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Spring Thing 24

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Dragon of Steelthorne, by Vance Chance
Pining for the Third Way, November 7, 2024
Related reviews: Spring Thing 24

Adapted from a SpringThing24 Review

Played: 4/2/24
Playtime: 1.75 hrs, 7/27 achievements, 230pts

Barely a year and a half into my re-engagement with the IF world, and ChoiceScript feels like a gap in my curricula. I have played maybe three of these games in this time, against innumerable Twines and double digit Inks and Textures, nevemind Adventuron, or experimental platforms including Google Forms fer cryin out loud. And so, so many parsers of course.

ChoiceScript stands out as a unique platform in that pantheon, one committed to provisioning assorted gameplay styles (RPG! SIMfortress!) in addition to choice-driven IF. It gives unique flavor to works that engage those mechanisms which, of the three I played, most do! (It is always a gamble when I engage topics I don’t really understand in reviews. I’m kind of 0-2 on that so far, let’s see how this pans out.)

This is a fantasy story about service to a mercurial lord, and trying to retain personal honor and initiative while doing so. It has some GOT vibes to it, not as over-the-top dire, but certainly the same ‘what are your options, REALLY if the lord is a dick?’ twists and turns. The setting is nicely conceived and conveyed, the story very engaging. It is also a low-grade military simulator. And a low-grade SimCity simulator. And a low grade dating simulator? Maybe not quite, but close. Of course gameplay is choice-driven, its in the name. But you are balancing civilizing a city, conducting foreign diplomacy, establishing personal relationships with periodic set piece plot movement.

Per recommendation, I played on Easy mode, which I interpret to favor story over grindy mechanics, very much my preference. That said, the grindy aspects were not unpleasant. Micropayment apps have long known the value of watching numbers go up, and the game lets you do that! Without the payments! I had the vague sense that those numbers informed my relationship to my liege though it was hard to see those as big movements. Certainly, some military encounters seemed to impact subsequent diplomacy in a satisfying way. The personal relationships… maybe wheel spinning (until the end) but at least some color. In one sense they felt like disconnected minigames I would cycle between, but in another it kind of conveyed my evolving role in the kingdom, and different hats that needed wearing. Not a finely blended gazpacho, but an interestingly chunky pico de gallo. Though crap, why did I say that? I love gazpacho.

In any case, the gameplay cycled around me building to a very engaging crescendo. I did not expect to feel so deflated by it. The Spring Thing version of the game resolved to two options. In deference to spoilers let’s call them ‘buy’ or ‘sell’. The deflating part was that based on some text, lore and buildup, I was expecting to see a more compelling third option: ‘destroy capitalism’. I didn’t get that, so I ‘sold’ and got an ok ending, but it left me wanting. Dramatically, I needed to at least see that third option. Turns out that option may or may not be available in a different version of the game. In the moment though, that was the least interesting observation for me as a reviewer.

A more intriguing dynamic would have been that it was included, but my numbers were not high enough to expose it. Suppose it had been a hidden achievement, then what? Then, this would be a game structured for repeat play to complete (some mutually exclusive) achievements, maybe try Hard mode, and by GOD expose that last finale. But to do that, I’d need to cycle through another near two hours of limited minigames, trying to jockey for different results, and reliving variations on a cool plot that may not hold many more surprises. And what if I did all that, and then there was still no third option??? Or worse, THERE WAS A THIRD OPTION, BUT I STILL DIDN’T ACHIEVE IT??

Could the game justify those levels of repeated investment and disappointment, nevermind clock time of further cycles? For me, no. I had a pretty enjoyable 2 hrs, all told, with a pretty solid story and diverting minigames. It’s not the game’s fault I set my heart on a little more. (Well, it kind of is, but it certainly doesn’t OWE me anything.) I appreciate what it had to offer, but it decided to pull up short and/or not better communicate its third path.

It made its…
(•_•)
( •_•)>⌐■-■
Choice.
(⌐■_■)
YYEEEEAAAAAAAAHHHH

Mystery, Inc: “We should split up to cover more ground” Fred
Vibe: GOT-lite
Polish: Gleaming
Gimme the Wheel! : If my project, I would better telegraph the third finale requirements to give players a fighting replay chance. If it doesn’t exist, I would take whatever time I needed to invent and plumb it in!

Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.

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Les lettres du Docteur Jeangille, by manonamora
2 of 2 people found the following review helpful:
Dearest Ren*****, let me tell you about my day..., May 13, 2024
Related reviews: Spring Thing 24

Adapted from a SpringThing24 Review, English version

Played: 4/9/24
Playtime: 1.75hrs, all but 1st on FF, 3.5 endings

Epistolary works - fictions composed of purported real world text artifacts - are a compelling conceit. They allow for indirect world and character building where the reader is assembling an oblique narrative in their head. Part of the joy of these kinds of work is watching it evolve and click into place. The other part is the charge ‘real world documents’ give to the proceedings. A lot hinges on the form of those documents - they need to be a fine balance of plausible and informative. In particular, any sense that the documents are aimed at a third party reader (us!) instead of their in-world targets can undermine everything it wants to achieve.

