huh? A toddler writing IF to earn money for life saving surgery for his out-of-work single mom? A collective work by an orphanage trying to keep an opioid manufacturer from foreclosing the only home they’ve ever known?? An overworked animal shelter volunteer desperately cranking out IF because it is the only thing that distracts the puppy ward from counting days??? YES, ADORABLE, PRECOCIOUS, DOOMED, IF-READING PUPPIES!!!

I’m not playing your little game. Y’know what happened when I made an outdoor Christmas scavenger hunt for my wife? It rained. In a state where water from the sky is the stuff of myth, it rained. Screw this, I am rating this game 10 out of 10 for Father of the Year. Did you see the photos (The Last Christmas Present - Photos ) of that map he made?? Good lord who am I to shade on that?


Played: 10/28/22
Playtime: 1.5hr, finished with hints
Artistic/Technical rankings: Seriously, don't. (Spoiler - click to show)YOU HAD TO DIDN'T YOU?? Mechanical/Notable
Would Play Again? What’s happening to me???

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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Witchfinders, by Tania Dreams
2 of 2 people found the following review helpful:
No Good Deed Goes Unpunished, December 7, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

Very short work, giving you the role of witch in 1800’s Scotland trying to do good while evading close-minded witch finders.

Overall a pretty Spartan experience. The interface is functional, but not very evocative of its setting. Use of color is actually well done - different colors highlight three different game functions. The text has some offputting grammatical issues, like maybe a non-native English speaker or young author, but certainly forgivable. The text is functional enough, though contains few descriptive or character flourishes to establish the setting or players. Unfortunately, the relative sparsity of the text made the errors that much more prominent and memorable. Ultimately, without any textual immersion we are left with sequencing puzzles - how to fix certain problems without tipping off the Witchfinders that you are sus.

The NPC interactions are limited to problem identification and/or solving. Some action choices are contextual - options become available after you’ve heard of things – others appear to be available at time 0, even though you don’t know what they might be good for. People can be asked only one or two things, with only one or two actions available. It creates a claustrophobic world of limited possibilities that isn’t that compelling to explore.

Some responses and actions are obviously witchy, and these provide some tradeoff tensions, but others are ambushy - what seemed like a safe move still turned on you. Not outright unfair, just sour gameplay. There are really only 3 good deeds to do (that I found), one easy, one medium with tradeoffs, and one I didn’t solve after three tries. Was not really motivated for more attempts than that.

The text and/or presentation could have elevated by setting a stronger sense of environment and characters. Expanded, more interesting choices and destinations would have created a more interesting playground. Without either, definitely a Mechanical experience.


Played: 10/11/22
Playtime: 15 min, 3 playthroughs best score 60.
Artistic/Technical rankings: Mechanical/Notable
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

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Approaching Horde!, by CRAIG RUDDELL
1 of 1 people found the following review helpful:
Braaaaains. And Speed!, December 7, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

Zombies have had quite the cultural arc, haven’t they? From their racist beginnings, to Romero’s definitive lo-fi masterpiece, to gorehound cutting edge horror to ubiquitous then backlash to now just a cultural staple. I mean there are zombie musicals, comedies, heist pictures(!), romances, its just a whole thing. Somewhere along the way their metaphorical power was diluted, but is still endlessly malleable (not unlike vampires).

Surprising no one, the genre is a great fit for a a tower defense/resource allocation game. My first introduction to the game was trepidation - I’ve learned to be wary of this engine’s graphical presentation which errs just on the side of Notably Intrusive most of the time. Some early spelling and grammar errors also were a little concerning. There was some clumsy action sequence blocking where mid attack, suddenly the zombie was still approaching but almost immediately the tone not only saved it but started leading the charge. (Spoiler - click to show)As you are being attacked by the shambling remains of your spouse, the narration observes (para) “…normally a good thing…” This really cemented the breezy tone that had been building to that point, and set the stage perfectly. After this, to the extent that spelling and grammar were an issue the tone easily sailed you past.

As you segue to the defense portion, the graphical presentation really starts to shine: the simple but effective use of screen, color, task selection dropdowns, and status bar tracking made for a seamless and pleasant cockpit to steer your crew of hardy survivors. As it is a timed game, especially appreciate that scrolling is almost never needed. The roles you need to juggle are well thought out, and crisply implemented. The tasks all make sense, in the logic of the game, and like a real apocalypse it's not clear where to focus your energies at first so you wing it and fire and adjust. All in the face of a doomsday timer in the form of an incoming zombie horde.

You’re balancing survival/happiness against crucial future building tasks, on a timer. The timer started to move a touch slow (actually I was probably moving faster) as the game went on, I could see tweaking to subtly speed that up as the game progresses but definitely not at first. Even as you are in a frenzy of your survival balancing act, the wry tone periodically keeps you smiling. At one point my zombie researchers, after quite a long research effort, concluded “zombies cannot be reasoned with.” Lol, no sh*t researchers, why are we feeding you again?

And then its over! A short denouement and you get to read about your score in an amusing news story. This is a kind of slight, short game, but it is such a winning mix of tone, tension and logistical puzzle that I have to say I was Engaged. It does what it wants to really well, and knows to leave before it wears out its welcome. I would call it “Notably Intrusive” for its occasional writing clunks and slight drag before the end. None of that degraded my enjoyment for sure.


Played: 10/29/22
Playtime: 40 min, 8 survivors, down from a peak of 21
Artistic/Technical rankings: Engaging/Notable
Would Play Again? Very likely. It’s somewhere between an Adventure Snack and a full meal. Second Breakfast?

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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Am I My Brother's Keeper?, by Nadine Rodriguez
1 of 1 people found the following review helpful:
Sibling Scares, December 6, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

This is an uneasy marriage between a paranormal adventure and a sibling relationship drama. Let me start by answering the question posed in the title. “No, you are your SISTER’S keeper.”

Now I am on record as admiring the Texture interface. I think an author can do a lot with the drag and drop mechanism, particularly what options you make available, associated with what text, and through creative use of the “balloon text” when you do connect the two. I don’t think this work leveraged the power of that interface to its narrative fullest. On many early screens you are presented with two options. Turns out they are not exclusive, you actually need to connect both to advance. Worse, each choice reveals a subsequent paragraph, but they are not position independent. If you choose to reveal the ‘second’ paragraph before the ‘first’ the text doesn’t really flow right. Or if it does, the insertion of the final paragraph dispels that equilibrium. Now creative text choices could use that to advantage, to lead the reader on a different mental path depending on order. Here, I couldn’t detect that. It just felt like a single page that required two pulls to see. It didn’t connect prompt and choice in an interesting way and didn’t leverage that delay for dramatic pause.

I’m not sure why, but I also hit some issues that I think belong to Texture and not the author. It's weird to me how much Texture work I consumed before this registered. I don’t know enough about Texture to know if other authors were able to mitigate these artifacts better or if Texture’s luck just ran out here. For one, the VERY distracting “font resize” issue reared here. (Is it just me? I complain about it a lot, like a LOT a lot, and I’m starting to question whether this is a fundamental flaw of Texture itself.) Texture appears to do an HTML-like dynamic formatting for line wrap, paragraphing, etc. Which suggests that like HTML, an author would need to do some extreme intervention to tightly control their screen. In HTML, when text overruns the available window space, it scrolls. In Texture it seems to shrink the text until it fits. Man is that an intrusive choice.

There was another presentation glitch that I noticed for the first time here. The “text balloons” that hover over the prompt word do not recognize edge-of-window. If your prompt is on one side or the other of your window, and you have more than a word or two of bubble-text, it disappears under the window’s edge making it useless. Since Texture appears to auto-wrap, its not clear how the author could mitigate this, and yet this is the first work I saw this artifact so consistently. Bad luck?

Leaving aside the distracting formatting, the narrative was a little too bare bones for me. It’s a missing sibling search, that culminates in a Big Bad dream-dimension battle for freedom. It has always been true that horror is a genre practically screaming for metaphor. The supernatural stakes are completely at the author’s whim, and creative authors have crafted innumerable monsters as sophisticated metaphor for real-life horrors. Buffy the Vampire Slayer famously did so for years until the true monster was revealed! I wrote that line as comedy, but it actually makes me a little sad.

Here, the Big Bad doesn’t strike me as having any metaphorical resonance, it's just a (really cool!) monster. Its realm, whose description is also a high point, similarly doesn’t seem to serve a metaphorical purpose. The central sibling relationship seems to be crying out for such a treatment, but no. So it ends up being a pretty straight-forward, unnuanced pulpy adventure.

I don’t think it succeeds as that either though. It's not moving fast enough to paper over its plot contrivances, which is crucial for pulp. If it’s not a white knuckle thrill ride, the audience will have time to question, “Wait, he rode all the way to Germany CLINGING TO THE OUTSIDE OF A SUBMARINE???” Zip them past that, author, that’s totally not important! I get no joy from listing “plot holes” so I’m going to spoiler these just so we don’t have to read them. If the author is curious what didn’t work for me, here are a few plot choices that jarred loudest: (Spoiler - click to show)finding not one but 2 crucial clues, in minutes, that a presumedly much longer police search failed to turn up. Keeping the police out of the loop before the supernatural angle was obvious. Reading about the savior MacGuffin, that the sister suddenly has, but does not realize how to use. Why else would she have it?

I think though, that all of those I could have forgiven with a taut sibling drama, and I feel let down here too. The missing sister was presented as flighty, disappearing for long stretches without reason, the implication being she can’t take care of herself. More traditional use of spoiler-mask: (Spoiler - click to show)At the climax, the sister is begging, pleading to be trusted to effect her own rescue, or at least effect a heroic sacrifice. The game does not even give you an option to honor her wishes, and so the protagonist siezes the agency, denies the sister, and saves the day. The real answer to the question in the title “Am I My [Sibling]'s Keeper?” is apparently “Yes. Yes you are and always will be.” This is like the least satisfying answer to that question.


Played: 11/6/22
Playtime: 15min, finished
Artistic/Technical rankings: Mechanical/Notable
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

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The Pool, by Jacob Reux
2 of 2 people found the following review helpful:
The Despair of Davey Jones, December 6, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

Another default(?) themed Twine entry, this one set on a research vessel out at sea with a crew of young oceanographers. The black/white/blue color scheme serves this game a little better than others given its horror theme, but barely so. During I think the 5th play through I did stumble on a nifty use of dynamic font, would have loved to see more of that but as far as I can tell that was a one-off.

The tone on this one was noteworthy. The protagonist is not dynamic, they either perfunctorily or begrudgingly follow the choices you make. They got some stuff they’re dealing with, and not particularly effectively. It’s an unusual choice which at first puts the protagonist at a remove from the player. This is reinforced if you try to goad them into action – things don’t really working out if you do. Heroic-feeling choices either outright fail or come with significant unforeseen drawbacks. Driving this PC is kind of like pushing jello - you can’t always get them to go the direction you want, and even when you can its never very responsive and requires more work. Fortunately, they are surrounded by much more dynamic NPCs which definitely give some welcome propulsion to the action. First play through I never did synch with the protagonist (and kind of admired the NPCs) and was left at a remove.

Construction-wise there are long linear sections of action, punctuated with choices you have no real way of assessing, meaning things can feel arbitrary. Some of them do allow you to build the character, or maybe shade them at least. Normally, this design choice frustrates me if there isn’t a thematic reason behind it. There’s two reasons why here, this actually kinda works? The first is that when the action gets furious in the third act (really there’s only two acts, so second act), making choices in a spur-of-the-moment panic probably isn’t going to result in deliberate, fully-informed decisions. This tracks. The second reason it works, and why the character choices can work, is only really revealed on subsequent playthroughs.

There seems to be a lot of plot divergence available here. Early choices take you down very different plot paths. It is a short game, but nevertheless it feels very broad. This is not a ‘plot will always reconverge, it's the friends you make on the way that change’ design. The protagonist/player alignment benefits from these multiple playthroughs. It’s not a long game, and it's a race to see if you will come around on the protagonist before the end. First play through I did not, not even close. But on subsequent playthroughs, because the plot varied SO much, you weren’t revisiting the past, it was like you got more time with them. I wouldn’t say you ever really like them, but you at least get past “would you just step up??” to some early stage of sympathy.

But the real secret that multiple playthroughs reveal is how deeply cynical and hopeless the whole thing is. First play through you might assume “well I made some bad choices, sorry dead characters.” (Spoiler - click to show)I played to 6 endings and they’re ALL bad! The ‘best’ was physical survival but very depressing and it went down from there! That’s not necessarily pleasant or enjoyable, but it is… bold. Pet Cemetery is one of my favorite Stephen King stories because it is so unremittingly tragic. There is no ‘magic book/shaman that saves the day at the climax.’ Uh, spoiler. It is a no-compromise approach to horror that dares you to appreciate it. Which I kinda do? (Someday I’ll figure out why it works for King, and fails so spectacularly in Halloween Kills. Probably because it's King, right?) I did not try to determine if there were NO (Spoiler - click to show)optimistic endings, but I do kind of hope there aren’t.

So where does that leave me? Play through wise, between the difficult protagonist, limited and arbitrary choices, mostly vanilla presentation it was Mechanical and Seamless. (Spoiler - click to show)But it gets a bonus point for committing to its bleakness across multiple endings.


Played: 11/1/22
Playtime: 30min, 6 endings.
Artistic/Technical rankings: Mechanical/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

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The Staycation, by Maggie H
3 of 3 people found the following review helpful:
Sisyphus Wept, December 6, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

This was my first exposure to Texture pieces. Maggie H’s use of it, including formatting, color choice, response management and graphics use felt like an extension of their expressive prose in setting an overall mood of the piece which I’ll call ‘lazy disquiet.’ Even where the choices were limited to one or just a “next” button, the text blocks, breaks and changes all felt deliberate and evocative in a really nice way.

But there were bugginess issues. In particular, it seemed that regardless of my choices (and boy did I try a lot of permutations of them) I could only get at most two nights’ sleep that ended either in waking up with an unexplained loss of time that seemed narratively important, or on a page whose bug was that none of the presented choices allowed you to leave the page. Stuck.

I hit both of these end states within 15 minutes and spent the next hour and a quarter trying choice combinations and failing to achieve a different result. Early on, this actually seemed intended (stuck bug notwithstanding), striking a “Russian Doll” / “Edge of Tomorrow” / “Happy Birthday to Me” vibe which generally is catnip for me. (Just realized I didn’t invoke “Groundhog Day” above. Is this where we are now? We’ve now got so many it’s lost its primacy as naming this genre?) If that was not the intent, boy did I misread it, though it was that read that motivated me to try and push through.

According to my arbitrary judging criteria, my first few playthroughs elicited true Sparks of Joy in turn of phrase, surprising interactions, creepy description variations. This was not to last. Repetition, especially in time loop type games relies on setting narrative expectations, then either building on them or infinitely and creatively varying them. Without either, there are two possible progressions: long blocks of text will be ignored and clicked through mechanically; short bursts of text will be read so frequently that, like rapidly repeating words for a not-so-long period of time they will lose all meaning. Both happened here, though a third thing did also. Maggie H’s prose is wryly singular in a way that sustains it for a while. But with repetition, many passages seemed to undergo distillation - with every cycle, they concentrated. Not unlike boiling sugar water until it sublimates from lightly sweet liquid to way-too-sweet syrup. An example: the game poetically presents a few things as “gaping.” That is an insanely powerful word, immediately invoking a symphony of feelings. But the more you read it, the stronger its impact is, until you start engaging it with “Is this really the right word here?” “This is saying a lot more than it should.” “Oh my God please stop saying ‘gaping.’”

So I’m left with very positive feelings of my first half hour, quickly eroded away through repetition and lack of progress. My criteria shows its flaws: while my impression showed “Sparks of Joy” initially, repetition eventually sanded those moments down to “Mechanical.” Alternately, if repetition was NOT the point of the game at all, maybe my experience was due to “Intrusively Buggy”-ness. (There is a third option. That I was too dense to make progress, missing some obvious out for over an hour. I acknowledge the possibility but “Just Know Something You Can’t Figure Out” has never been actionable feedback for me.)