I am delighted to report Jeangille just crushes the form of it. From its graphical presentation, its font use, to the measured content of the faux-missives we are drip-fed a tale of forbidden love and forbidden… other stuff. I found it unimpeachable in its conceit, almost never cracking to the pressures of info-dump to uninformed third party. Rather, it was deliberate in alluding to events the correspondents clearly understood in a way to slowly and naturally bring us up to speed. In particular, the mercurial tone of the author was nicely observed - they are not in the same monotone mood throughout their notes. Longing, anger, depression, new fascinations, petty jealousy, all are on display underscoring the fullness of the protagonist and the emotional passage of time. The crucial element here is the correspondents’ fascination with ‘gossip,’ allowing for plot-relevant events to be conveyed without artifice.

The language of the letters equally does some heavy lifting here. Its Romantic formality is the right balance of omnipresent but conceding to modern sensibilities in a way that allows us to acknowledge but not be distracted.

The interactiveness of the piece leverages its strengths in a dynamite way - periodically we are given opportunity to shade emotions, events and attitudes by selecting among alternatives. When done well, it has the precise flavor of composing a letter! Toying with a variety of subjects and phrasings to convey exactly what we want and putting us firmly in the protagonist’s chair. If I had any notes here, it would be that it was more powerfully realized when the page was blank below the choice, and filled in after, rather than embedded in otherwise unchangeable text. That underscored the ‘composing a letter’ dynamic that was so cool.

Through these interactive choices, the plot proceeds to a climax of which, depending on how your choices landed throughout the correspondence, I found 3.5 possible endings. And here’s where I can’t keep being coy about the plot, will try to spoiler my way through it.

We all know what is arguably the most famous epistolary novel, right? (LINK IS A SPOILER) It’s so foundational, it becomes a trope of that genre in other works. (LINKS ALSO SPOILERS) Ok, fine. (Spoiler - click to show)Vampires. The prior art is Vampires. Those resonances are so pronounced that even the slightest supporting event, alluded to most obliquely, immediately sets off alarm bells in the head and everything forward is contorted through that lens. We are ahead of the narrator, biting our nails for the inevitable escalation. Or better, awaiting the knowing twist from the author that crushes our expectations most delightfully.

The latter does not happen here and in another format that might be a slight let down. I mean it is here too, but it is more than compensated by the interactivity. As a player, we can low-key steer things into various endings in a VERY satisfying way so what we lose in meta-surprise we more than gain in the narrative collaboration. There is still a slight issue here, so slight I hesitate to bring it up, but I’m in this far. At the climactic decision we are meta-empowered to drive to a conclusion, clearly conveyed by the choice wordings. On a single playthrough, it is not clear how deeply our prior choices inform things, and we might be tempted to metagame it in an unsatisfying way. I didn’t, but I dwelt on the choice enough to recognize the peril. That musing itself pulled me out of the narrative flow at least a little bit. In one sense it might be more powerful if those final choices were less broad, instead informed by prior selections. (Turns out there are other options that ARE so constrained.) In another sense though, that might backpressure replayability, burying its strengths under opaque gameplay that the wordiness could not sustain. After much reflection, I think the right choice was made. What a relief for the author!

Because even this minor quibble faded on repeat plays. My admiration only increased for the work in the sense that the 3.5 endings I got were all different, yet satisfying conclusions to a choice architecture that allowed me to build naturally to each one. Ok, not the 1/2 ending, that one made me play-mad, but the rest for sure.

So that’s my conclusion. A well-realized, graphically compelling, tightly controlled work with satisfying plot arcs under player control. Who knew tampering with post could be so fun?

Mystery, Inc: Daphne
Vibe: Snail Mail
Polish: Gleaming
Gimme the Wheel! : I think, were it my project, I would double down on the ‘composing a letter’ paradigm and stage the text rather than provide inline options. Now I SAY that, but there is every possibility the reality of that would not be as satisfying as I think, and I’d end up reverting it anyway.

Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.

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Provizora Parko, by Dawn Sueoka
1 of 1 people found the following review helpful:
Dada or Deep? Dunno., May 13, 2024
Related reviews: Spring Thing 24

Adapted from a SpringThing24 Review

Played: 4/16/24
Playtime: 15min

This is a fully realized work that really weaves a spell. A full-on Dada exercise, it leans into dream-logic more effectively than any work I can think of. To the extent there is a frame to this, the protagonist is wandering around some rundown tropical resort. Yeah, that’s it. Everywhere they (she? probably she.) goes, eerie stuff happens around her. Human sized cats. An extended airport luggage claim sequence, where luggage are bird masks. Sugar sculptures of off-putting folktales. Sassy teens. All of it taken in stride by the protagonist.

The text is magnetic. It conveys so much, so singularly, with economy and punch. Each encounter is starkly realized, yet has its own vibe. Most of us have a limited well of imagery to draw on. When composing absurd Dada, it can become all too easy for fascinations, phrasings or images to repeat or resonate with each other in a way that ultimately constrains the effect. This author is wildly, perhaps distressingly, without bounds. I found the encounters to be singular and unique, and that breadth of vision coupled with the protagonist’s even responses set the tone of the piece more than any other thing. I cannot laud the vision and articulation highly enough.

I particularly like the head fake of (Spoiler - click to show)the luggage claim sequence. Pretending to (Spoiler - click to show)‘wake up’ only to discover no, still immersed in weird. The most effective use of interactivity for me were the links that replaced text on the page. The linked text was tightly integrated into the page layout in a smart way that ALSO reinforced the weirdness of the links. Even the navigation links, while not providing much influence over things (you are always going to click all the links), nevertheless provided a sense of exploration.