Played: 10/3/22
Playtime: 1.5hrs, stuck for 1.25 of it
Artistic/Technical rankings: Sparks of Joy -> Mechanical/Intrusive
Would Play Again? Maybe, If reminded and bugfixed

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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Jungle adventure, by Paul Barter
1 of 1 people found the following review helpful:
Parser Problems Punish Potential Players, Piss Away Pleasant Playground, December 5, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

I was cautiously looking forward to this one. Looking forward, as my fondness for early text adventure is just a thing about me by now. Cautious because those early days are much more enjoyable in my head than in front of me. And as a standalone app, unless Paul was building on a rock solid parser there were decades of learnings he’d need to implement.

I was right to be cautious. Part of it was my fault. I was bringing TADS-like parser dialect to this game. I did reasonably quickly figure out my blindspot and adjusted to this new parser syntax. But man was it frustrating. So much guess-the-noun, guess-the-verb. A tried and true way to combat this is to artfully provide valid words in descriptions and error messages. Not only do we NOT get that here, the text actively steers us wrong. An early puzzle involves getting out of a thick copse of trees, but…(Spoiler - click to show)it requires you pull an object out of your pocket, which I never thought to do as a ‘status’ command had previously told me I was carrying “Nothing, zilch, nada.”

Other tried and true ways to combat search-the-X problems is the hint system and walkthroughs. The hint system is context aware, but pretty primitive in that its suggestions are of limited help and relevance. But the walkthrough, I’m not sure what to do with that. I explicitly tried commands suggested by the walk through to be variously met with “Be more specific” or “you can’t do that.” Why are you taunting me, walkthrough?

To be fair, early games sometimes used “You can’t do that” as a synonym for “You don’t need to do that yet.” I certainly tried to embrace the experience with that in mind. So for 40 minutes I exhausted the hints and walkthrough and just typed variation after variation trying to hit the magic combo that would do what I wanted (as told by the walkthrough!) to do. I gave up at the 1 hr mark.

It’s a shame the parser problems are so dire. The bones of the game seemed amusing - the ASCII art was the perfect note of blast from the past, and much of it was really well done. It was SO well done I could even use the pictures to suggest relevant nouns, but that ended up being unevenly implemented. The few puzzles I encountered were simple but very evocative of early text adventures and would have elicited wry smiles had it not been so hard to bend the parser to my will.

Really, it feels like this would be a warm happy play if the parser could get out of the way. It would probably take heavy coding, but parser work alone wouldn’t solve it. Even with the current parser, the author could do a lot more in descriptive text to cue the players, and in beta testing to wring out contradictory, even deceptive text. I kind of hope they do, as this is a thing that makes me happy it exists, but the parser won’t let me enjoy it.

And at a minimum, ensure the walkthrough gives actual commands that work! It is the promise of this that pushed it from a 1->2 for me. A valid walkthrough would be a good way to show it is not Unplayable. Yes, I am committing the cardinal sin of critiquing on content that doesn’t actually exist.


Played: 10/5/22
Playtime: 1hr, stuck for 40min of it
Artistic/Technical rankings: Mechanical/Intrusive
Would Play Again? Probably not but Maybe? If hint/walkthrough and in-game guidance significantly improved.

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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Traveller's Log, by Null Sandez
2 of 3 people found the following review helpful:
FRPG Lite. Like, Helium Lite., December 5, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

I don’t know what to make of this entry. It presents as a super light, highly randomized FRPG kind of thing. You get an apparently randomized starting character with a name, race, some traits and background. None of those come into play again, except maybe magic use. Then you walk, trade and warp until you either win, decide you’ve had enough, or a bug ends the game. I achieved two of those in 45 minutes of pretty repetitive playtime.

You have a short list of items, effectively a status screen, that tells you what you have or don’t (helpfully pointing out you can GET them). Walking and warping lets you navigate the world, such as it is, but there is no map per se, just an endless series of terse, repeating random encounters that kill you, give you money, or neither. When I say no map, I mean your location has no discernible effect on your encounters, or even your relationship to other areas. You can still find Inns and Houses inside a Labyrinth for example.

And you can die. Either because you randomly encounter foes you are not yet equipped to beat, or you just open a box. It’s not really that big a deal, as you immediately respawn with most of your stuff, but is that fun?

In practice, gameplay is just as repetitive as the encounters. You walk (dying as often as you need to) until you have enough money to get stuff (some of which has game effect, others do not as far as I can tell). Or you warp to some area you’ve been before, but if locations don’t matter not sure why you would. Repeat many many times. I don’t think I’ve ever typed the word ‘walk’ that many times in 45 minutes before.

I did hit a small bug - I would lose money if I couldn’t afford an expensive item but already had a sword and tried to trade. I hit a big bug — an ‘out of range’ crash on something called TT. But the game asked so little of me, neither elicited a reaction. Ultimately, I stopped playing when I jerked awake to see that I had typed ‘wwwwwwwwwwwwwwwwwww’ on the command line.

So yeah, what is this? Is it art, a wry commentary on FRPG gameplay? A zen mindfulness exercise? An impressionistic IF that you bring the story to from your head? I don’t think any of those things are for me.


Played: 10/10/22
Playtime: 45min, 1 crash, 1 quit, so many respawned deaths
Artistic/Technical rankings: Bouncy/Notable
Would Play Again? No, not my cuppa

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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The Absence of Miriam Lane, by Abigail Corfman
4 of 4 people found the following review helpful:
Inspector Bull, Chinashop PD, December 5, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

Can you like a game for pointing out how shallow you are? Cause I kinda really do. When I get in a IF consumption mood, it sometimes turns into a gluttonous, overindulgent frenzy. There’s times I may not be completely zen when I power these things up. The moody, pixelated black and white artwork shoulda been a clear clue. The melancholy music shoulda been a clear clue. The fact that it shattered my preconceptions within minutes when I went from “yeah yeah, help an old man remember, got it” to “crap, wait, there’s supernatural in here.” That shoulda been a clear clue too.

Not for Inspector Bull of the Chinashop PD, no sir. I hammered my way through the house like a warrantless entry, clicking nouns like they were Ticketmaster tickets on opening day. I was able to slow down enough to appreciate the early mechanism: connecting supernatural investigative thoughts to picture and word clues, but only just, and hammered into phase two where you (Spoiler - click to show)bring artifacts to the spectral presence you are trying to save. Only to be justifiably punished for trial and error in a completely narratively satisfying fail. This caused me to rock back. I’d made a terrible mistake here.

I poured myself two fingers of calm the F down, and restarted, and this time I tried to breath the atmosphere of this thing on its own pace. Holy crap you guys, it is the complete package. The artwork resonated so finely with the music, the page layout, the mental connection investigation mechanism… I went from ENGAGED, I’M ENGAGED, OUTTA MY WAY ENGAGEMENT COMING THROUGH to…

engaged.

The conceit of (Spoiler - click to show)effecting the rescue of a woman who was essentially so unseen by her family and so self-denying that she faded away. And that rescue requiring that you see HER, and not all the things that are not-her that clogged her life, and then TELL HER THAT YOU SEE… And the genesis of all that not being evil forces from beyond, just casual, amiable taking-for-granted from those that notionally love you. What a heartbreaking story whose only solution is to understand the heartbreak squarely and fully. You have to (Spoiler - click to show)assemble her story from artifacts in the house, then deduce what they mean to her when others may not have bothered to. Yeah, some of the artifacts’ meanings are not revealed as well as others but the whole tapestry of artifacts, spread logically and perfectly throughout the house, builds as complete a picture as you care to deduce. It is a super rewarding, tightly constructed, fragmented narrative that builds like a puzzle regardless of the order of your discoveries. It really is a terrific achievement. It is hard to believe the author was not also commenting slyly on Inspector Bull as well - if you as a player insist on treating her as a problem and not a person, your rescue is doomed to the same forces that put her there to begin with. You have to consciously care about her story, and her as a person to succeed.

Wait, was I like, the perfect IF player-partner, whose bad behavior textbook showcased the full breadth of the author’s artistic vision??? You’re welcome AML! Also shocking twist ending, even with what I thought was extreme due diligence, I needed still more focus to get the best ending! That is just the perfect thematic capper. It’s not enough when I think it is, she is the only arbiter of that.

Were there issues? Yeah maybe two. The connect-thought and inventory-use mechanisms were very clicky, required a lot of motion to do a little. That could be streamlined. And maybe when one puzzle is (Spoiler - click to show)the name of the victim DON’T PUT IT IN YOUR TITLE. That’s all I’ve got. It was so deeply Engaging if there were other flaws they totally didn’t register.


Played: 11/3/22
Playtime: 1.5hr, finished after restarting to adjust my attitude, “there is hope” ending
Artistic/Technical rankings: Engaging/Mostly Seamless
Would Play Again? Yes, bring her all the things!

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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Trouble in Sector 471, by Arthur DiBianca
3 of 3 people found the following review helpful:
Bureaucratic Botworld, December 5, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

This is another nifty little puzzle game. You are a 'bot squashing bugs via a series of unlocking-style puzzles. Either explicitly unlocking doors, or unlocking new abilities needed to solve subsequent puzzles. The puzzle design is reasonably pleasant and seems to play pretty fair. It does require some logical leaps or guesses, even trial and error from time to time, but that is far from rare in IF, classic or modern. The text descriptions are succinct with a light, breezy feel that keeps things chugging along and doesn’t grate when you re-enter rooms multiple times.

It does a few things really well. For one, I really dug the ascii maps. They were easy to parse, eminently useful, and exuded an old-school vibe that matched the text tone nicely. The game seemed to disconcertingly read my mind at one point. I realized there were a few interesting items littered about behind me, but I really didn’t remember where and was not looking forward to exploring to find them again. No sooner did that sour thought form than BAM I unlocked “ITEM mode” on the map to helpfully point them out! Had to be a coincidence, right? The alternative is super creepy.

While the game did not really implement deep NPCs (most are one-response once their puzzle-state responses are exhausted), like the room descriptions their dialogue is short and to the point with a splash of personality. Since they are bots anyway, this doesn’t really jar - making a strength of its limitations! Same for the limited vocabulary - as a relatively simple bot, there isn’t really an expectation of full autonomy and the limited action palette feels pretty natural. Between the marriage of form and function, the enjoyable puzzles, crisp page and map layout and snappy writing there were plenty of Sparks of Joy. There was however also a friction-y design choice and one small but really annoying bug.

Bug first. It’s a parser game, and the web implementation autoscrolled on command entry for a while. Until it didn’t anymore - instead, it autoscrolled whey you typed the NEXT command. What this meant was, you would go say W(est). The descriptive text of the new room would appear below the bottom of the screen, and only after you input a character THEN it would scroll up for you to see. This had the effect of needing to type something/anything after your command, then maybe erasing that and putting the real command in. Eventually I figured out I could hit Enter-Backspace to force the scroll but man was it annoying. I don’t really have a bead on if it was the author’s bug or maybe the web implementation.

The second was in command choice. This is a parser game, but it implements very few commands. It tells you what they are, that’s fine. Most of the frequently used commands (cardinal direction, look, wait) are implemented as single letters. This has the effect of keeping things light and moving quickly. There are some mode and status commands which are full words, but as they are rarely used that’s not impactful. However, the special powers you accumulate, and use all the time (sometimes in elaborate sequences), are 3 letters. Now, you are instantly thinking less of me because I am going to complain about three letter commands instead of 1. While that is 300% more typing, I accept your scorn. But in a game this light, with a vocabulary this limited, having to repeatedly type the same 3-letter words just starts feeling unnecessary. Especially when all of the ones I unlocked could have started with unique single letters!

The cumulative weight of these frictions led me to a point where after a particularly involved surprise side mission (which I had mistaken for a ‘core’ mission) I didn’t feel compelled to finish the game. So, definite Sparks of Joy, short of Engagement. As I look at the ‘intrusive elements’ above (buggy text scroll, why can’t I type less?) while it for sure informed my experience they don’t really rate as ‘notably buggy.’ Just a spot where more lubrication could have been applied. Hey-O, that’s what sh… no. Just don’t.


Played: 10/30/22
Playtime: 1.5hr, did not finish
Artistic/Technical rankings: Sparks of Joy/Mostly Seamless
Would Play Again? doubtful, got the gist

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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The Only Possible Prom Dress, by Jim Aikin
3 of 3 people found the following review helpful:
Shopping is Hard, December 5, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

Aaaah, TADS. Like slipping my feet into a warm bath. This is the parser-based IF experience I look for. Amazing, goofy premise and quest, large map, many puzzles from lever-and-button to locked-door to coerce-NPCs to (probably) wildly inappropriate and satisfying uses of everyday objects. The narration is capable and fun, integrating game-facilitating pointers and sly humor in equal measure. It’s not perfect: one NPC seems to attach to you without much lubricating text; a few incidents of can’t-do-that would benefit from a variable list; dense place descriptions without subsequent shorter summaries and/or bolded direction cues.

But really, those feels nit-picky. Especially in the face of a tremendous effort to flesh out nearly every noun with flavor text that makes poking around rewarding in the best traditions of early IF. Even the relatively limited NPCs which won’t make you fear the singularity, they are imbued with enough personality to remind you of NPCs of days gone by. Yes, they are code constructs, but they are amusing and welcome ones.

And that map! A gloriously dense and elaborate multi-level map to explore. Daunting even. Many locations have 4 or more cardinal exits and maybe some ups and downs too. Navigating the map was a treat - most locations have personality too, unique and idiosyncratic: weaving flavor and nav puzzles all over the place.

And here’s where my unfortunate game experience intrudes. For the first hour I wandered around mapless. I was so caught up in the delightful spell the place descriptions were putting on me I darted from one shiny exit to another without much rhyme or reason. And boy did I get lost. Over and over again. It was fun doing it! But eventually I realized I was never getting the dress this way. So I saved my game at one hour, determined to pick up next day with graph paper in hand.

Next day I went to restore my save… and couldn’t. It turned out to be an artifact of my own inexperience, exacerbated by some unfortunate HELP text (subsequently clarified to prevent others following my misguided path). It ended up being a happy accident though, as my flailing for solution showed me that there were maps (and walkthrough) available! Armed with those maps, I decided efficiency would make up the difference.

At the second one-hour mark I had fully recon’d the mall (locked doors notwithstanding) and a bit of its grounds, but only really ‘solved’ two puzzles. Plenty more were tantalizingly laid out before me. The narrative tone is friendly and fun, details plentiful and unique, and puzzles littering the joint. I found myself typing faster and faster as I noticed the clock running out, trying to eke out just one more location, conversation or search. If that's not the textbook definition of Engaged, I don't know what is!

This thing hums with love for the traditional IF form, and is a wonderfully capable pastiche in the best possible sense of that word. It stands fully on its own with wit and verve, and echoes all the best traditions of IF.


Played: 10/6/22
Playtime: 2hrs, incomplete
Artistic/Technical rankings: Engaging/Mostly Seamless
Would Play Again? Of course. Calls to me like a Siren from the 80's.

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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A Chinese Room, by Milo van Mesdag
1 of 2 people found the following review helpful:
[redacted] the [redacted] Out of This, December 5, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

I had been low-key looking forward to this one for a while - both due to the philosophical connotations of the title (originally posited to refute the concept of ‘sentient AI,’ there is some nice resonance to IF design itself) and because as a former Cold Warrior… Russophile is not the right word. I need a suffix for “morbid fascination with.” How about Russophiliasis (second ‘i’ is long)? What I’m saying is I have an unhealthy fascination with modern Russian culture, especially the more Kafka-esque aspects of it.

I was faintly disappointed when I once again encountered the black/blue/white Twine formatting. If ever a game was crying out for all-greys, with an occasional splash of impactful color this was it. That superficial reaction was quickly dispelled when I noticed it was a double game, of interlocking IF stories. That’s a cool conceit. And it can be simultaneously played by two players? Loving the ambition. Checked in as Caroline first (as advised) and off to the races!