If I have a quibble with this piece, it is ‘What is the point of it?’ There are four endings that only kind of resonate with the one impactful choice you get to make. And only kind of resonate with the antecedents to that choice. Very much of a piece with the vibe of the thing, and very much aligned with the mission statement of Dada. So I guess my problem is with Dadaism? Except, there is a robust credits sequence that suggests there might be something decodable in the symbolism of the piece. Yeah, given the idiosyncrasies of my life journey, I’ve got no hope of decoding any of that.

Ultimately, it is a tight mood piece of fascinating breadth and weirdness and I sure appreciate it on that level. To the extent there are more layers I can’t find, my loss I guess? In my favorite words of the piece:

"maybe I'm the bird and she's the asshole"

Wait. No. The other way around.

Mystery, Inc: I dunno, Scooby I guess? Maybe this is how he dreams? Weird dog.
Vibe: Deep dream
Polish: Smooth
Gimme the Wheel! : No thank you. This work is deeply dependent on authorial voice, and no one else should, ah, aloha with it.

Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.

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Escape From the Tomb of the Celestial Knights, by Megona
Tomb Trainer, May 13, 2024
Related reviews: Spring Thing 24

Adapted from a SpringThing24 Review

Played: 4/16/24
Playtime: 30min

A small first time limited parser effort, on a web platform that was new to me. So new, I can’t really say where gameplay glitches were platform- or author- driven. You wake up in a coffin and need to escape an underground tomb. As one does.

The geography is reasonably well communicated, aided by restricting itself to 4 instead of 8 cardinal directions. In addition to constraining its directional space, it also limits itself to a handful of verbs. I think this is a dynamite choice for first-time authors, but definitely challenges players accustomed to a fuller parser implementation. Its noun space is uneven, with many instances of ‘location contains an X’ ‘>X X’ ‘You see no X.’ Often, manipulating objects directly is rebuffed, and instead you must ‘>USE OTHER OBJECT’ to accomplish your task. It is possible to acclimatize to these implementations choices over time.

The puzzles themselves are reasonably straightforward with good textual cluing, including a maze section that I found to be far less than the usual annoying for these things. My playthrough was much more fighting the parser than the game’s architecture. So maybe platform based? For sure a platform problem was that it crashed midgame, and I had to wait fifteen minutes for a server reset or something to replay. (Playtime above includes first run, but not wait).

There was some implementation confusion, beyond missing noun responses. In one area, its initial description inadequately describes the objects within and then omits some exits. Other rooms had no exits listed and required directional trial-and-error. In one spot it seems like a programming parameter (MEASUREMENT) is referenced, clouding the description. Nothing dire or fatal, just more work needed. There are also typos: ‘carves’ instead of ‘carved’; ‘they figures’ instead of ‘the figures’; I stopped grabbing them after the crash.

All in all, I found it a respectable maiden effort. There was little narrative other than ‘escape!’, which, I'm in a tomb so, sure! Learning a platform requires mechanical engagement, the art can come once mastered. Look forward to seeing where the author goes from here! Maybe a little less anticipation for another encounter with this platform.

Mystery, Inc: Velma
Vibe: Escape (Multi-)Room
Polish: Distressed
Gimme the Wheel! : I think the focus on mechanical implementation is exactly right for this work. If it were mine, I would flesh out the noun space, attack typos, and fix room descriptions. Wring all the polish you can from this first effort. Engage playtesters (unless this WAS that effort! Sneaky author), and internalize all their feedback. From my own first effort I can say learning how to drive that last 5% of implementation is just as vital to IF mastery as the syntax-based first 95%.

Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.

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Bydlo; or the Ox-Cart, by P.B. Parjeter
Metaphor Maze!, May 12, 2024
Related reviews: Spring Thing 24

Adapted from a SpringThing24 Review

Played: 4/16/24
Playtime: 15min

A second ST24 Bitly entry! I’ve only recently encountered my first! Another Atari-block-graphics throwback game, this one with effectively no text at all. You navigate your farmer-icon through a series of mazes of inventive icons (I particularly liked the orchestra at the end), pleasant colors and background music.

BUT! While the mazes start trivial, they grow increasingly complicated, increasingly crowded with both more product of your labors and more detritus and remains of previous farm work. It requires more and more effort just to reach the same point. All the while, the Ox-cart of your lifespan slowly advances. Cycle after cycle it crawls forward, as burden slowly overruns your farm. The cart of your life eventually breaks free just before all that detritus becomes too dense to escape. Then, finally untethered, the tracks of your life are transformed to musical bars which you navigate. Only this time instead of a tortured climb to the top of the screen, you are almost floating horizontally through them, until they populate with musical notes. Have you, after a lifetime of toil been freed by art? Or has your lifetime itself been the art all along?

Y’know, typical maze stuff.

Mystery, Inc: Fred
Vibe: Mazy
Polish: Gleaming
Gimme the Wheel! : No notes. Mission accomplished.

Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.

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Deep Dark Wood, by Senica Thing
Seeing the Forest AND the Trees, May 12, 2024
Related reviews: Spring Thing 24

Adapted from a SpringThing24 Review

Played: 4/16/24
Playtime: 25min, lots of exploring the endings

I was introduced (as was, I believe, the world) to this amazing corner of IF during last year’s Thing. An Anthology of micro games, built around a common theme as an academic challenge, authored by young first-timers. The fact that this continues to exist in Year of Our Lord 2024 gives me hope for the future. My love for this effort has only deepened over time, and going forward its absence would cast a shadow over the Spring Thing Back Garden. Conversely, should we meet again next year, I fear I may have to ask it to marry me. My wife will be, understandably, nonplussed.