Caroline is a housewife, mother of two near-adult children, married to a minor politician. Her life is one of quiet burden that she shoulders matter-of-factly. This part I found really nicely painted. Here the use of interactivity, specifically lack of choice, really resonated when contrasted to her undramatic acceptance. The husband is obliviously self-absorbed but not an absolute dick. She ekes out joys for herself with cooking and her kids. This table setting for me was super impactful to what follows. It so cleverly aligned me with the protagonist: both my sympathies and my wearied acceptance of the-way-things-are. The latter is challenging to pull off. As game players, a natural impulse is to be WAY more action-hero than real life would support. This first section defuses that impulse in an impressively successful way.

I think this is going to end up being more spoiler-y than most of my reviews, let’s see if I can keep it coherent. It’s after the protagonist gets involved in a political job that a some serious cracks intrude. To this point in the game, I am basically welded to the protagonist - kudos for that! Then choices start presenting themselves that do not resonate, specifically (Spoiler - click to show)possibly flirting, then pursuing an affair with your ‘boss’. For me this failed on two counts: 1) the object of these decisions is not compelling. Like at all. So much so that even the presence of the options felt jarringly wrong. At best the character in question is an amiable blowhard which sure, maybe better than a self-important blowhard but really not a sufficient upgrade. 2) there is text that portrays the protagonist as reacting much more strongly to this character than any of my decisions and attendant prior text suggested. It felt unjustified and contrary to the protagonist we had carefully crafted to that point and I kind of rejected it. This showed me the second edge of the IF sword. While a traditional narrative can sometimes get away with “I don’t get what they’re doing… but whatever, I guess the plot needs it” if you have invested the energy and skill to get the IF player aligned with the protagonist, those disconnects suddenly become personal.

So that was a sour note. Conversely, there is some dramatic business with the kids late in the story that landed like gangbusters. It had everything to do with how real-feeling the interactions with the kids (and husband!) were prior to that point. Whether the text actively accommodated prior player choices, or was at least deft enough not to contradict them, it was so, so much more successful.

Then there’s the matter of the ending. I should make clear at this point I was playing solo. Shite, I guess I just need to… (Spoiler - click to show)Ok, throughout the middle of the game, you are periodically ushered to a mysterious room, have a colored light flash at you, then given the option to match or not-match the light. There’s no rhyme or reason to this, but it is faintly sinister. Cool. Turns out you were torturing people somehow?!?!? At least, that’s what the government said about you in court. Nevermind that it was a government(?) functionary that coerced you to do it (probably deniably so, to be fair). The court scene kind of fell apart for me, top to bottom, and not because I rebelled at the premise. (Spoiler - click to show)A totalitarian government politically prosecuting an individual on absurd charges is absolutely believable and horrifying which was almost certainly the aim of the piece. The implementation details just torpedoed it for me. Up until this point, the narrative employed precise use of no-choice interactivity. It’s super-effective! Here, as the protagonist is (Spoiler - click to show)literally battling for her life, the ‘no choice’ takes the form of adhering to advice from her lawyer. Yet that lawyer came across as kind of hapless at best, and a possible prosecution functionary at worst. At one point the game even rubs this decision in your face by headfaking a choice that doesn’t exist. The equation had shifted and acquiescence suddenly became a mimesis liability, not a feature. It was further exacerbated when (Spoiler - click to show)the options I chose in the mystery room were not used against me. To the contrary, the state seemed to imply I took actions I decidedly did not. Now they can lie, sure, but at that point why even bother with the mystery room? How much more effective would it have been to map (Spoiler - click to show)my ‘crimes’ to actions I had actually taken? And the decision to only obliquely allude to (Spoiler - click to show)the horrors my oblivious button-pushing caused, that was an opportunity to drive home some personal horror just forfeited.

I think the game makes one final small mistake with a disproportionate impact: it spends a lot of time detailing (Spoiler - click to show)the ‘strategies’ being used in the court room. This has the effect of underlining again and again the absurd nonsensicality of the prosecution argument, and to a lesser extent the ineptitude of the defense. (Also, I’m not sure I agreed with how the Chinese Box problem was employed in these arguments, but I’d need to look at it closer.) None of this is the problem, it actually could be parlayed into a strength, (Spoiler - click to show)showing how hollow the prosecution is. But it isn’t, because (Spoiler - click to show)the text also alludes to actual humans in the audience being persuaded. It’s almost a throwaway scenic element but it does so much damage to the reality of the scene I didn’t recover. How much more effective would the horror have been, if it was clear the audience saw it too?

Above, I burned two and a half small paragraphs on what I liked, and three large paragraphs on what didn’t work for me. This is deeply unfair. I actually liked what those two and a half paragraphs describe SO INCREDIBLY MUCH, I think that caused me to take the subsequent shortfall way too personal. What it did right were white hot Sparks of Joy straight out of Flashdance. Those two crucial misfires though kept it from breaching into Engaging. I can’t help but wonder how the interlocking second story is going to play out, and whether that ultimately overcomes some of this or not.

Yeah, I’m definitely playing that other half. Also I kind of dig the thematically appropriate (Spoiler - click to show)‘redacted’ feel this review took on.


Played: 11/3/22
Playtime: 1.5hr, finished 1/2 stories
Artistic/Technical rankings: Sparks of Joy/Seamless
Would Play Again? Of course. When your Russophiliasis flares up, its best to let it run its course.

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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A Walk Around the Neighborhood, by Leo Weinreb
3 of 3 people found the following review helpful:
Donna. Hey, Donna., December 4, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

Here’s something you hear every year around Oscar time: “Comedy is hard, why isn’t it respected like manipulative, obviously thirsty, overwrought sob-fests?” Well, you mostly hear it phrased like that at my house, but the sentiment is trotted out pretty consistently. This is going to be relevant in a few minutes.

Historically I like some things about parser IF better than others. Way at the bottom is the ‘search’ ‘look under’ ‘look behind’ mechanics. Its classic, I get it, but it feels so unrewarding to both look at something then look again ONLY IN A MORE SPECIFIC WAY. AWAN, you have turned me around on this. This is a one-room joint where you have to find a comedically large number of things in an exasperatingly spartan environment. And you do and its hilarious! Using all of those mechanics deliberately and precisely, this game is a perfect “I know its around here somewhere” simulator. Its the first time I’ve ever seen them used so effectively.

Here’s another thing I’ve never really liked: abrupt, non-foreshadowed instant endings that require restart or undo. AWAN fixed that too! The 3 abrupt endings I got were laugh out loud non sequitor funny and I happily Undid to see more. Usually my spoilers are kind of vague, but this is a no-fooling overt one: (Spoiler - click to show)OMG Try calling everyone on the red corded phone. DO IT!

I always appreciate a narratively integrated hint system, but AWAN upped the ante even further. You can call out to your partner to a) solve puzzles, b) get hints and c) get snarky offhand replies to dumb questions. To the point where I decided to be the Ikea guy just to see how far I could push things. (If you don’t know what I mean, google “IKEA Donna youtube puns.” Totally worth your time.) I really wanted to preface every conversation thread with “Hey Donna. Hey Donna.”

I don’t want this review to just be listing delightful things, though maybe we could use some of that these days. (Spoiler - click to show)Wait’ll you get the TV on. There are so many to find on your own. The implementation is mostly seamless, light, and amusingly frustrating but in a way we can all satisfyingly relate to. And it does it all with economy and verve. It gets in, makes its impact, and gets out while you still want more.

It also does some small things absolutely seamlessly: its choice of characters allows the player to slip cleanly into place, regardless of gender/sexual preference without fanfare or menus. In particular there is a point where you might want (Spoiler - click to show)to open a window before you’ve found your shirt. The game handles this lightly and elegantly with no false notes.

So here’s where I strike back at the Oscars. AWAN is just consistently and effortlessly its own funny thing that had me completely Engaged and often grinning in delight. Get on up here, AWAN!

We will play you off though.


Played: 11/6/22
Playtime: 45min, 4/18 endings
Artistic/Technical rankings: Engaging/Mostly Seamless
Would Play Again? Was thinking no, until the game told me there were 18 endings. So yeah, probably.

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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Esther's, by Brad Buchanan and Alleson Buchanan
3 of 3 people found the following review helpful:
Inner Child is not MPD, December 4, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

Hey, there are IF works for new readers! This was an absolutely delightful interactive rendition of a children’s book. When first few clicks showed no choices, I grew uneasy. The illustrations were note perfect for the milieu, but my family situation is quite removed from kid-lit. Turning virtual pages was not significantly different than leafing through a kids book which I never do. (I mean, Seuss excepted, what am I a monster?)

That ungenerous thought couldn’t even gel before the choices started. At that point the illustrations, text and choices played off each other wonderfully. Even then, I wasn’t won over immediately because I am damaged. For whatever reason after a few choices I spontaneously conjured an imaginary child next to me… what? you don’t know my life! Reading this work, imagining a small child sounding through, making choices, then experiencing the results of that choice — that’s when it clicked into place for me. The playful problem solving, character frustration, trial and error, evocative illustrations and unexpected outcomes would play like gang busters to a new reader, and through that imaginary child’s eyes I could experience their delight.

Older IF fans take as writ that interactivity is the differentiator in this medium. The (however illusory) perception of choice, narrative influence and immediacy provides a whole new dimension of immersion to the reading experience. Esther’s uses its new reader format to remind me that even the most tired, hoary cliche’ is going to be someone’s first time and that initial exposure can be deeply revelatory. That came out wrong, I’m not suggesting Ester’s is cliche’d, just using that as a poorly chosen metaphor for IF in general. What I’m driving at is that its deliberate invocation of children’s lit tone, illustration style and whimsical content re-presents the form in a first timer perspective. How magical is that? At least that’s what I got from my imaginary co-pilot.

Scoring this feels like a no win situation. I mean would I criticize the narrative voice in “Hop on Pop?” The graphic compositions in “Hungry Caterpillar?” Like this work, they meld text and illustration into a product aimed at delighting children. That’s really the only metric worth discussing I think. Esther’s stands shoulder to shoulder with its paper inspirations, even before it ups the ante by integrating interactivity. While I wouldn’t say I found it engaging, I did get Sparks of Joy watching my imaginary companion’s delighted introduction to IF.

This review was brought to you by the word ‘delight.’


Played: 10/6/22
Playtime: 10min, finished.
Artistic/Technical rankings: Sparks of Joy/Seamless
Would Play Again? Maybe to share with grandkids WAAAAAAAY down the road

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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Admiration Point, by Rachel Helps
2 of 2 people found the following review helpful:
Don't Make Me Adult!, November 28, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

This is a deeply adult work, and I don’t mean in the sense of “tee hee nudity and devil worship.” I mean actual experiences and challenges relevant to actual adults. You are a digital artist working in a near-future digital art gallery. It's kind of an office drama, and it is crackerjack. The lived in setting of the office, the casual jargon-filled interactions, the constant tension between satisfying your creative urges and getting the job done, the highly specific triumphs and failures that are impenetrable to outsiders. All of this is painted so crisply, so matter-of-factly it is instantly immersive.

The characters in the workplace similarly feel organic. Over time you get enough background to establish with certainty why they are in the business they’re in, and where they are satisfied or dissatisfied with the work. It is insanely lived in. No notes! It also makes the crucial decision to effortlessly establish that it is these common intellectual and artistic passions that provide a baseline attraction, not “ooh, hotty!”

It is all so satisfyingly subtle. The piece builds attraction through dry academic texts and deeply technical dayjob project work, so that when the inevitable “wow those bike shorts” injects it feels like the involuntary chemical reaction it is - as much a result of what came before as “wait, humans can just be horny.” Now I can’t decide how much this resonated for me because I happen to ALSO be deeply interested in the digital issues the protagonist and 'love' interest are. (Which by the way, loved every single detail of the future corporate/online/cultural world building. There is a special place in my heart for (Spoiler - click to show)The Handmaid’s Tale video game being used to hawk makeup) Would someone less fascinated by these topics find this as compelling? Dunno, irrelevant to my experience!

The interactive choices on display here were similarly just perfect. You were choosing small, harmless(?) actions, so small they often didn’t register as choices in the sense of steering the game. The writing in the choices was laser precise - it was clear WHAT you were doing, but the game steered super wide of WHY. Are you flirting up to a tittilating line? Filled with shame? Actively looking for something new? Lying to yourself about your motivations? Only rarely did the game weigh in on any of that, mostly that was between you and your mouse. What a powerfully immersive choice that is, a fragile illusion you are creating that is so easily dispelled by incautious word choice. AP almost never cracked.

I’m gushing here. 3/4 the way through I was already crowning this Transcendent in my head. I was anticipating equal subtlety all the way to the end, where my mental model of the protagonist and dramatically chosen world events collided in a natural and unpredictable way. I was positively crestfallen, when amidst the super slow and organic building of tension, I was abruptly confronted with a metagame choice: (Spoiler - click to show)do you pursue an affair, try to stay friends or cut off contact? This choice was so different than everything that came before: it was blunt and confrontive and shattering of carefully constructed character self-delusions. I could see a scenario where narratively this brutality could be justified in-story and even be rewarding, but that wasn’t the case here. I could similarly conceive the game jumping in and saying, ‘all that subtlety was self-deluding lies, because here’s the reality of all that weaseling.’ Which it kind of was? I needed more text for any of that to land, I’m afraid. Without that, all the work the game had done was discarded with inadequate compensation.

In the end, this was such an impactful design choice it eroded the Transcendental experience I was having. It redeemed somewhat when I reloaded and explored the alternatives, only to find (Spoiler - click to show)it didn’t change the ending! I’d already baked the character and it was gonna be what it was. Adultery is a choice you make for sure, but its not a choice ONLY you make. That was kinda cool. This is a top 5, maybe top 2 game for me. Its application of interactivity and world building was qualitatively more mature and nuanced than almost everything else so far. I wish that one thing didn’t undermine it right when I was soaring but it got me so high in the air, I had room to drop.

Also quick shout out to the phrase “using steamed baby carrots to expore her facial orifices.” That is now just endlessly echoing in my head behind everything I’m doing.


Played: 10/27/22
Playtime: 1hr, 1 ending 3 different ways
Artistic/Technical rankings: Transcendent-/Seamless
Would Play Again? Yeah maybe, if I can get past the fear that I’ll destroy the butterfly by looking too close

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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Lazy Wizard's Guide, by Lenard Gunda
4 of 4 people found the following review helpful:
Welcome to Notwarts, November 28, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

Old School Parser IF, like yr momma used to make! The setup is fun: a lazy wizard student trying to fake his way through finals to graduate from not-Hogwarts. Notwarts? Notwarts. He is 100% a not-Hufflepuff. (sidebar - Hufflepuff is totally the party house right? The other three houses are wrapping themselves around the axle with “evil returns” or whatever, these guys are doing keg stands and bong rips. That’s just canon.) It is super light in tone, puzzle solving and narrative. It’s components are consistently light in a satisfying way - no part seems out of place, it is a unified experience.

There are some really nice touches too. It has a components-based spell system, adding spell component quests (and often creative use of spells) to the puzzle tree. In particular it does what many satisfying puzzle IFs do: (Spoiler - click to show)require you to use an object or spell different ways for different puzzles. That is inherently more satisfying than one-and-done items that just take up pocket space after their only use. There are one-offs as well, to be clear, but I always appreciate the effort when they’re not ALL that way.

The implementation is solid - no glaring bugs, lots of scenery to examine with short, amusing blurbs. Not a huge map, but not cramped either. A character-based hint system that’s a step up from mimesis-breaking commands or menus. It makes some smart gameplay choices too, for example restocking expendables automatically rather than having you slog across the map to replenish every time. The NPC conversation menu tree is effective (and snappy!) and often context aware, adding discussion options as you learn about them. It really is a very complete experience.

So why does it peak at Sparks of Joy and not into Engaging? There are some text burrs to be sure. One spell’s description explicitly notes it will only work on (Spoiler - click to show)people of lesser intelligence then proceeds to work on a character that does not answer that description. The Hinting Jinn who is your sometime companion will randomly beam into the room to say ‘hi’. Some of his ‘arrival’ and ‘present’ text bump against each other in weird ways. Characters will still try to give you things you’ve already got, and seemingly not remember they gave them. The game sometimes thinks you have expendables you have, well, expended. These kinds of things happen often enough that it is notable without interfering in anything. Unlike other Notably Buggy entries though, these present as really minor - either because the light tone of the text lets them slip past without fanfare, or because it does SO much without these glitches that they are diluted with volume. I think I have to split the difference and round up here. Its not mostly seamless, its not, but its Notable bugs somehow intrude less.