As last year, I will highlight for each entry a marketing blurb for the work, what was great about it, what could be learned from it, and what was notable about it, creatively.

Back to The City by David and his Mom
Blurb “How can you party when Horse needs your help?”
Great I loved the branching exploration possibilities, and the options to sort through each one.
Learning The power of creating and rewarding player choices
Notable A nice instance of multiple solutions to a problem!

Dark Dream by the Baily’s Sisters
Blurb “You were warned against late night snacks…”
Great A hilarious branching story of wildly unexpected consequences.
Learning The less sense something makes, often the funnier it is.
Notable No more coffee for me.

Halloween by Hailey and Milka
Blurb “Anything can happen on Halloween”
Great Range of good-to-bad endings was cool
Learning Collectible endings a great way to keep folks playing
Notable Liked the post-ending sting

IXI in the Forest by Leontine
Blurb “Some animals are not your friend”
Great Very different paths, and choices for IXI’s friend
Learning (Spoiler - click to show)does are meaner than you think
Notable Lack of kindness has consequences

Little Frogie by Natalie
Blurb “Dinner Plans Matter, Little Frog!”
Great Really liked the “A(n) X Moment” sting on the endings
Learning Longer paths are rewarding, but short paths can be really funny
Notable Rich choice space!

Survive or Die by Unicorn Sisters
Blurb “‘The Power of Friendship’ is more than a saying…”
Great Loved that the best ending was still unnerving
Learning Don’t split up. Ever.
Notable Loved the long arc of survival, lots of tension! (and deaths)

The Dark One by Mushroom
Blurb “Do you know the difference between good and bad advice?”
Great Very fun third-wall breaking between game and player
Learning There is power to short paragraphs
Notable Laughed out loud at ((Spoiler - click to show)you got killed by a serious level of distrust in combination with boredom).

Mystery, Inc: The Whole Gang!
Vibe: Raw Creativity
Polish: Textured
Gimme the Wheel! : I am on record as wishing for a wraparound game with Crypt-Keeper like host to these affairs, and refuse to give up on that dream. Maybe next year.

Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.

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The Portrait, by dott. Piergiorgio
Pictures of Lily, May 12, 2024
Related reviews: Spring Thing 24

Adapted from a SpringThing24 Review

Played: 4/16/24
Playtime: 1hr, 60/80 pts, art lover

This work is a teaser for an anticipated (by me) future TADS release. It shares background with another recent game by the same author in what is becoming a sprawling fantasy universe.

The work opens on a seemingly male protagonist finding himself in an unfamiliar home, in an unfamiliar female body. His only clue to his situation is to explore a large painting that brings memory fragments back to him. And, uh, maybe also explore his new body. Just a bit. Y’know, because of the novelty of it. For science.

As a teaser, areas of the house are blocked off with “Under Construction” disclaimers and force field barriers, confining the interaction of this piece to mainly picking apart the titular triple portrait with your eyes, and consuming the attendant memories.

I found it to be a deep implementation, but a bit uneven? There are three main figures in the portrait (lets call them Sabrina, Kelly and Jill), one of which seems to be the new you! It is a situation where MOST any noun you see can bear further scrutiny. I noted some frequent gaps to this in the transcript. The fact that one of the figures needs disambiguation with you also makes for occasionally clunky object resolutions. One strange artifact of this was that if you examined, say, Sabrina with an obvious adjective, you got a full list of her possible sub-focii as a disambiguation prompt. I actually kinda liked this, as it gave a soft framework for exploration. I was a bit crestfallen that Kelly and Jill, despite also having obvious adjectives, provided no such framework - it was much more a ‘page through the window buffer for nouns’ kind of exercise.

You are told there are 80 points worth of details to find, but a cheeky author-standin-Imp gives you permission to quit early, when you are ready. I kinda liked that touch, as it really drove home the ‘not a game, just a space to play in’ of the thing. I happily hung around until it got to be more work hunting nouns than new revelations, then cut and ran.

Like the previous effort, the star here is the intriguing background. Unlike the previous effort this seems to be a small piece of the final product? I am officially intrigued and looking forward to it in, according to the author, two short years! (I get it. TADS takes time, ya’ll.)

I would be remiss in a way that would have you challenging my review credentials if I did not observe two notable things about the work:

1) It reads like a translation with many typos, misspellings and awkward grammatical constructs. The grammar is kind of endearing, honestly, as it gives the piece a very specific flavor. But along with the spelling/typos they can be distracting.

2) This piece really likes bosoms, you’re going to get a good bit of them. Not pornographically, but… notably. Ok, I’m on thin ice here, because I can hear your judgement through the internet. “Reviewer, it’s an interactive work. It’s only going to come up if YOU BRING IT UP. So exactly how often did you >X BOSOMS, Reviewer, HOW OFTEN???” I hear you, and ok maybe, but this is a work that GIVES YOU POINTS FOR DOING SO. It’s not me perving! It’s the cold hand of economic incentives I tell you! Ok, you’ve backed me in a corner, I should probably quit while I’m behind, but you’ll see what I mean.

Mystery, Inc: Searching for clues? Velma
Vibe: Detail Obsession
Polish: Textured
Gimme the Wheel! : If this were my project, I would seek out a willing volunteer to help polish the translation a bit, ideally in a way that files off the distracting burrs but keeps the charming rhythm in tact. The volunteer for this thankless duty should be someone of great physical attractiveness, towering intellect, and unhealthy love for TADS. Name should probably start with a J. (TADS board inside joke! In 2024 we ALL* start with J!)

*rounding off

Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.

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Ink and Intrigue, by Leia Talon
Shaken AND Stirred, May 12, 2024
Related reviews: Spring Thing 24

Adapted from a SpringThing24 Review

Played: 4/15/24
Playtime: 1.75hrs, current ending

‘Product Misuse’ is a squirrelly legal tactic, used to limit financial liability when injuries result from products being used in ways not intended or sanctioned by manufacturers. It is squirrelly because the law specifically allows for liability when products are used in ways ‘foreseeable to the manufacturer’ even if unintended. You see the problem. What is a reasonable test for ‘foreseeable’? It is further complicated by a patchwork of US state laws, some of which put the burden on the manufacturer to show it is not foreseeable, while others put the burden on the plaintiff to prove it was not misuse!

This review engages a 3-chapter preview of a longer work (ooh! smashcut from seemingly disconnected review intro… that could be… FORESHADOWING!) , a medieval fantasy work set in a world of magic and man-mythical creature bonding and horny young(?) adults. It’s Dragonriders of Porn! If you think I went way out of my way to unfairly make that crack, which is almost certainly NOT the first time it’s ever been coined, you are a longtime reader that has a firm grasp on the cut of my jib. It is ChoiceScript, and adheres to the idiosyncrasies of that platform, not the least of which is a tiresome eye color/hair color/gender detail selection sequence. Notwithstanding that ChoiceScript fealty, I found the work itself to be both well and inadequately written.

I found the broad strokes world building pretty competent and engaging. The socio-political conflicts were vibrant and interesting. The details of magic, multi-versal worlds, and mythical creatures were familiar with enough unique spin to engage. Certainly, I felt invested in the proceedings, and ate up each new piece of the background in my quest to understand more. It was most accomplished, I thought, when describing physical environs, showing a nice eye for composition and detail and providing some really fantastical settings including alien worlds, natural wonders, and magic-informed architectures. The overall sense of place and setting was really top notch. Kudos for that! It was so well done, it formed a perfect background for… ah, not yet, I’ll get to it.

I did not resonate with the characters that inhabited this world so well. The NPCs were certainly pleasant enough: some roguish, some noble, some tortured and mysterious, none of them super vivid or escaping their archetype but yeah, certainly pleasant. The protagonist though is where the true break happened. Despite head feinting at player autonomy, the work had a very specific idea about the protagonists’ arc. It provided choices that let you steer, but the surrounding text attributed thoughts, emotions and subsequent actions that really only made sense if you were on one path: (Spoiler - click to show)breaking with your past and getting on board with your new warrior-mage life.

So here’s the thing, ladies and gentlemen of the jury. The setup is, you are an accomplished spy, in service of your king, on a very specific diplomatic mission. “Got it!” sez I, “I’m Fantasy James Bond.” Or in my case, JACE Bond, and yes, name chosen deliberately. Once that thought flashed in my head, it struck me as such a powerful premise I could not let go of it. No matter how hard the narrative pushed me to do so. (I also named my raptor-pet Claudia Schiffer. If I had fully baked my approach just a few screens sooner it would have been Moneypenny.)

Every subsequent action I took was me fighting the work to implement that compelling vision. Cartoonish (figuratively) cat-petting villain? Check! Love interests? More like (super explicit) Fantasy Bond Girls! Injustices around me? Excellent levers to pull against the villainous mastermind! A helpful familiar? More like a combination Q-gadget and Mish Moneypenny! Choice of wardrobe and drinks? Fantasy Tuxedos and Fantasy Martinis! Leave my employer for a new life of magic and wonder? More like deep undercover for His Majesty’s Secret Service! Ladies and gentlemen of the jury, I commit to the bit HARD.

I commit to it so hard, I had to start ignoring text, particularly the text that tried to dictate my thoughts and reactions, and instead head-canon'd my own. I only reluctantly accepted a magical animal bond, my first thought being “Why can’t I just bond with Claudia Schiffer?” (Which, not the first time in my life I’ve had that thought, amirite former adolescent cis boys??) I mentally translated “I would like a relationship with X” to “I seduce X for information or advantage.” I rejected any text that tried to pretend this new life held any attraction for me. Here’s the weird thing - THE WORK CONTINUED TO LET ME DO THIS! Time after time, choice after choice, I thought “surely my road runs out here…” No! Right up to the end, actions remained available that lent themselves to a Bond Movie re-interpretation, and all it required was liberally ignoring and rewriting some mental descriptions which the work had no right to in the first place!

Members of the jury, If I was “misusing” the work, WHY DID IT CONTINUE TO CONSISTENTLY FEED ME OPENINGS??? This leaves me in a weird place, review wise. Hands down, I had the most fun with this entry over anything in SpringThing24. I took PAGES of notes, several times more than any other work. I have written more about this work than any other (if this review looks long to you, know that I have re-edited myself multiple times trying to get this just right, leaving many moments of pure joy on the cutting room floor). I ACTIVELY CONSIDERED CREATING THREADS OF ALTERNATE CHOICE TEXT TO SUBMIT TO THE AUTHOR IN SERVICE OF THIS CONCEIT, LIKE SOME FPS FAN MOD/SKIN.