That’s kind of dodging the question though. The above paragraph asked about Artistic Response, and answered Technical Intrusiveness. Notwarts just seemed to be missing something. There was a soucance of wit in the text but it was a light sprinkling, not a consistent feature. The setting, for all its interesting map was word-rendered kind of lacklusterly. There is nothing of those crane shots in Harry Potter that pan over the magical majesty of the dining hall, or the slippery stones of the underground rivers. Notwarts is kind of low rent that way.

Hogwarts has classrooms suffused with elaborate antique woodwork, rough hewn stone, iron candelabras and a palpable sense of ancient mystery. Notwarts has a bunch of desks in front of a chalkboard. Hogwarts has sumptuous holiday feasts, magically preparing themselves on the table in a festival atmosphere. Notwarts has an overworked gnome in a cramped kitchen making sandwiches. Now this is actually an amusing contrast, but the text does not sufficiently mine it for laughs, just lets it lay there. I don’t want to imply it was free of humourous Sparks, it definitely was not. The puzzles were fun, the tone was pleasant. But it couldn’t crest into Engaging because it didn’t draw me in. I don’t need Notwarts to be Hogwarts. I actually kind of like that it isn’t. But I would like to enjoy how MUCH it isn’t a good deal more.

This is a rock solid entry I enjoyed spending time with. That’s cool, right?


Played: 10/31/22
Playtime: 2hrs, almost finished, 74/93 pts, 7 achievements
Artistic/Technical rankings: Sparks of Joy/Notable rounding up to 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

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No One Else Is Doing This, by Lauren O'Donoghue
2 of 2 people found the following review helpful:
Best Futility Simulator Ever, November 28, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

There is no real graphical flourish to this work, little interactivity, and the few puzzles you need to solve there are no clues to decode to succeed, making it effectively random. I think I have complained about all of these things in other reviews. But here, my reaction was exactly opposed – I unreservedly loved it. The intro text probably is the key to this. It sets the stage with the fruitless grind of the work, the dieing optimism, the modest yet still out of reach goals, and does so unsentimentally and resignedly. Before you know it, you are knocking on doors, really just clicking house numbers, one after another until the time runs out.

And oh my god the neighbors. Many are just not home, and sometimes the text makes it clear that’s a good thing. When they are home, each is uniquely and specifically unhappy to see you, but you still have to engage. Sometimes you inadvertently say the right thing, sometimes you say exactly the wrong thing and they slam the door. It's not that you don’t have control (it seems), it's that you have no way of knowing what motivates or sets people off so you take your best shot. And it's thrilling when it works, and self-recriminations and if-onlys when it doesn’t. But, still gotta get to the next door and do it all over again.

I am kind of in awe at how finely calibrated the game is. Its individual interactions are either disappointingly abrupt, or whirwind verbal fencing matches, but every encounter is exactly the length it needs to be. Neither victory nor defeat is dwelled on, because on to the next. A quick click washes the previous encounter away and is charged with promise of the next one. A pee break if you’re lucky, then your shift ends at what feels like the narratively perfect point, leaving you with regret over the houses you didn’t get to. Text and screen organization within and between encounters pace every step of this experience just so. Until its unceremonious ending, you simultaneously feel “this shift just keeps going” and “I need more time.”

“A Community Organizing Simulator” is its subtitle. Before you start, you would probably be thinking "it's funny because it's too small a game to be a simulator." After you’ve played, including that chef’s kiss of a denouement, you’re definitely thinking, "OMG IT IS THE MOST ACCURATE SIMULATOR EVER MADE." I am saying that this work marries IF interactivity to its subject matter so thoroughly and precisely it is what most aspire to when they talk about form-function synergy.

Frankly, I am only resisting calling this Transcendent due to my suspicion that my recent grass-roots volunteer experiences may be coloring my reaction. Thanks Lauren?


Played: 10/10/22
Playtime: 15min, finished
Artistic/Technical rankings: Engaged/Seamless
Would Play Again? Sadly, living it

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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Who Shot Gum E. Bear?, by Damon L. Wakes
4 of 4 people found the following review helpful:
Murder Most Sweet, November 27, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

So right out of the gate, I knew I wanted good things for this game. After the legally mandated Noir-first-sentence-about-rain, and before anything else, it called me a “Bubble Gumshoe.” The noise I made in the privacy of my own home you have no choice but to call laughter because you didn’t hear it. This entry committed to the bit without question. If you have a low sugar or pun tolerance, this is not the game for you.

Gameplay itself is infrequently searching 6 or 7 locations for clues, but mostly interviewing 4 maybe 5 NPCs depending on how you score it. Then trying to piece together additional things to ask others based on the answers. Cycle through NPCs until ready to Accuse. The dialogue and character business is bizarre and fun, like the Toblerone who smokes candy cigarettes without arms. Because, y’know, no arm candy. (badoom-CH) It was fun for a while poking at characters to see what they could answer and how, and often rewarding to do so.

But then there was a turn. When the topic pool started to dry up, you would cycle through, hear the same things again and get nothing new. Then, the fact that all NPCs use the same, generic, “is no reply” when you ask something they don’t know starts to grate. Searching for clues in unimplemented nouns starts to grate. Asking the owner of a candy strip club about their VIP Lounge and having them say “I wouldn’t know about that” is just lolwut? I mean if not you, who WOULD know? Asking a character about the wedding they JUST TOLD YOU ABOUT and having them give no answer… you get it. I got stuck and I redirected my humiliation to anger at the NPCs.

Mystery IF has a big issue to address, what do you do with insufficiently clever players? Tonight, I will be playing the part of the Insufficiently Clever. Y’know, strictly as a public service. If the mystery hinges on the player asking one specific thing to one specific NPC, you have to at least give a thought to your humble servant who just won’t think of it. The tried and true brute force solution is a hint system, either metagame or in-story (Donut could have admirably served this purpose.) Walkthroughs are even MORE brute force, also established technologies. More elegantly, I recently read some insanely well-thought-out RPG advice that proposed always leaving three clues to every mystery story chokepoint. If you want to get super fancy, design multiple paths with intersecting information chokepoints, each with their own trio of entries! The idea being much harder to miss 3 clues than just one. It seems like there could even be some kind of ‘player not making progress’ algorithm out there, just waiting to be discovered.

This is relevant because there is no conceit so amusing, no joke so funny, that it can survive the self-hating stench of player failure. I’m going to head off what you probably all see coming as a deep digression into “what is a game, and can there be success without failure?” Instead let me pivot to advocating for the Insufficiently Clever who are totally not me. Humans forget nothing so quickly as kind service rendered to them. For players that don’t need the hints, they never need encounter them and can enjoy your game as designed. For the IC, your timely help will quickly fade into the delusion of ‘oh yeah, I’da got that’ and they will end up appreciating it as well! Its really win-win for you, the game author.

So yeah, Sparks of Joy right from the start. And while a not a bug, spinning with no way out was an intrusive break into the experience. Speaking for a friend. Ok, review over, the rest of you can go. Author, can you hang on for a sec?



Hey, if you did plant 3 clues and I missed all of them, can we not tell the others? Please?


Played: 11/1/22
Playtime: 1hr, randomly accused wrong candy, failed. Allegedly.
Artistic/Technical rankings: Sparks of Joy/Intrusively Unhelpful
Would Play Again? Maybe with a hint system?

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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You May Not Escape!, by Charm Cochran
2 of 2 people found the following review helpful:
Well I Did!, November 27, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

Yeah, it’s a maze (maybe procedurally generated?). A very thin dystopia skin on top of a maze. It’s a fair play maze, it graphed on graph paper exactly as you’d expect. Along the way, there is NPC interaction, (limited), items to pick up, a few unique scenery or locations and many more repeated ones, a series of heckling message scroll boards to read. Other than the clear motivation to escape the maze, there wasn’t much in the way of guidance or story. Intellectually, I think I kind of liked that about it. There was stuff, samey rooms, text to read but it was all ancillary to just getting out. If you did more with the stuff there, great. If not, just fine too.

I got the sense that maybe there were a few second level puzzles to suss out, particularly with the message boards. My end stats showed there was at least one big thing I could have accomplished before escaping but didn’t. In fact it showed a whole series of scores, some of which I achieved others I did not. Even the ones I achieved, it was fully without prompting by the game. I just did them, then turns out there was a score involved. That was kind of subversively fun, too. But all that fun was cold, meta disassociated fun. Emotionally there was nothing, presumedly deliberately so.

Without a story, humor or character hook of any kind, you’re really just wandering around, drawing on graph paper, and picking up minimally rendered items to no clear end. Yeah I played with some items just for fun, and game did enable me to do so to its credit, but it was just killing time. My perverse perseverance pushed me through to the end, but if at any time the game crashed I could have just shrugged and not restarted. Only one bug, error message “runtime error p50, empty menu list” I believe, but it didn’t stop the game. Or break any mimesis or even jar the experience. Just kept walking and mapping.

This was really a poster child for Mechanical execution. There is a place for this of course. Soduko still has its fans, picture puzzles relax millions of folks. Find-a-words, pencil mazes, all of that. A solid implementation in that category if that’s for you.


Played: 10/9/22
Playtime: 1.25hrs, finished
Artistic/Technical rankings: Mechanical/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

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Low-Key Learny Jokey Journey, by Andrew Schultz
2 of 2 people found the following review helpful:
Smokey Burny OH MY GOD I'M NO GOOD AT WORDPLAY, November 27, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

Wordplay games are so cool. They marry the math and lateral logic of abstract puzzles with the messiness and context of human language. But they also have a slightly uphill climb, in that they explicitly ask the player to break the mimesis of language and consider problem solving at more of a remove. LKLJJ crucially engages this problem the best way possible, playfully and winkingly. The setup is absurdist beat poetry in the best possible way that just catapults you into an extended, lightly-geographic wordplay puzzle.

From there it is all about rhyming placenames with mostly clever cause and effect phrases. The Sparks of Joy were flying so fast and furious it was like a metal grinder, or a daycare class dancing with sparklers. The game is quite generous with problem solving helpers, from a codebreaker feedback item, a limited use “auto solve” item you can earn, a log of useful-just-not-now solutions, options to close off branches when exhausted, and hints. Most of them tunable to personal challenge/handholding preferences. Its a quite impressive array of tools that shows an understanding of the possible sticking points in its loose tale.

The absurdist milieu is a two edged sword. On the one hand it would be almost impossible to facilitate this kind of rhyming wordplay without it. Conversely, it sets up a universe where words and actions may not behave the way you expect them to, or even think of. The tools above crucially help close that potential gap. As does the author’s completely winning use of language. I can’t even imagine the claustrophobic development garret, overrun with yellow-sticky rhymes, linked with yarn like a Qanon war room. The effort to create puzzles, solutions, and locations that all alliteratively rhyme, AND to accommodate snarky responses to guesses that don’t solve the puzzle. Respect.

Its not completely seamless. The game sets a very high standard on good rhymes so you are trained to ignore imperfect rhymes and when they show up, it jars. There are also one or two prompts that don’t adhere to the two-word descriptions standardized everywhere else. Its not unfair, in that you can deduce the two-word pair from context. The problem is, its not obvious you need to do that, given the standard set throughout the game. Yeah, I’m reporting a puzzle that flummoxed me. Those all feel like quibbles though, especially as the helper tools readily power you past them.

LKLJJ is a winning, extended puzzle set in a hilariously Dada world of clever wordplay. So many Sparks I might ignite. Why not engaging? I think the arbitrariness that is part of its joy has a side effect: there is no continuity thread that pulls you back for “oh I gotta know what happens next.” It kinda doesn’t matter what happens next. Its going to be fun and amusing, no doubt, but I could pick it up tomorrow or next month, whenever I want my next fix. This is not a lick on the game - it does exactly what it wants really, really well. It’s like a book of crossword puzzles - not a page turner you can’t put down, but ready to pick up anytime you want a dose of joy in your life. Assuming you can support a metaphor where crossword puzzles are joyful.


Played: 10/13/22
Playtime: 2hrs, incomplete, score 29
Artistic/Technical rankings: Sparks of Joy/Mostly Seamless
Would Play Again? Will be unable not to

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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CHASE THE SUN, by Frankie Kavakich
1 of 1 people found the following review helpful:
Apocalypse Road, November 27, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

I really dig the Texture “drag and drop” interface, that is what I’ve learned. It feels like you are connecting ideas more organically than a cold click-one-or-other selection (looking at you, Twine). It also seems to open more authorial possibilities by contrasting the connecting ideas, or conveying information about what ideas should be connected (or can’t!) for story purposes.

This story is well-served by the user paradigm. Its an intriguingly imprecise apocalypse tale, focusing on one woman’s reactions in face of impending doom. As she makes her way through a nicely-specific Western Pennsylvania, the interactivity gives us personal and global background and character beats whose ordering and selection (or not) allow the player to collaborate in fleshing out. The whole thing is packed with specific details that really bring the setting and characters to life. It is a short game, but allows multiple endings directly impacted by player choices, and those choices have everything to do with how the player wants to define the character. This is Sparky.

The only unfortunate note, and for me it was an impactful one, was that one ending was arbitrary and unsatisfying and it was the first one I got. It lowered expectations so much for me, that subsequent playthroughs carried a shadow over them. That particular ending was ALSO noteworthy in that the background setting work it did (and was unavailable on other paths) was captivating. I could envision a version where the lead up perhaps leaned thematically more into the ending provided, but I didn’t detect that.

That is unfortunate, because the endings I achieved after that were so much more satisfying and complete. A key attraction to Apocalypse stories is the “what would I do?” question. Here, by providing just the right amount of specifics and back story, the better endings were exploring variations of “what do I want the protagonist to do”? That there were multiple choices leading to different conclusions, and that they still felt consistent with both player choices and the overarching narrative felt really cool. It feels ungenerous to drag down the score due to one possible path. Is a work as good as its best moment? Or as bad as its worst? Or some work-specific function of them all? I dunno man, I’m just winging it.


Played: 10/13/22
Playtime: 20min, multiple runs, 3 endings
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


I reference this work in another review. Fair's fair, crosslink to US Route 160.

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U.S. Route 160, by Sangita V Nuli
2 of 2 people found the following review helpful:
Emotional Cruise Control, November 27, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

Thanks to a quirk of the randomizer (also known as “randomness”) I reviewed this uncomfortably close to Chase the Sun. I say uncomfortable because there are enough common superficial details it bends my brain to try and compare them, and I really don’t want to. (Spoiler - click to show)Two Runaway brides fleeing a union their communities endorse but their own heart denies. Two solo roadtrips through unpopulated stretches of road. Strong supernatural elements. Strong religious influence on the narrative. A looping ending, allowing you to explore different paths, but strongly linear outside a few key choices. A common abrupt car crash ending. Um, wedding dress still on.

That’s reductive isn’t it? It feels super reductive. Especially because notwithstanding my manipulative list above, the two are different in the ways that matter most: themes, tone and impact. I hope I got it out of my system above, US Route 160 deserves its stand-alone focus.

This is a very dark work. The mood is overwhelmingly oppressive and hopeless, even before the story starts unfolding. I am put in the mind of a writing exercise from decades ago, where the class was asked to convey someone’s mood only through scene description. 160 would have aced that assignment. Words are used like blunt weapons to convey the desperation of the protagonist. It is often effective but… ends up being a bit one-note. That note is really strong and crescendic (c’mon that’s totally a word, no need to look it up), but without variation around it, it starts losing its punch. It is not helped by some unfortunate grammar or spelling which breaks the spell. One that stood out was (paraphrase) “ultraviolence soothed her skin” Now I’m pretty sure from context, that was supposed to be Ultraviolet. If not it was jarring for different, word choice reasons. And yet elsewhere I was gifted with the phrase “corset of lies” which I unreservedly love in and out of context.

Besides the rhythm of the text itself, the main weapon in its mostly linear runtime is dramatic text pacing. 160 doubles down by using both interactivity and more traditional sentence/paragraph structure to regulate its cadence. Like the above, I think this is done so pervasively that the effect becomes muted by the end. It too would benefit from some variation in intensity and application.

The story being told is Tragic in the colloquial (not Greek Drama) sense. The protagonist’s life as told through flashback is heartbreaking. Their western journey is fraught with the rubble of those ancient battle scars. It is pleasantly surprising to me then, given the relative homogeneity of tone, that the three endings I found were so wildly different from each other and the rest of the piece. One managed to find a whole new level of tragic, one was melancholy and slightly …hopeful seems too strong but that’s all I’ve got, and one was delightfully ambiguous. But only one of them felt like a legitimate result of player choice, the others were kind of arbitrary given the choices that brought you there.

It feels …bad… to talk about “Sparks of Joy” for this piece, how about “Sparks of Appreciation?” When the tone worked it really worked, and there were some excellent turns of phrase. And that one ambiguous ending had me smiling in its audacity. But those were counterbalanced by the unremitting ambience, occasional format or word choice clunks, and some arbitrary-feeling endings.

So, to compare to Chase the Sun… godDAMNit brain!


Played: 10/18/22
Playtime: 40min, 3 endings
Artistic/Technical rankings: Sparks of Joy/Intrusive (lack of variation)
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

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i wish you were dead., by Sofía Abarca
3 of 3 people found the following review helpful:
Heartbreak Simulator, November 27, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

This one crawled into my head a bit.

IWYWD is a linear character study, where the character in question is a relationship in intensive care. I nearly got bounced off the first page, for what I think was an unintended artifact? The intro screen starts with a dedication to the heartbroken, then flashes the title. Yes. (paraphrase) “to those recovering from heartbreak: I wish you were dead.” Wow, author, just wow. I say with some confidence that this was unintended.

The entire game is a dialogue between the player/protagonist and their lover. (Spoiler - click to show)The player is trying to break up. There is so much I feel I want to say about this entry I can’t even get two sentences in without plummeting into the spoiler pool.

The dialogue is overflowing with very sincere emotion, and hurt, and history. It’s achingly cringy how unprotected the two characters are and I mean that in the most laudatory way. I found the dialogue very naturalistic, which is really the only way this could work. As a modern man, I have been relentlessly taught to flee screaming from this level of emotional honesty. Even the slightest crack in believability would have been an excuse to bolt for the exit. No such luck. I think it was this naked honesty that drew me in so quickly where other linear studies were less successful. In the end, it is a tribute to the writing, pure and simple. Both the character voices, and the specific and compelling shared history that emerges as the game progresses.

It is a linear narrative, though it appears you can make impactful dialogue choices. The act of making those choices felt like a torturous tradeoff of honoring the truth and honestly wanting to minimize pain. I cannot recall a single instance of inelegant post-choice dialogue - even when, as is definitely true in life, what you try to say has nowhere near the effect you intend. God this game is so smart about fraught emotional conversations.

The author makes another important choice, that I’m only mostly aligned with. The dialogue plays on a timer. Meaning the dialogue, hurt and emotional and unsteady, comes completely on its own pace, impervious to the wants of the player. This is such a smart choice. It forces the player to ‘listen’ rather than mash buttons to get to their next choice. When it works, it paradoxically rejects player input, and the effect is MORE INTERACTIVITY. My head is exploding here. It also allows the author to pace the dialogue precisely for effect. There was one sequence burned into my head in response to a yes or no question:
(Spoiler - click to show)
I don’t –
No.
I don’t know.

Reading my non-paced recreation of it you may be unimpressed (you heartless bastard). But how it was revealed on the screen in fits and starts conveyed the pain of the speaker like a bullet to the heart.

Now, it doesn’t always work. Sometimes the pacing doesn’t quite ring true, or is perhaps clumsy in a way that doesn’t reinforce the dialogue. Also, when there is more than a screen’s worth of dialogue, the page does not autoscroll, ultimately forcing the player to interact in a way that defeats the effect a bit. An auto-scroll functionality would have been so much better here. There is a bit of backstory rationing too - two specific plot points get kind of headfaked in one direction (a not very satisfying one) only to be revealed as something much more real, nuanced and uncomfortable. One of those reveals felt at odds with the carefully crafted player/protagonist alignment. The protagonist clearly knows the history, a sudden reveal to the player disconnects them temporarily. I should also mention that while I found the dialogue crackling, there were some narrative descriptions that suffer word choice. A teardrop ‘exploded’, something else was ‘infected’, a second pass editing could have buffed those burrs out.

Not perfect, but between the dialogue and the story choices those quibbles kind of fade away. And that ending. (Spoiler - click to show)It masterfully recontextualizes the “Play Again?” trope as endlessly revisiting what-I-shoulda-said in our most heart-wrenching, emotional Monday morning quarterbacking. Kidding ourselves that all we needed were better words to have made it go any differently.

For me, the ending cemented it as a Transcendent game. Sofia created and conveyed a real and insanely wracking scenario, then used interactive tools to tremendous effect, pacing dialogue for dramatic impact and mimesis and integrating the player directly into the narrative. God do I not want to play it again.


Played: 10/16/22
Playtime: 30min playtime, more than twice that thinking about it
Artistic/Technical rankings: Transcendent/Mostly Seamless
Would Play Again? I’d have to be made of much sterner stuff. But if I’d just said…

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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To Persist/Exist/Endure, Press 1, by Anthony O
1 of 1 people found the following review helpful:
Press 6 for Inappropriate Laughter, November 27, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

The other day, I was just kind of lounging on my couch thinking “Y’know what I could go for? An automated phone service simulator! Something that really captures the tension and mystery of navigating an audio menu!” Of course I wasn’t thinking that. No one has, ever. And yet TPEEP1 (lol, what?) comes along and says “maybe you should!”

This is a quick play. It models a supernatural/emotional support line that is no better at customer service than your cable company. This thing carries off an amazing balancing act, wringing dry chuckles from a first impersonal then somehow VERY personal bureaucracy exacerbating an emotional spiral. See, you read that sentence, and you’re like “what kind of sociopath would get chuckles out of that?” This is the dark alchemy TPEEP1 pulls off.

As you navigate the menu, and there are quite a few paths through, the responses get increasingly personal, unhelpful and belligerent in a somehow hilarious way. The story is almost completely conveyed in phone menu options, both the text of the option and what is an option, which itself is fun and unexpected. My first few paths were giddy with surprise.

But as I navigated a few different paths, there was a common thread that struck me. Somehow, TPEEP1 (yeah, I’m now addicted to squeezing that abbreviation in as often as I can) pulled away from committing to its own bit. Despite presenting menus begging to build on the conceit, instead you cycle through duplicated “no, repeat” responses, and not in a compellingly, thematically resonant way. There are two possible explanations I can think of off the top of my head. Either this was an entry that was pressed on submission deadline, or the impulse was to not milk the joke. “Brevity is the soul of wit” is a bedrock pearl of wisdom, no doubt. To this I say fie! A joke should be as long as it needs to be and no longer. These could be longer! If deadline-bound, should the author decide to expand the entry, I would gladly pick it up again to see where it went.

A note on presentation, though let me say nothing here figures into the scoring as I am speculating on alternate presentations which isn’t fair to the game. I was put in the mind of a phone menu mini-game in Kentucky Route Zero a compellingly odd, uneven and fabulous commercial graphical adventure. In its implementation, you are confronted with a desktop phone, and have to mechanically navigate the audio menu. This is maybe the first Texture game (an engine I am a normally a fan of) that doesn’t really benefit from its drag and drop mechanism. An actual number pad input would have been stronger here, as would an audio ‘beep.’ End of tangential digression which, if you have seen my other reviews, you have probably become pretty inured to by now.

So that’s where I land: TPEEP1 elicits Sparks of Joy, Seamlessly implemented, but wishing it would more fully embrace its strengths.

TPEEP1.


Played: 10/29/22
Playtime: 15min, 6 endings
Artistic/Technical rankings: Sparks of Joy/Seamless
Would Play Again? If expanded, sure!

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless


TPEEP1.

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Glimmer, by Katie Benson
3 of 3 people found the following review helpful:
Form, Meet Function, November 26, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

Of course I’m not the first to observe that interactivity doesn’t have to mean story branching. Interactivity in linear stories can accomplish at least two things: 1) it can invest the player in the protagonist more deeply than raw text and 2) it can carefully manage the pacing of the text to enhance emotional effect. I am saying this to the population that least needs this explained.

Glimmer is very much a short, linear study of depression and to varying degrees attempts both of the above. Because the subject matter lends itself to spiraling introspection and lethargy, there was a particularly nice fit with form here. The player can dive into tangential mental rabbit holes. Scene changes are paced slowly, with small blocks of text where the act of interacting slows down the proceedings. The formula is subtly shifted as the narration proceeds, the interactive pace as much as the words conveying the protagonist's mindset. All of this displays a nicely deliberate marriage of form and function.

As far as protagonist investment, Glimmer didn’t quite get me there. Early game events were fairly dispassionate, showing the protagonist with flattened response to increasingly important events in their life. I understand the intention here, that the protagonist is increasingly withdrawn such that events do not register like they should. It seems that because we are introduced to this mental state before we have built empathy, there is an unnecessary hurdle to our investment. For me, I didn’t get over it until way later and was playing catchup to the narrative all the way to the end. Meaning when the protagonist had a subsequent shift I was also behind.

Stephen King (or was it Alan Moore?) famously said something to the effect of “Horror is seeing your neighbor dismembered through your bedroom window. Terror is when the killer notices you.” There’s gotta be an empathy/sympathy analog to that idea that seems relevant here. While I admire the precise pacing effect of the work, the killer did not see me, leaving me at a remove.


Played: 10/13/22
Playtime: 15 min, finished
Artistic/Technical rankings: Mechanical/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

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The Lottery Ticket, by Dorian Passer
3 of 3 people found the following review helpful:
Collaboration Across Time, November 26, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

I love how broad the IF domain is, and in turn how foolish I was to think a two-column criteria could possibly cover that breadth. Here is the latest in my frequent review sub-series “What Do I Do With This?” I mean I am just jumping back into IF after 20+ years, cut me some slack! My parents didn’t teach ME to swim by throwing me in the deep end!

This is an experimental work, showcasing the (modern author's) "Stateful Narration" ideas. “Stateful Narration.” I, ah, ok so… hmm. Just play it then? Do I need to be checked out on the equipment first? Am I qualified to run this thing, let alone critically evaluate it? I infer this is an exercise in giving the reader ability to interject feelings and interpretations that the text will conform to naturally, but not fundamentally branch the narrative? That seemed to be my experience with it anyway. There were maybe 4 interactive entry points in the text. One felt pretty seamless, the other two pretty I guess ineffectual? The text effectively characterized my input as “faking it for my friends” which is legit narratively but felt too easy. The last one I think confounded the parser. I wasn’t trying to do that, but I wasn’t not either. I used the word ‘giddy’ and the text said “Who am I kidding? I’m very nervous. That’s why I’m digging into my fingers…” Feels like giddy connotes some level of nervous energy that compromised the answer? I dunno man, I get that this was a unique experimentation slash proof of concept, I hope the author is getting useful data out of this! Let me retreat to something I’m more comfortable with, how’d the narrative go?

My most memorable exposure to mixing Great Author works with contemporary augmentation was Pride and Prejudice and Zombies. My overriding impression there was that the original work was SO much better written than the new stuff. Notwithstanding the author’s bold attempt to match voice, it was nevertheless painfully obvious where the stitch lines were. LT instead takes the tack of treating the original text AS original text, then putting narrative around it that resonates with the story. It seems unfair to engage the Chekov portion of the narrative, so I’ll just focus on the contemporary wrapper.

It was good! It mirrored and contrasted Chekov’s stream of consciousness exploration in a fun way, but specific to our modern characters. The interactivity didn’t impose much on that path, and it built to a minor climax and amusing denouement. Even discounting Chekov, there were Sparks of Joy in the gentle mirroring. 3 out of 4 interactive instances were pretty ok, that’s a ‘C’ I guess? So Notably Intrusive? I’m pot committed to this criteria by now, so I guess that’s where I land, but hard to believe rating this thing is even close to the point of it.

Also, Chekov was a pretty good writer, huh?


Played: 10/27/22
Playtime: 15min, twice
Artistic/Technical rankings: Sparks of Joy/Notable
Would Play Again? I mean I guess I would if my data is helping.

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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Death by Lightning, by Chase Capener
5 of 7 people found the following review helpful:
*Blank Stare, Mouth Agape*, November 26, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

And now for my first review sub-sub-series of my review sub-series “What Do I Do With This?” This review sub-sub-series is entitled “What in the Name of a Gentle and Loving God Do I Do With This, It’s Full of Stars, the Horror, the Horror, Rosebud.”

It opens on an 80’s eight-bit graphics rendition of a snowbound station of some sort, with chunky 80’s graphics font. It’s kind of endearing, but quickly becomes surreal, depending on the branch taken.

My first playthrough, I got a quick one room drama of sex and violence over whether one character can leave another. Motivations were only loosely sketched, it was more about the physicality of the interactions. There was little investment in anything going on, Mechanical at best. But oh, that lonely, isolated building took on a Lynchian aspect as the actions described behind the closed door were fleshy and concussive. The impassive snowy facade seemed strained, somehow barely holding its bland, 8-bit face against the raw passions and furies within.

My second playthrough, boy did I step through the looking glass. Making a different choice on how to ‘restrain’ the second character, led to what was likely (Spoiler - click to show)the protagonist slowly dying of exposure. This playthrough was so much longer. No less mechanical, mind, but infinitely weirder. There are choices to make, and lots of text to read, but to call it stream of consciousness is like calling Hurricane Ida a ‘brisk blow.’ This was a deluge of consciousness, rapid fire word play, and mental white noise. (Spoiler - click to show)Probably all in the protagonists’ mind as their brain freezes them to death?

Y’know how most people who smoke pot are giggly and mellow, but there’s always that one person who gets super uncomfortable, a little paranoid, and loses all patience with the giggly mellow people around them? I felt like I was that poor buzzkill dude that tried to smoke in good faith and peer pressure, but just totally skunked it for everyone. NO, I CAN’T TASTE COLORS, WHY ARE YOU ALL LAUGHING SO SHRILL??

It didn’t work for me as poetry, as paradox, as surrealism, as Dada, it just didn’t work. In fact it Bounced me so hard I started having a mild panic attack mid-game trying to figure out how I was going to deal with this in a review. I’M STILL WORKING THAT OUT! And that whole time I’m flailing through that crisis of confidence? That damned 8-bit snowbound station is staring at me with its single darkened-window eye (weirdly not the door or lit window), scornfully bemused by both my and the protagonist’s shared sufferings. It just loomed there, quietly displaying its imperviousness to our pain, rather than invite us back inside.

I played it twice more, but at that point, I think I had seen the extremes and these felt … limper? There was another violent episode, and a 4th wall breaking unwinding-music-box kind of ending, but neither had the power of the first two. The station was just a picture. Yeah, this one Bounced me hard. That said, it wedded some truly bonkers narrative experiments that had no business being together into a tottering Frankenstein of mismatched parts. Most especially that 8-bit picture. The result was really singular. It certainly provoked a reaction from me.
:

Played: 11/2/22
Playtime: 15min, 4 endings
Artistic/Technical rankings: Bouncy/Seamless
Would Play Again? No, why would I do that to myself?