But. I cannot deny that the headiest joy came from my subversive reinterpretation, and the dizzying realization that the author’s choice architecture improbably continued to let me play. It seems obvious that I was not actually embracing the author’s full vision here. So we are back to ‘foreseeable use.’ And is it on me to prove I was not misusing the work, or on the author to prove this was not foreseeable when it played along SO, SO WELL? You gave me the interactivity, don’t be mad that I used it! This could take years of litigating JJMcC V INK AND INTRIGUE to decide. Thank you Judge, members of the jury, this concludes my opening statement.

Mystery, Inc: Animal Best Friends? Shaggy.
Vibe: under pending litigation
Polish: Gleaming
Gimme the Wheel! : So if it were MY work, I would excise all text that attributed or editorialized the protagonist’s thoughts, feelings and desires. Instead, I would render their choices as ACTIONS TAKEN, with event consequences, but leave the motivations and other soft stuff in the player’s head. This is really, really hard to do, but I’d do it by crumb. Having said that, the author is under no obligation to tell any story other than the one they want to, including a definitive protagonists’ arc. I’m just saying what I would do. If the author chooses not to, I call dibs on the Fantasy James Bond conceit.

Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.

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Nonverbal Communication, by Allyson Gray
2 of 2 people found the following review helpful:
Verbs are for Nerds, May 12, 2024
Related reviews: Spring Thing 24

Adapted from a SpringThing24 Review

Played: 4/13/24
Playtime: 40min, 4 plays, 3/3 endings

There is something inspirational about the human mind when it commits to the bit beyond all reason, FOR no reason. The bigger the bit, the bigger the charge. That commitment itself becomes a thing of beauty, the more dear for its rarity. There’s a reason Andy Kaufmann and Sasha Baron Cohen are such towering comedic figures. Also divisive for sure, but towering. In fairness, those figures commit to something so socially transgressive that the parallels are not quite aligned with NC, which is a much sweeter, more amiable commitment. Still plenty bonkers though.

The setup is a bit tortured. You get to a place where VERBS don’t exist, so yeah, you ‘got some ‘splainin’ ta do Lucy.’ This is not a problem, by the way, the tortured setup is very much part of the gag. It can also be read as a sly elbow to the ribs of the IF player - what are parser fans if not WORD WIZARDS??? As a word wizard, you have fortunately created a series of objects that auto-activate when you noun. But they ALL activate, and in a specific order. Use them to save yourself from a DRAGON, because, why not?

Since I’ve already unfairly compared this work to two towering figures in comedy, let me compound it by invoking an analogous figure in IF. This piece could be easily imagined in the ouvre of Andrew Shultz - a small, playful wordplay puzzle of specific and twisted setup. At this point I kind of want to take it all back, because these endless comparisons imply it only lives in the shadow of others, and NC very much does not. It is its own weird, wonderful thing that exists independent of those worthies.

It takes a while to get on its vibe, and that disconnect may be the best part of the game - figuring out the new syntax rules to this world and bending them to your will. But ‘best’ is not the same as ‘only fun.’ The puzzles themselves have nuance in world rules that need managing. Between the arcane and restrictive-but-arbitrary rules (again, not a complaint. How arbitrary are the rules to Sudoku? Chess? And NC is so much more entertaining than both of them!) it is a fully engaging puzzle.

It also has the insight to know EXACTLY what size to be. Its short length and tight geography are textboook “not a jot bigger than needed” and drive home its virtues with a hammer. I should also mention that the prose style through all of this is bubbly and light, and every bit a partner in the success of the piece. In particular, when you (Spoiler - click to show)destroy nouns you catch a fleeting glimpse of verbs, whose descriptions just made my heart happy.

If it has a fault, it’s that the piece does not heal ideological fractures in America. Are you kidding me? It also can’t make the perfect souffle’ WHY WOULD YOU ASK IT TO?? It is a lovely, well-written, hilarious yet-tightly-tuned bonkers experiment, perfectly sized to deliver its punch. Those other things can wait.

Mystery, Inc: Fred
Vibe: Experimental
Polish: Smooth
Gimme the Wheel! : There is one state-glitch I noticed, I’d fix that if it were my project.

Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.

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Studio, by Charm Cochran
1 of 1 people found the following review helpful:
New Home Alone, May 12, 2024
Related reviews: Spring Thing 24

Adapted from a SpringThing24 Review

Played: 4/10/24
Playtime: 1.5hr, 4 endings of at least 5

I really like what this game is doing, and I’m working out if the frictions I felt ended up being completely necessary and justified.

The piece opens on an adult woman adjusting to her first night in a new apartment. At one point I cynically wrote down “Moving In Simulator” in my notes. I stand by the accuracy, if not dickish tone, of that note. For the first forty minutes I explored a small studio-ish apartment of fairly deep implementation, doing some last few chores before going to bed. In the course of that, I learned some background about my situation - it was not a desired relocation - and most especially the geography and layout of the place. It took me forty minutes to get to the title screen! I’d be lying if I said I was enraptured by the proceedings to that point.

Turns out I needed that intro, as I was awakened by a potential intruder and… from there it was off to the races where that intro knowledge was CRUCIAL. The work also shifted at that point to future conditional tense (WHAT???) and mental gears clashed for a moment but I quickly adjusted. Now we’re playing cat and mouse with a hostile intruder in a small, dark apartment, in an awkward syntax. This section of the game is just as deeply implemented as the first half, with many different possibilities and outcomes in this tight feint and counter-feint. The genius thing is, by using future conditional tense, after one finish (which you are allowed to accept or reject), (Spoiler - click to show)the whole thing is recast and revealed to be a lightning fast mental excercise by the protagonist, deciding how to react by playing things out in her mind! What an elegant, satisfying and unique replay/‘RESTART’ conceit! The final words of the game on finding an acceptable run (which you, not the game, gets to decide on) are just PERFECT.

The other thing gameplay did quite well is align player and protagonist. We’ve only had a single evenings’ introduction to the surroundings, but SO HAS SHE. Any fumbling we do with the environment is very much in-game and resonates with her perfectly. Couple that with its reasonably deep implementation and it has a lot going for it.

I don’t even think I want to talk about ‘flaws,’ maybe ‘compromises?’ For one, as a percentage of time, fully half my playtime was spent on setup. On reflection, I concluded this was appropriate, but in the moment it was not compelling. I also found the intruder to be less terrifying than the game wanted me to think. I am not sure whether it was the language, the discernible pattern of movements, the restart conceit, or the sometimes unfairness of his actions ((Spoiler - click to show)I would have expected more reprieve from a locked bathroom door) that put me into ‘game’ mode rather than ‘hunted’ mode. Again, I think it might have been NECESSARY to do that, so the game didn’t become a long fight against a randomizer, but it did undermine the tension a bit. In one notable case, I could not bend the parser to my will (Spoiler - click to show)trying to push the chair to wedge the front door to buy some time. Ok, that last I won’t forgive, but the rest ultimately is necessary to let those final words ring so nicely.

So yeah, in game I had reservations and frictions, but it all felt completely and satisfyingly justified by the ending. I especially liked the 4 different endings I found - all very varied but earned dramatic closures to the scenario, deeply respecting but also not coddling player choice. Yr in a tough spot, girl, you make the call on what success looks like! I will take a moment-by-moment confounding work that sticks the landing this well over an absorbing work that fumbles on the goal line 7 out of 10 times. Y’know, in my Gymnastic Football metaphor.

Mystery, Inc: Daphne
Vibe: The Strangers
Polish: Smooth
Gimme the Wheel! : Ok, it’s not my project and good thing. I’d be afraid anything I did to try and ‘fix’ it would disturb the ending and I can’t justify that.

Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.

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The Trials of Rosalinda, by Agnieszka Trzaska
1 of 1 people found the following review helpful:
Questbone Connected to the Heartbone..., May 10, 2024
Related reviews: Spring Thing 24

Adapted from a SpringThing24 Review

Played: 4/10-12/24
Playtime: 4.25hrs

Well, this was just delightful. I’ve not had cause to reference “Twinesformers: Parsers in Disguise” in a while, apparently saving it for now. This is a Twine work, repurposed to support a parser-like gameplay style. There are inventories, spell lists, maps to navigate, items to search out and use or combine. I don’t know that I have seen a better implementation of this. The UI was deeply intuitive and natural, including navigating among multiple POV characters and even body parts! I was rarely lost in narrative flow or paths forward (just three times, actually, of course I’ll get to those).

The case against link-based parser play is that it enables ‘lawn mowering,’ exhaustively clicking all links in all combinations, until something works. ToR is not immune to this, but it resists it better than anything I’ve seen. I think it is a combination of the permutations available and the lovely prose of its story. Most object links can be clicked by any number of characters or sub-characters, and AGAIN in conjunction with any number of inventory items and spells. It can mushroom into an untenable amount of permutations, which encourages a more thoughtful approach to the puzzles.

The prose though, hoo. The prose is the beating heart of this thing. The tone is light, a deeply optimistic, just barely-short-of-naive positivity. This is conveyed economically, matter-of-factly, and so consistently that you can’t help but be swept along by it. Yeah, even me, the guy that hates poetry! The prose is ALSO soft cluing paths forward. And of course carrying the plot. Oh, and setting geographies and settings. Character too, it’s also providing voices and agency to a wealth of characters. SO MUCH TO ACCOMPLISH, ISN’T THAT INSANE?!?!?!

Okay. I hear your snorts of derision. “Reviewer,” you snootily say, “literally EVERY WRITTEN WORK does all those things. Its kinda written-narrative’s thing.” Yeah, well do they do it so EFFORTLESSLY? So CRISPLY? So gosh-darn SWEETLY??? We are talking mostly terse paragraphs of description and dialogue that do ALL that, plus provide soft cues to keep you progressing, PLUS warm your cold cynical hearts, you ivory tower bastards. I cannot overstate what a delight the prose style was in this work, how it carried me through some tough times and created a world it sucked to leave. I don’t know why, but this line just exemplifies what I’m talking about so perfectly:

"The upper ruins were not held together by magic, but, apparently, they were supported by the lower parts."