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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Through the Forest with the Beast, by Star
1 of 1 people found the following review helpful:
The Beast is YOU, November 26, 2022
Related reviews: IFComp 2022

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

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HOURS, by aidanvoidout
1 of 1 people found the following review helpful:
Kvetching Hour, November 26, 2022
Related reviews: IFComp 2022

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

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Tower of Plargh, by caranmegil
2 of 2 people found the following review helpful:
Cancer Cure, the Game, November 26, 2022
Related reviews: IFComp 2022

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

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A Long Way to the Nearest Star, by SV Linwood
3 of 3 people found the following review helpful:
"SOLIS, what are you doing SOLIS?", November 26, 2022
Related reviews: IFComp 2022

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

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According to Cain, by Jim Nelson
4 of 4 people found the following review helpful:
Brothers Gonna Be Brothers, November 26, 2022
Related reviews: IFComp 2022

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

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The Princess of Vestria, by K Paulo
1 of 1 people found the following review helpful:
Action Princess!, November 26, 2022
Related reviews: IFComp 2022

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

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Blood Island, by Billy Krolick
1 of 1 people found the following review helpful:
Monster Mash-up, November 26, 2022
Related reviews: IFComp 2022

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

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Arborea, by Richard Develyn
2 of 2 people found the following review helpful:
Tale of Two Tree-Types, November 25, 2022
Related reviews: IFComp 2022

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

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Under the Bridge, by Samantha Khan
1 of 1 people found the following review helpful:
Billy Goat Gruff Reboot, November 25, 2022
Related reviews: IFComp 2022

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

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[IFComp 22 - Beta] Cannelé & Nomnom - Defective Agency, by Younès R. & Yazaleea
5 of 5 people found the following review helpful:
Stop Fighting Me Game, I'm On Your Side!, November 24, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

There is a really great game in here, struggling to get out. The setup: (Spoiler - click to show)You are an amnesiac in a magic city trying to figure out who you are and what happened to you. You choose singularly bad detectives to help you. A lot of the writing is flat out delightful. Your frenetic, bickering partners have character and unique voice, and their banter is often lively and fun, as is the protagonist’s increasingly exasperated or impatient reactions. The Mind Map is a really cool mystery solving mechanism, and the clues provided are plentiful enough that solution is not intractable, but neither is it mechanically easy. The graphical use of color, font, static images and animation is really attractive, functional and appealing. The swinging pull string alone is just an amazing touch. There is also a “scoreboard” that tracks when one or another of the rival detectives “scores points” against the other. I laughed out loud when I realized what it was for. It doesn’t seem to have any other game function, and I kind of hope it doesn’t. What a great detail.

The mystery is engaging (lower case) too! It leverages the fantastical setup, tweaking the premise in a way that builds on the most interesting pieces of the fantasy background. Amnesia is a well worn IF trope, but here it seems to serve a larger plot purpose in an intriguing way. I would be lauding any work that accomplished two or three of the hundred things this work accomplishes. I haven’t even talked about the sound, the graphic flourishes, the hundred delightful turns of phrase (“somehow shriller voice” “Hoboolean coin” “DEFECTIVE AGENCY” so many more).

So why did the game make me fight it to enjoy it?

For everything it does right, the game seems to make equally misguided decisions. The pace of this thing is sooo slow. It took 45 minutes to leave the detective office! Part of this is an artifact of the writing. There is an extended “water drop” introduction that meanders through the city before the protagonist is even introduced. When this is done in cinema, the point is to establish the geography of the setting, and maybe show off the production value a bit. Here, the journey is too narrow both in description and path taken to do either. It’s not helped that the water drop has an insanely large surface cohesion, such that not only does it move frictionlessly through the city, it won’t even merge with other water! And it goes for a bit. As far as I can tell, that entire sequence should be the first thing to hit the cutting room floor. But even initially humorous scenes either go on too long, or are injected into the story as elaborate cul-de-sacs. A briskly paced piece can afford some pointlessly funny side quests, but when you are already struggling to make headway it feels… disrespectful?

The interactivity also deliberately, maddeningly slows things down. You are asked to hit the space bar
for [space]
every [space]
sentence [space]
in the text. Even in long blocks of descriptions. Even in dialogue, when only one person is speaking. It is a maddening choice that slows things down so much. Even when it is used for comedic impact, the effect is so blunted by repetition as to be lost. At a minimum paragraph breaks would be an improvement. “Reviewer,” you might be saying, “chill out! Just spam the space bar, it’ll be fine!” Except frequently you are called on to click a player interaction with the mouse. Many times with only a single option! You are shifting from one input to another for no narrative reason! (Well maybe not “no reason.” There is a difference between affirming protagonist action and ungating narrative. How about “…for narratively intrusive reasons.”)

The mind map also frustrates over time. It is implemented as a small window that you can pan around, drag, arrange and connect yellow sticky clues. It is a delightful idea, except the implementation is inexplicably frictiony. You quickly accumulate a super dense amount of clues, so many that organizing them becomes a slog of click-drag-pan, click-drag-pan, click-drag-pan. No zoom out. No “fullscreen mode.” And even the underlying workspace ends up being crowded despite the pans! Its a virtual desk, why is it so constrained? The graphics and constrained space end up meaning, once the clues get dense, that you grab objects you don’t mean to SO often, introducing more drag. I went from playing with it because I could to dreading when it would be needed in less than an hour. Even ‘solving’ with the mind map has unnecessary delays. If you connect everything right, the mind map itself does not tell you that. You need to go back to the text interaction and click, then be told if you solved or didn’t.

Aaand there’s minigames that don’t serve the narrative. There is a clever gambling word game whose interactivity (again tied to excessive space bar/mouse clicks) impacts its enjoyment, in turn making you anxious for it to be over so you can get back to the mystery. It doesn’t end for a while. There’s a timed ‘avoid disaster’ sequence that requires excessive input after the point of ‘oops this isn’t going to work’ before you can try again.

In the end, the friction in the game overwhelmed its many, many charms and that’s a shame. Fireworks shows have fewer Sparks of Joy than CNDA. But when I hit the chapter break at the 1:45 mark it was almost relief. “Only 15 minutes, no point starting this.” That’s not a great reaction. Its not buggy per se (maybe one - the text attributed a “point to Nomnom” that the scoreboard didn’t score during a coin toss). But the interactivity choices were Intrusively impactful. This feels fixable though, right? Some nip and tuck in the text, some coding changes in the spacebar break points, a zoom/fullwindow for the mind map, tighten up the minigames… It’s like a chunky, craggy slab of granite with Michelangelo’s David patiently waiting to be freed!


Played: 11/10/22
Playtime: 1.75hr, finished chapter 3
Artistic/Technical rankings: Sparks of Joy/Intrusive (frictiony)
Would Play Again? No, too much friction, but would ABSOLUTELY play a greased up update!

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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Nose Bleed, by Stanley W. Baxton
1 of 1 people found the following review helpful:
Social Anxiety, or Just Jerky Peers?, November 24, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

Nose Bleed is a very short work that attempts to use interactivity to bring immediacy to a tightly focused horror story. The impulse to treat social anxiety as a horror premise is really a great idea. Popular media is overrun with social anxiety stories that mine childhood bullying for drama. Few of those are horror stories, despite having truly horrific events depicted, and much more commonly leverage the horror for the cathartic overcoming of it.

Adult social anxiety is a significantly less-trod ground, and a horror focus is even more rarified air. I seem to have slipped into a mountain climbing metaphor, not sure why. The mechanism of a nose bleed as source for that social anxiety is also kind of a genius choice - it is something we have no control of and is plausibly not serious enough to push people past irritated inconvenience to empathy. The choice of workplace was also a crucial one, as it is one of few places adults HAVE to interact with people they don’t want to. Points for really interesting and challenging thematic concept!

The chosen implementation fell a bit short is my sense. For a few reasons. The graphical presentation didn’t really serve the narrative. I couldn’t help but see missed opportunities here. That said, there were two instances, about 2/3 into the game where the graphical choices were surprising and effective. I would have liked a lot more of that throughout the playtime.

Ultimately, the graphical presentation is not a minus, maybe even a minor plus. Choices made to leverage interactivity for this story were harder to get past. Social anxiety works a little differently in 3rd person stories than first person IF. In the former, the trick is to get the reader on the protagonist’s side by making them some combination of relatable, sympathetic and/or rootable. This is commonly done via non-anxiety scenes where we can care about the protagonist to empathize with them when their social group turns on them. Here, the work is aiming to invoke anxiety in the player by having them ‘experience’ it directly. Which is an excellent use of horror IF if it works!

By omitting the shell of a separate protagonist though, you need to craft a narrative that the player buys into. It didn’t come together for me that way. For one, the descriptions of the injury grew increasingly horrific, in a way that made the NPCs ignoring it look decreasingly human, in turn making me less invested in their social pressure. The situation didn’t quite gel for a few other reasons. Often the choices you are given don’t fundamentally change anything except narrative texture. Adding up to a feeling of lack of agency, without clear narrative reasons for it. A lot of early game is interacting with a single other character. Social anxiety is most effective when you feel isolated from the entire community around you. When its only one person, it’s just as likely they’re just being a dick which is a whole different dynamic. Later in the game when the community expands, there isn’t a narrative reason why the PC is with them. Adults have many degrees of freedom to avoid toxic communities, like say Ubering separately to work functions. I’m not saying it's super easy to avoid toxic life scenarios. I’m saying the game didn’t do the legwork to convince me I was trapped.

Without that legwork, I was often thinking “well there are a lot of different ways that could be avoided” which had the effect of me decoupling from the protagonist that was supposed to be me. I started to think of them as willingly submitting… which again is definitely a real thing. The story just didn’t get me there. Instead it actively disconnected me from the protagonist. So that’s how I got to a Mechanical playthrough. Really only the short duration and the nifty graphic flourishes kept it from being Bouncy. I think this reaction is actually a testament to the author in one sense: they attempted a unique horrific experience and while not getting me there, clearly their themes elicited some response.


Played: 10/8/22
Playtime: Less than 20min, finished
Artistic/Technical rankings: Mechanical/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

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One Way Ticket, by Vitalii Blinov
2 of 2 people found the following review helpful:
Straight Story? Lost Highway to Mulholland Drive, November 24, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

This is a fine example of a work that embraces deeply weird, vaguely sinister and supernatural-tinged narratives. But rather than commit to the well-laid Twin Peaks tracks, instead has the nerve to be its own thing instead! I'm sorely tempted to add a special grading system for this stripe of game. I have a great hook for it too, the pseudo-Lynch scorecard!

Is there cherry pie/coffee? Kind of. There’s (Spoiler - click to show)corn liquor
Is there a Log Lady? Eeh, no but there is a (Spoiler - click to show)Contemplator
Is there a Laura Palmer? No
Evil behind a cookie cutter face? Can’t tell at the 2hr mark, no.
Imagery pulled straight from our collective unconscious? No
Lynch-ledger: 1.4/5, Between Dune and Blue Velvet.

The protagonist finds themselves on an unscheduled stop on their bid for a new life, in a tiny town, just left of normal. Must solve puzzles to resume journey! The presentation is appealing. Crude uSoft Paint geometrical pictures and jaunty music pepper the experience. There is a map to follow, with a unique NPC guardian at each location. The map amusingly changes state with the world in a nicely weird touch. The NPCs range from deadpan, to flighty to just deeply weird, all of it combining to present a deliciously off-kilter vibe. The puzzles have some flair, but don’t seem to match the environment in weirdness. They are oddly pedestrian (Spoiler - click to show)deliver envelope, find matches, buy stuff. The main mechanism is simultaneously clumsy and clever - matching narrative notes or items to characters/places. It has a little more textual flair than TELL X ABOUT Y, but it requires multiple clicks on multiple screens to effect, and can devolve to mimesis-breaking exhaustive trial and error.

There’s a lot to like here, but a lot of it is qualified. None more so than the text itself. At its best, the text disappears and just straight-forward describes the weirdness around you. All too often though, it throws in flourishes that come out of left field in a distracting way. “long and empty like my intestines” “Tall green pillars stuck out their immature cobs like rattlesnakes” “door opened the silence of the room, releasing it right in my face.” See if you can guess what this one refers to:

"However, the snake opened its mouth, and I got out of this bell, as a lost sound finally flies out of the French horn, scrolling and traveling through all its convolutions, bends and nooks."

(Spoiler - click to show)Exiting a series of alleys! I had literally just done it, and took a minute to realize that’s what it was describing. I think it's the snake that doesn’t work there, I probably could have gotten on board with just the French Horn. Between the textual excesses and the puzzles that didn’t seem on the same level as the rest of the narrative, I couldn’t breach into Engaging here, but definite Sparks of Joy. No bugs found!

FTR, the Lynch Ledger scoring system:
0 - The Straight Story
1 - Dune
2 - Blue Velvet
3 - Twin Peaks original series and movie
4 - Lost Highway
5 - Eraserhead



Played: 11/11/22
Playtime: 2hr, Day3 (incomplete)
Artistic/Technical rankings: Sparks of Joy/Seamless
Would Play Again? No, my sweet spot is Blue Velvet+

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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Lucid, by Caliban's Revenge
1 of 1 people found the following review helpful:
Simile Spiral, November 24, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

This one feels like an IF poem more than anything else. Mechanically, it is mostly an exploration through a dream/nightmare slice of a world with dream logic attached. The language is doing most of the lifting here in setting this tone. And boy do you get a lot of it.

As a narrative it is, I think the word I want is 'emphatically', overwritten. Metaphors and similes fly fast and furious on nearly every page of text. More often than not, word choice is doing way more than it should, in an intrusive way. For example: “your mouth is eating your heartbeat.” There is a dollop of poetry here, that puts the heartbeat squarely in the throat, and has the protagonist gnawing at their own fear. But that additional active nuance does not play in a resonant way, it jars. I don’t want to just list text here, but this excessive use of doing-too-much descriptions both adds to the dreamlike quality of the place and as quickly pushes the reader away with ‘wait, is that the right word here?’ I cannot overemphasize how pervasive and consistent this use of language is, it is the defining characteristic of this work.

There are bright spots of language in here. Among the bright spots, I really enjoyed the phrase “Maybe every other sunrise was dumb luck” and especially “Sommeliers are liars. Fight me.” The latter was a delightfully unexpected infusion of humor in an otherwise moody game. In other places, there were wild swings in the same sentence. Where my response was “no I don’t think… oh but yeah that works.” What I’m saying is your response to this game will have everything to do with your response to its language rhythm.

There is an underlying reality to the narrative, I think, however deeply buried under language. (Spoiler - click to show)There is a vague sense that this is all going on in the protagonist's mind as they suffer some unnamed physical debilitation in the ‘real world.’ It is only ever a hint, which is fine, but at least my playthrough never developed into anything thematically or narratively resonant. Primarily, this was due to a maddening gameplay choice. There are multiple ways to end the scenario, some blindingly, arbitrarily abrupt and fast, others after lengthy exploration. The end of which auto-restarts at the same entry point. I subsequently learned this was a ‘cycle until you find a different ending’ thing, but at the time I found nothing in the text to hint that this was possible. Instead, the vibe was very much, ‘you are infinitely trapped here.’ Which, if there were thematic resonances could have worked just fine. Instead it just felt like I was trapped in a sea of simile to no clear end, where my only escape was to stop playing.

Scoring wise, I’m in a bit of a conundrum. The overall surreal tone was effective, and there were blocks of text I really dug. There were a lot more that pushed me away, and the looping ending really bounced me out. So I end up averaging Bouncy and Sparks of Joy.


Played: 10/17/22
Playtime: 30min, 1 or 5 playthroughs depending on how you count
Artistic/Technical rankings: Both Bouncy and Sparks of Joy/Mostly Seamless
Would Play Again? No, think I’m topped off with the experience

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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You Feel Like You've Read this in a Book, by Austin Lim
Hey, That Is a Thing I Recognise, November 23, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

You’re all familiar with Alan Moore and Kevin O’Neill’s League of Extraordinary Gentlemen, yes? Twenty+ years old now, the first comics mini-series assembled a collection of Victorian adventure literature characters into a super-team of sorts, fighting Victorian villains. They were all public domain characters like Allan Quatermain, Captain Nemo, Dr Jeckyll, etc. Mssrs Moore and O’Neill then proceeded to jam the limited series with a confounding amount of well-known and obscure story references, directly, indirectly, and in the background of the main plot. I mean JAMMED the frickin thing. There are page by page annotations (Extraordinary Gentlemen+ Annotations). It was considered a critical and sales success (spawned a less-said-the-better movie), and 3 years later we got Volume II. The two were qualitatively completely different works.

Vol I was first and foremost a ripping pulp yarn, as I believe it was called back then. It pitted a team of mismatched anti-heroes against Fu Manchu and Professor Moriarty, with a plot that used these pre-existing texts for settings, MacGuffins and motivations. It had surprisingly dark edges but fundamentally was a love letter to adventure tales, taken from mismatched parts of other stories and somehow put into a shining clockwork of its own.

Vol 2 was a slog. It was like the takeaway was “People really love these references! Maybe if we phone in the plot and characters we have room to jam in EVEN MORE!” (It was also a good deal meaner, but I think consensus is this had more to do with Mssr Moore’s contemporary professional dissatisfactions.) It was not a clockwork, it was a jumble and characters and plotlines that contorted more and more wildly to accommodate just one more reference. The linking story was unpleasant and unsatisfying to read, so at its best it was an illustrated trivia contest.

The message here is references in narrative are a dangerous will-o-the-wisp. You can totally lose your way pursuing them and whatever promise you think is in those dancing lightballs is insubstantial. You will need to provide the substance yourself, in the form of how you use those references. LoEGv1 did exactly this. YFLYRTiaB showed us what that could look like too. In the single best moment of the game, the amnesiac protagonist figures out his identity and they’re… warning, this is the biggest spoiler in this game do yourself a favor and assume my point is valid, don’t look until you’ve played it (Spoiler - click to show)The amnesiac protagonist is the Man in the Yellow Hat! Yah, the one with the busy-body monkey!! I laughed out loud at the audacity of that, it was a terrific recontextualization of that particular reference in a surprising and creative way. As far as I can tell, that was the ONLY reference that was recontextualized.

As far as gameplay goes, it is really limited exploration from one referential map location to the next, shuttling minimal objects to unlock other locations then finish. Call it what it was, it was an excuse to usher you across the chain of references. I’d say I picked out maybe half of them? Above I sneeringly called LoEGv2 a ‘trivia contest.’ I’ll take the sneer off that. Trivia contests are fun! If I think of this as an IF implementation of a trivia contest, that’s probably how it best succeeds (complete with ‘answer key’ if you want to grade yourself!). No one says puzzles have to be complicated logic or wordplay. Trivial Pursuit is an all-time best seller boardgame for a reason. Certainly IFLYRTiaB drew from an admirable breadth of high and low literature. But for me? I’m not much of a trivia guy. That one twist was the only time it felt alive to me. It was predominantly Mechanical.


Played: 11/7/22
Playtime: 10min, survived
Artistic/Technical rankings: Mechanical/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

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Graveyard Strolls, by Adina Brodkin
1 of 1 people found the following review helpful:
Haunted by Font-changes, November 23, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

This one feels like an anthology of sorts. The protagonist is walking through a graveyard, interacting with unconnected stories of spectral apparitions. Initially, I didn’t approach it that way, but ultimately, that’s where I landed.

The presentation suffers some issues, one much bigger than the others. A smaller one is palette choice. The opening screen spends some time talking about the greyness of the location (incidentally in a way that could definitely use some better word choices). But the game is presented in tans and browns! That is a real missed opportunity to use the presentation to reinforce the mood of the piece. It does integrate a single picture in one thread, but because it is the only picture ever used it kind of jars. Even graphically, its blue clashes with the tan in a way that gives the page a slapdash look.

The biggest presentation issue by far however was font sizing, an apparent artifact of the Texture engine. As you make selections throughout the game, text gets added to the screen. Distressingly often, the entire screen font size shrinks, often more than one size, to accommodate the additional words. I cannot overstate how intrusive this was to the experience. At first it wasn’t clear that you weren’t seeing an entirely new screen. Then you had to parse an entirely unfamiliar block of text to find the new stuff (which was not always at the end). Then next choice, BAM, new screen of much larger font. It was distracting and off putting all at once. I’m calling this Intrusive. Though not a bug per se, it had the effect of one.

Gameplay was also uneven. I got two end screens in maybe three clicks by choosing not-obviously-wrong paths. This is a personal points-off for me - if I can ‘die’ due to not-obvious choices within two minutes (and there doesn’t seem to be an artistic reason why), I’m already not on the game’s side. It's punishing me for something I have no way of knowing is ‘bad.’ I did dive in again, and trained to go a different way, I did. That’s where the anthology approach opened up for me, which does kind of partially mitigate the quick-death thing. There isn’t really a through line to worry about.

The engagements were uneven. Some felt arbitrary, some pulled with unearned emotion, one dark and personal. All of them peppered with the font sizing issues. But one was notable - an encounter with a spectre who had… niche beliefs… in prior life. The decisions for this encounter seemed varied and impactful, and the decision path I took through was surprisingly nuanced, generous and touching. Definitely more nuanced than the other encounters. If that font hadn’t kept jumping in my face, this could have been a Spark of Joy.

As it was, I found this entry mostly Mechanical and unpleasantly Technically Intrusive.


Played: 10/21/22
Playtime: 30min, 4 different endings
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

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Inside, by Ira Vlasenko
1 of 1 people found the following review helpful:
Sorcerous Psychotherapy, November 23, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

As an IF setting, "mind palaces" and dreams carry a lot of the same advantages: ability to lean into IF limitations as features, ability to ignore real-world logic, full-on integration of symbology and metaphor. In a way they're kind of the same thing. I mean its not like dreams occur somewhere else.

I liked the central conceit of this one: two (Spoiler - click to show)(or is it one??) witches trapped in one of their mind palaces due to some kind of unnamed real world threat and needing to escape by passing through replayed key events of the host’s life. Escape by solving puzzles! Sure, I’m in.

In practice, I had unanswered questions about the implementation. For example, it seems like the host is at most a middle-aged adult, yet there was an encounter from old age they hadn’t lived yet. There was an encounter as a baby which doesn’t seem like it could be remembered. And in one encounter, it seemed you could effect the past in the ‘real world.’ It is possible, I suppose, that the mind palace incorporated time portals and those were not memories but ‘real.’ There was nothing in the text to imply this, and the unreal nature of the puzzle solving ((Spoiler - click to show)at one point a tiny hand reaches out of a cat’s ear) suggest otherwise. This game doesn’t owe me anything, it has every right to be what it is without my permission. But I felt those choices traded away some of the power of the setting without getting enough in return, dramatically speaking.

Gameplay is mostly puzzle solving, the exploring aspect is pretty limited, maybe 8 rooms. I liked that there were often multiple ways to solve puzzles, that tracked to whether you wanted to be ‘good’ or ‘evil’. The puzzles themselves were a mixed bag. Generally, the text didn’t provide a lot of nudging or feedback on your choices, so solving felt a bit arbitrary. The solutions did not come with that ‘oh, that’s why that worked!’ feeling. I got the sense that either I got lucky a lot, or the puzzles had multiple solutions. Even that is not terrible if the solutions had some kind of thematic through line to draw them together. I did not detect such.

I did like what the final escape implied about the physical fate of the witches, and really liked how understated it was. There was some nice ambiguity about the true nature of the dual protagonists, but the finale only hinted at resolving it which was maybe TOO understated. All in all I think the setting is a strong foundation that would support much tighter thematic construction and payoff. If I awarded points for ‘potential Sparks of Joy’ this would deserve it. Unfortunately, I typically do not.


Played: 10/27/22
Playtime: 30min, finished
Artistic/Technical rankings: Mechanical/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

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Campus Invaders, by Marco Vallarino
2 of 2 people found the following review helpful:
Gaming for Grades, November 23, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

Now that it’s been pointed out to me that a few works here are the product of short-burn IF workshops, the thought rises unbidden when engaging some of these pieces. It feels super patrician to assume this background for any given game and I am actively resisting it. In my defense though, CI is set AT A SCHOOL WITH AN IF WORKSHOP. C’mon, how much do you expect of me? It even implements the IF teacher as a character! IF this was a workshop product and IF there were grades involved, I hope the author’s naked flattery got them an A. There is something bold and admirable to pandering this overt.

As a game it was small, less than two dozen locations and filled with relatively simple puzzles, many of them signposted baldly. “X tells you to give Y to Z” Give. “Z tells you to get Q” Get. There was one puzzle with no signposting, whose solution felt pretty arbitrary, but given the relative shortness of the work was well within bounds of trial and error. There were a few paths that led nowhere. There was a mix of feature implementations which felt as much coding exercise as puzzle, but at least implemented with flair. There was a smattering of missing descriptions, and one puzzle where the game blocked you because you were missing information, but didn’t provide a narrative reason for the block. Frankly, these were the exceptions though. It was a fairly Mechanical experience, but very competently done.

And here is the part where I make an ungenerous observation that makes you think less of me. Not so fast reader! Fortunately for me, Zeno’s Dichotomy paradox famously noted that to get to a destination you must first travel halfway there. Then halfway of that smaller remaining distance. Then halfway again and again, infinitely bisecting smaller distances so you can never actually arrive at zero. The lesser known corollary to this is that to start that journey you must travel halfway. But to get halfway, you must first travel a quarter of the way, after traveling an eighth. Because this distance can also be infinitely subdivided you can’t even START your downward journey of contempt for me! I AM IMMUNE TO CRITICISM AND ACCOUNTABILITY!!!

With that armor in place, I can safely note that this appears to be the work of a non-native speaker. The setting and much of the text hint at a joyfully casual, light and snarky tone. But it rarely lands because of awkward phrasing. Early on, even descriptions took effort to parse, though I think I got synched reasonably quickly. I’m not a monster, I’m not going to penalize the work for this, but it also was just intrusive enough that it defused potential Sparks of Joy before they could land. I guess I am a monster. Fortunately, still armored! Look, if I tried to write these reviews in say Spanish, it would be hot garbage word salad. Ensalada de palabras basura caliente. More so, I mean. But I can really only report on the experience I was having, right?

This was a small, good quality exercise, not particularly complicated, with hints of Joy that couldn’t quite land. Wait. Does Zeno mean I can only give 1’s and 5’s as scores?


Played: 10/30/22
Playtime: 20min, finished.
Artistic/Technical rankings: Mechanical/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

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INK, by Sangita V Nuli
3 of 3 people found the following review helpful:
Grief #^$!s with All of Us, November 23, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

This is actually the third full review I’ve written of this work. It is my habit to let a review mature for a few days before publication. The reason I do this is to make sure my thoughts are captured to my satisfaction, and to try and scrub obvious grammar and spelling mistakes. The latter only imperfectly. In Ink’s case, for reasons I’ll cover, the settling process was tough on me.

This one is quite poetic in its narrative, and it deals with the protagonist’s grief. With one exception, I’m not having a great run with poetic verse in IF Comp22. More often than not I end up feeling like the text is trying too hard in what it wants to accomplish and calls attention to itself. I get some of that same vibe here. Like similar works, there are enough ‘hits’ in the verbiage to keep me going, but not enough to pull me into its orbit. Additionally though, the poetry here inserted itself between me and the central metaphor in a way that challenged me.

The setup is this: (Spoiler - click to show)The protagonist has lost their partner, and its every bit as devastating as that can be. While trying to grapple with their grief, they get a mysterious letter, perhaps from their partner before or after death. In fact though, it is an I’m going to say “grief-demon” exploiting their tragedy. So far so good, nothing wrong with any of that. But the choices the game gives you, and how those present are pretty bleak. There are times when you seem to have the choice to (Spoiler - click to show)push past grief, to reject wallowing in it. Selecting those, inevitably brings you back to the same state. (Spoiler - click to show)You can try to reject the letter as unhelpful, or try to embrace it as a loving goodbye, but none of those choices actually play that way - the protagonist inevitably remains in their paralyzing grief. Then the grief-demon starts intruding.

My initial read, and it was strong, was that the game seemed to be showing that there was no escape from grief, and even wanting to push past it was wrong and needed to be punished. Boy did that NOT appeal to me. In a rubbery, conservation of energy kind of way. I found supporting evidence in the narrative where every single attempt the player can make to (Spoiler - click to show)deal in a healthy way is ineffective. Then, given no other alternative, when the player goes down the only road left, the text is unforgiving.
(Spoiler - click to show)
"Something reassuring but altogether cold
Telling you to give in, give up
Unmake your pain in exchange for something that feels like a remedy
Maybe not her but something in between
You know you shouldn’t
But something like
selfishness (Spoiler - click to show)takes root in your body
You can’t help but drown willingly"


You see? Trying to find a way out of grief is something you should resist! That can’t be the message of the piece, can it?? Sure, in context this is a (Spoiler - click to show)demon’s seduction but that’s the metaphor! For what, healing from grief? Nooo, surely not. Let’s take a hard look at the word ‘selfishness’ above. The protagonist is clearly suffering here, and has tried multiple times, unsuccessfully, to get out of the spiral. This is selfishness? No, this is hopelessness. That single bit of poetic license muddies the metaphor so much with its Puritanical judgement that I spun for days. One word!! (Well, in combination with the narrative choices.) Is it selfish to want relief from grief? Is endless self-flagellation the only honorable response to tragedy?

So if not grief itself what even is the (Spoiler - click to show)grief-demon then? I mean there are definitely unhealthy ways to handle grief: alcoholism, drug abuse, suicidal ideation. Maybe those are the metaphor? Ok, but then what is the story saying? (Spoiler - click to show)That no matter what the protagonist tries, its gonna end there? Is that better or worse? If this is a cautionary tale, what is the untaken option that the player tragically rejected?

Now, I played through a few times. There is one path where you can enlist a therapist for aid. It is very possible this path could answer everything I grappled with above. Unfortunately, that path seemed to have a bug, where I got stuck on a screen and could not progress. So all I’m left with is a work that consistently rejects or refutes player attempts to deal with grief, and metaphorically casts the effort of trying as (Spoiler - click to show)inevitably (and cravenly) submitting to a demon! If the therapist was the ‘good path’, that was a supremely unfortunate and impactful bug.

There is another alternative. Rather than as a Metaphor for Grieving, this could be read as a simple, tragic character study/horror tale, where (Spoiler - click to show)a damaged protagonist, unable to let go of grief is doomed by that. If so, the poetry and interactivity of the work is fighting against the narrative. Poetic prose with its pithy clauses, unnatural rhythms and imagery is biased to the abstract, actively encouraging a metaphorical read. Character studies live and die by their details, by their lived-in specificity. A tragic character study would have been much better served by spare, concisely-observed natural language, most especially because you need to sell the player on why their choices aren’t working.

I held it up as many ways as I could think of, and none of them worked for me. I welcome reads that show me where I got it wrong. Was it Bouncy? Oh my yes, for several days. Was it Engaging? I mean, technically yes, I couldn’t stop coming back to it, long after I’d played and written reviews of other works. Was it Engaging in the sense I meant when I set that criteria? Not really, no. It wasn’t pulling me into the author’s creation, embracing and delighting in the author’s vision. Is my delight the most important thing though? Where is the place for Challenging? Is a Challenging work without a coherent challenge anything other than hollow provocation? I think I’m left where I started: Bouncy and Intrusively Buggy (both the stuck path, and Texture's in-your-face font resize problem). I’m so sorry work, I tried, I really tried.


Played: 11/4/22
Playtime: 20min, 2.5 endings.
Artistic/Technical rankings: Bouncy/Intrusive
Would Play Again? How masochistic do you think I am???

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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The Tin Mug, by Alice E. Wells, Sia See and Jkj Yuio
2 of 2 people found the following review helpful:
Murder in Teapot Town, November 23, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

Tin Mug presents as a children's book IF, though less like a picture book and more like say Winnie the Pooh. There is some disconnect between the subject matter, text, and presentation that made it hard to conjure a consistent imaginary child-co-pilot. Which is the perfectly normal and understandable thing I do when presented with kid lit. Winnie the Pooh, for all its young child appeal, notably invests in its characters, and is as much character as plot driven, maybe more so. The characters are all quite distinct and relatable to all ages. There are a few very distinct characters in Tin Mug to be sure, but there are as many kind of interchangeable ones. This choice feels younger than the piece’s presentation.

Too, there are narrative choices that skew older. In a world of sentient dishware, the story opens with what feels like a casual murder. (Spoiler - click to show)It is undone at the end, but since it was left to ride the entire time, it can only partially undo the lasting impression. Also the mechanism of its undoing was way younger than a lot of the narrative. I’m not here to poke at ‘plot holes’ in a child-targeted work, that’s a dick move. But I am highlighting that these presentation and plot and character choices feel like they target slightly different maturity levels in a way that keeps the work from coalescing.

Even gameplay has inconsistent notes. There are many points of exclusive choices in the game - A OR B. Choices that determine a course of action or character reaction seem perfectly fair. Choices that force you to choose to only interact with one of two characters, without narrative justification for the exclusion, that feels like it doesn’t reward a child’s natural curiosity. Even though I couldn’t get my child co-pilot to materialize into a specific age, nevertheless I clearly heard a whine in my head “why CAN’T I go talk to the bread basket now? I’m done with the… [other one that I can’t remember right now.]”

I can’t stress enough that these are not ‘broken’ story choices in any way. They just seem less crisply focused.

There are technical issues too, the most notable of which is screen management. Very often, a choice will produce a large block of text or oversized illustration that pushes huge chunks of text outside the window. You need to actively scroll upwards to read the text you missed. In many cases the illustration is too large to be seen in the window, and you end up panning across its height. This intrudes further into the experience in a way that would try a child’s patience, I think. It did mine.

Without a (virtual) child co-pilot, and because I am dead inside, I couldn’t wring Sparks out of this, though I could theorize multiple children could get different Sparks at different times. For this curmudgeon it was Mechanical.


Played: 10/27/22
Playtime: 10min, finished
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

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One Final Pitbull Song (at the End of the World), by Paige Morgan
8 of 10 people found the following review helpful:
Roller Coaster (whoo whoo whoo) of Love, November 22, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

Holy crap was this one a roller coaster ride. Let me dispense with the non-narrative parts first because this will be quick. The presentation was simple but effective. In particular, the use of background colors and to a lesser extent fonts was tightly aligned to the narrative in a satisfying and resonant way. I wish more games would take the simple steps taken here. There is sound, but I’m not sure if it was infrequent or downplayed, I only remember it registering once during gameplay.

Gameplay? I’ll need a different word. This is a super linear narrative. There are infrequent opportunities to click on internal monologues for additional insight, but otherwise you might as well be turning pages. Except for exactly one choice you get to make. Actually, over two hours I had forgotten I had made ANY choices, until reminded. Other games have had similar implementations for sure, but this one really eschewed any attempt to use other interactive tricks, like using page size and interactivity for narrative pacing, or character-defining but narratively-irrelevant decisions to align the reader more closely to the protagonist. I mean that’s fine, right? Half of Interactive Fiction is Fiction. I hear books can be pretty darn entertaining. Let’s talk narrative.

The plot covers a lot of ground. (Spoiler - click to show)What starts as a hilarious multi-thousand-year sweep of history, segues to a heist and relationship melodrama, to a gritty pan-gender prison story, to a cave survival horror story, to climax in a conversation with Future Adam (but not Eve) and …a dance party. Now, you look at that list and first impression is, hell yeah, buckle me up for THAT roller coaster ride! There’s an assumption built into that reaction though, that the ride is built with tight control over your safety. In this metaphor, the plot is the kinetic design of the ride, how it connects turns, climbs, loops, and drops into a thrilling experience. The characters are the car that carries you start to end. And super importantly, the tone is the track that supports your characters. However wildly the course turns, it smoothly zips you along.

OFPBS really doesn’t do any of that. The coaster design is an early work from the architect that went on to design R’Lyeh, where they were still fleshing out their non-Euclidian geometries. I’m saying the plot twists cross dimensional barriers with their impossible turns. The car is transplanted from some 1950’s Tunnel of Love, earnestly vandalized stem to stern with lavishly ornate “TeeJay loves Sam” adolescent graffiti. Uniquely UNsuited to the kinetic demands of the wild ride, and while adorably sentimental at first, quickly sublimates to “we get it, Sam is dreamy. Can we maybe focus on this insane curve coming up instead?”

Given those two extreme and incompatible choices (plot and character), the only way to salvage the experience is with a perfect tonal track. Unfortunately, the discipline is just not there. In the first few scenes the tone swings wildly from humor, to melodrama, to violent grit, but keeps some semblance of internal in-the-moment consistency. By the time the cast is chasing through caves it does not keep a coherent tone even within a scene. It puts on the reader the entire burden of synthesizing (Spoiler - click to show)starkly cast violent physical peril with porn ‘money shot’ parody with acres of pan-gender John Hughes romantic mooning with origin of man mythology. The text and language does no lifting to spackle the disconnects with humor or whimsy or farce, just presents it all and dares the reader to weather the discord. If the ridiculousness of the scenario WAS the farce, it was a miscalculation not to let the tone cue the reader.

And man, does that first climax take a non-Euclidian turn. It is a complete betrayal of the seriously-cast character deaths, of the mortal terror they felt. Good horror movies know how to manage tone. The stakes of Devils Rejects for example are starkly different than Final Destination. The former wrings tension from raw fear of evil, the latter plays deaths as elaborate punch lines. Both work! They would decidedly not work in the same movie. Sean of the Dead shows that varying tones can coexist with the right narrative grease. That’s what’s missing here.

In the end, despite a strong opening and brief sections of notably effective chase horror, the tonal shortcomings have a predictable if cliche’ effect on our metaphorical roller coaster. The first climax Bounced me clean off the rails.

However, this is conceived of as a long story. It seems my 2hr investment was maybe 1/3 of the overall narrative? I will be omitting my score from the average in deference to the idea that my view of the author's vision is likely incomplete. It's not for me, I'm clear on that, but there seems to be more to chew on here, if this is your taste.


Played: 10/26/22
Playtime: 2hrs, finished one playthrough, 1/3(?) of total narrative
Artistic/Technical rankings: Bouncy/Notable (Lack of interactivity)
Would Play Again? Would take a lot of metaphorical Dramamine

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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Hanging by threads, by Carlos Pamies
1 of 2 people found the following review helpful:
City Planning Dont's, November 22, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

A short exploration IF of a tantalizing setting. There are some early nods to a specific protagonist that needs a cane, including one nice bit of business on a bridge. That specificity seems to fade into the background pretty quickly, and doesn’t seem to inform the experience beyond that. Personality-wise the protagonist is a blank slate, which is not uncommon in IF that wants the player to step in.

There are choices to make, both in wandering direction and equipment. In all cases that I hit, there was little to no indication of what effect your choices could have, so they all ended up being arbitrary. None of them seemed character based. That’s not so terrible in the wandering around part. It does convey the exploring-a-new-city feeling of not even knowing where the interesting stuff might be. In the case of equipment it does rankle a bit, particularly when depending on your arbitrary choice some areas of the city might be closed off later.

The setting is really the star here and in concept it's a pretty cool one: a city suspended on ropes and chains between two mountains. The narration that describes it varies from scene to scene. Some scenes are wonderfully painted with vertiginous heights, colorful skies, physically hefty and sagging environs. But there are just as many scenes where details jar to the point of ‘I don’t think that’s how that’d work.’ If your city is suspended by ropes, then torches and holy crap bonfires seem like a REALLY bad idea. Kids play with rocks which, where are they getting those exactly? Most egregiously, the ropes are repeatedly described as fraying and worn. I would think rope maintenance would have to be top priority for the city council. I mean they don’t need to worry about sewer or trash collection right? (Though dear lord the land dwellers beneath them) At first I was thinking maybe it was the poorer sections that suffered neglect, which would have been a nice detail. But no, that was me me adding things.

There is definitely something to be said that nit-picking details in stories is garbage criticism. When you start complaining about the realism of fantasy, what is even the point? (see also incel criticism of Rings of Power race in fantasy races. Actually, that’s a little different. I’m not talking about racism masquerading as ‘realism’ Forget I brought it up.) While I think the prescription to embrace fantasy on its own terms is a strong idea, that doesn’t change that effective use of tangible details helps immersion. Despite the prodding of the angels on our shoulder, tonally inconsistent half-baked details can jar us.

Yes, Sparks of Joy wandering around, but as many ‘I don’t think…’ moments. Maybe more disconcertingly, your ability to wander is limited. In some cases you can’t go back to explore untaken paths. In others, sections are shut off because you took the wrong equipment. And then it ends - practically out of nowhere. In two playthroughs, I went down completely different paths but ended at the same abrupt and narratively unsatisfying end screen. There was no arc to what I’d seen and the end text did not wrap up my experience in any meaningful way. It just ended. I think there is a really powerful nugget of setting here, but for a truly satisfying experience, it should be polished a bit, and some sort of narrative arc applied to it.


Played: 10/16/22
Playtime: 20min, two playthroughs, same ending
Artistic/Technical rankings: Sparks of Joy/Notable
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

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The Hidden King's Tomb, by Joshua Fratis
2 of 2 people found the following review helpful:
Speedrun Grave Robbing, November 22, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

Extremely short and small parser-based exploration game. Escape the Tomb you’ve been pushed into! The opening is very efficient, immediately setting stakes and goals, then turning you loose. You are piloting a blank slate protagonist, which is fine as this is definitely not a character driven game.

This one feels like a learning exercise more than anything. It is a very small 6 room tomb (not counting connecting hallways). It does have more than its share of objects to collect and to lesser extent manipulate, but almost none of those objects do anything useful even for scoring purposes. You can move them around, admire them in your inventory, and mostly be told “you don’t need to” when trying to apply them to the environment.

The text is serviceable enough, mostly descriptive, although insufficient for mapping. For example you are told there is a crack in the wall through which you can see something interesting, but nowhere are you told WHICH wall, should you want to explore that direction. In the end the map is small enough not to matter, but it does interfere with your ability to hold it in your head. More distressingly, where the room descriptions are more fleshed out, the nouns are not implemented. So you can be told “there is a river here” but when you try to examine it “there is no such thing here.” That feels like a pretty quick and easy rule of thumb: if you mention a noun, have a response when the player examines the noun. It doesn’t impact the gameplay, but definitely adds polish to the product.

There’s really only one puzzle to solve, and it's reasonably straightforward, befitting the scope of the piece. The geometry of the tomb doesn’t immediately suggest the answer, but is imprecise enough that it doesn’t contradict it either. As you progress in solving the puzzle, the descriptive text could be more state aware. (Spoiler - click to show)When water runs through the tomb, only some of the rooms acknowledge the presence, and depending on the room, the volume of water is inconsistent.

As a coding exercise, I would call it functionally complete. No major bugs, no unwinnable states I could observe, consistent object behavior. Would definitely recommend fleshing out the noun space. The most bang to buck would come from polishing the descriptive text to make the thing internally consistent and clear. As is, a Mechanical excercise.


Played: 10/17/22
Playtime: 20min, finished
Artistic/Technical rankings: Mechanical/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

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An Alien's Mistaken Impressions of Humanity's Pockets, by Andrew Howe
2 of 2 people found the following review helpful:
Not Alien Enough, November 22, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

This was a small game, showcasing Alien scientists excavating modern human artifacts, and being mildly bewildered by them. It felt like a working prototype in a lot of ways.

It is small, 6 rooms not counting hallways? There are NPCs with limited and unvarying interactions. There are puzzles to solve, interacting with objects the player has (mostly) no issue recognizing, but amusingly befuddle the aliens. They are pretty linear and mostly obvious. It does incorporate state awareness, opening up options naturally as you play through. It is all pretty bare bones though, narratively and graphically.

Graphically, it's not very interesting - the font and color selection have no particular resonance. A lot of sentences and choices are all lower case which is a stylistic choice I assume, but serves no real purpose. Options are stacked vertically, but not ordered so that if an option is not yet available to you it looks like a stray blank line between other options. There is no consistent organization of choices screen to screen - sometimes it is a complete-or-not vertical list, sometimes it is integrated into the descriptions themselves. There are spelling errors, including in the title screen. It incorporates pictures, but incompletely. There is some light humor in the contrast between how the aliens describe the objects, and the academic photo of the actual object. This does bite the game where the object with the most obtuse description does not have a picture like the others. While I guessed at its use, I never did figure out what it was supposed to be.

The text descriptions also left money on the table, as it were. For one, the lab space, hallways and other rooms are described in suspiciously human terms. If there was an alienness to the setting, it would have much better reinforced their bafflement. As such, I kind of pictured Star Trek aliens - one prosthetic but otherwise human - when so much more was possible. There were technical glitches as well - the game did not seem to recognize when you were carrying something and let you pick it up repeatedly. Even your ultimate goal is not well signposted. While its never unclear what needs to be done next, the end screen came as mild “oh I guess that’s it then” surprise.

None of this was fatal, just unpolished. The graphical presentation was unpolished enough that it never really faded from my consciousness, and that feels Intrusive to me. The text could use some rework. The framework is there for a diverting game, just needs a bit more to start Sparking. The introductory text suggests this was a class assignment of some sort. Makes sense - as a time-constrained assignment its completeness is to its credit. The polish can come later.


Played: 10/27/22
Playtime: 20min, finished
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

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4 Edith + 2 Niki, by fishandbeer
6 of 6 people found the following review helpful:
Bro-Tone, an IF implementation, November 22, 2022
Related reviews: IFComp 2022

Adapted from an IFCOMP22 Review

4 Edith + 2 Niki proclaims itself a dating sim, but this game is not what those words suggest to me. It all feels very slapdash. You enter on the grounds of psychiatric hospital I think. This setting is almost never referenced again. I guess you work there, because you are presented with a corridor of offices to visit. The descriptive text of what is on this corridor does not match the choices on offer. This is a befuddling choice. Twine lets you embed the destinations in the description itself, it’s MORE work to provide two (incompatible) versions! You visit all 6 rooms, barely interact with their occupants, then pick one to date. One of the choices here is a date that was not referenced in ANY of your initial conversations so you kind of have to deduce who it’s referring to. Did I mention one of the interactions has a weird sexual harassment vibe?

Selecting the date presents an end screen. That’s it. No time to build Sparks of Joy let alone Engagement, though the text was really too awkward to supply either of those anyway. Besides its really rushed presentation, the thing that sticks out most is the amped up Bro tone of the thing.

Bear with me while I expand a bit on the genus and phylum of Bro-tone. All Bro-tone comes from the same extended lineage that culminated in the 80s/90s teen sex farces. Its key hallmarks were 1) faintly knuckleheaded cis dumbasses 2) carefree good humor 3) treating women as sex objects to achieve and 4) inhabiting narratives where the world happily rewarded all of those. (There was another gene, 5) Gay Panic, that is not relevant here.) And it was toxic as hell, once we looked at it close enough. Prominent in movies like Porkies, and I don’t know Joy Sticks (deep cut!), but really you couldn’t swing a dead cat in a cineplex and not hit one back then. Nowadays it is most readily identified by its excessive, prejorative use of the word ‘woke.’

There was a key mutation in the late 80’s that forked the line. I’m speaking of course of Bill and Ted’s Excellent Adventure. This mutation dramatically diluted gene #3 above, and somehow made the species stronger. Suddenly, knuckleheaded amiability could rise unfettered by toxicity. Subsequent mutations actually flipped the gene to engage women as people, and even modified #5. At first haltingly in supporting characters in American Pie, then fully-fledged in Neighbors or its Final Boss form, Josh Segarra in his roles in She-Hulk and The Other Two. Spoiler alert, this is NOT the Bro-tone phylum 4E+2N showcases.

The Bro-tone main line had another mutation in the last 4-7 years - a new gene of mocking self-awareness. Where the joke is how awful the main line is by subtly amplifying the meanness of the worst if its excesses. A great example of this line is Michael Che’ on SNL’s Weekend Update. He deadpan advocates the most insane, exaggerated Bro-tone behaviors for laughs. Colin Jost’s role here is indispensable - his comedically beleaguered disapproval is vital to the identification of this strain. Superficially it is so similar to the main branch they can easily be mistaken for each other.

And these separate-but-similar Bro-tones are where we are in 4E+2N. My first ending I was presented with (Spoiler - click to show)"Over the years, you realize that she's a little hysterical, but which woman isn't."

My impulse was to hear it in Michael Che’s voice and snorted in amusement. My second ending had a less over-the-top but clearly still Bro-tone blurb that made me question what I was looking at. As I contemplated a third run, I realized I was holding a Schroedinger’s cat box. At this point, the game was in superposition between the two Bro-tone lines. If I opened the box with a third run, it was going to concretize into one or the other. I don’t think I want that.

Played: 10/31/22
Playtime: Less than 10min, two runthroughs.
Artistic/Technical rankings: Mechanical/Intrusive
Would Play Again? I dare not trifle with the quantum superposition.

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

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