That wry, matter-of-fact voice, ah, I’m smitten. The other thing the above blurb captures is just how well-thought out the world and plot is. Despite being a fantasy of heroic undead, magic spells and artifacts, light geopolitics, everything works together in such a satisfying way. Most especially in puzzle construction. The ability for Rosalind to disassemble to solve puzzles was endlessly varied and invariably fun. Spell usage was a little more straightforward, but no less fun. Setups and payoffs abound every step of the way but especially in endgame. This is a work where SOMEONE IS TALKED OUT OF PREJUDICE and somehow my response was NOT ‘oh c’mon.’ Would it work that way in the real world? YOU DON’T KNOW, ROSALINDA AND TEAM HAVE NOT TRIED YET.

It gives me no joy to report there are some frictions, but I’ll try to dispense with them quickly. For one, the UI had an unfortunate scroll length where some options went unnoticed below the window’s edge. This caused me to spam/lawnmower the insanely large space, made more painful than normal for its breadth. Check your scrollbar first is my advice for those stuck.

There are some unanticipated solutions I wish had been addressed in game, most notably (Spoiler - click to show)not being allowed to feed a Tinctured Piecrust to a catfish and being unable to (Spoiler - click to show)get Ormund to help with crystal grabbing or plate-standing. I didn’t need those to work, just explained. Minor quibbles to be sure.

There was one puzzle I considered unfair, which is code for hard but not in a SATISFYING way, a (Spoiler - click to show)search only one character can complete, in one specific location, with no hints I spotted that that might be necessary. There was another that was SUPER fair, and I just missed it, but chuckled in glee when I tapped the progressive hint that clicked it into place.

…aaaand I’m done with the negative. This was not a mind-blowing game changer of deep human insight. This was a frothy, pulpy fantasy lark of unremitting positivity and cleverness, buoyed by text it was a treat to read. And not for nothing, an elegantly architected Twinesformer experience that will forward be my gold standard for these kinds of things. Kudos author, I enjoyed every minute. Most minutes. All the minutes worth talking about.

Mystery, Inc: Daphne
Vibe: Plucky Fantasy
Polish: Smooth
Gimme the Wheel! : If it were my project, most folks in my life would question who I really was, how I deceived them so long, but could they keep this new guy anyway? For me though, I think I would plumb some of those alternate solutions into text, either with playful rejections or as alternate solutions. This is probably not a simple ask, given the large permuted space already accommodated, but since the work makes it LOOK so easy, it must BE easy, yeah?

Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.

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Alltarach, by Katie Canning and Josef Olsson
1 of 1 people found the following review helpful:
Always After Me Irish Myths, May 10, 2024
Related reviews: Spring Thing 24

Adapted from a SpringThing24 Review

Played: 4/9/24
Playtime: 2hrs

It is rare for me to see the ‘Interactive’ and ‘Fiction’ aspects of a work as truly separate things. Sure, I sometimes lean on those aspects when writing about IF works because its honestly pretty convenient, but the alchemy is how they come together to form a new, more interesting thing. I mean, isn’t that why we’re here? Fiction without interactivity is a story. Interactivity without fiction is a parlor game. There is always an implicit question about the combo, ‘what does interactivity bring to the table v like, just reading a book?’ (That is somehow a more interesting question than ‘what if bingo had a character arc???’)

I’m not an academic, and there’s probably much better thought out constructs than whatever I’m about to type next but let me try to call out some explicit things interactivity can bring to a narrative.

- collaborative character building through choice architecture and prioritization, more strongly investing the reader in a protagonist
- narrative pacing for dramatic effect
- dynamic graphical flourishes to enhance specific moments
- collaborative plot development, letting reader input influence events; at its most pronounced resulting in multiple, orthogonal stories (all of which provisioned by the author in some way)

There is a temptation to categorize based on the latter. Is it a linear story enhanced by Interactivity? A pass/fail narrative of puzzle solving? A full branching narrative of ever-richer complexity and text volume only the minority of which is presented in any one playthrough? None of these are inherently better than any other, just different aims.

I’ve spent a lot of time on this explication, while nominally discussing Alltarach (seems I gotta get there sooner or later). I’ve done that because this is the first work I concluded the interactivity might have detracted (though not completely!) from the experience. So, let’s surgeon scalpel this thing and talk story first.

This is a deeply accomplished story with a compelling central conceit: that Irish Myth and Christianity (specifically its lore) coexist on equal footing with each other. That Cu Chulainn and Saint Patrick are basically peers, and exist and influence mortal affairs in qualitatively similar pro-active ways. What an amazingly subversive and challenging premise! I honestly gasped when I realized what it was about. It takes the trappings of Mythic lore and applies them to a time of growing Christian influence in a Battle of the Gods. CHRISTIANITY IS EXACTLY AS TRUE AS MYTH. Whooo, swinging for the bleachers! I love the unrestrained chutzpah of it! It does make for some really shocking and strange juxtapositions, like when Christianity (as the newcomer) is positioned as the more liberal, accepting strain of belief. I didn’t read that as a fault though, more as a bold-faced CHALLENGE. It is a gutsy, supercharged take of pure audacity and I love it for that.

And it is EARNED. Thanks to a detailed bibliography, its mythic trappings are comprehensive and well thought out, employed progressively through a story of escalating scope. The text veritably oozes with Irish authenticity. Literally so, if you read the copious footnote bubbles as pushing through the story, so dense that the story cannot keep them contained. Between the richness of the tone, its authentic patina and pure audacity, it is easy to be swept along by this tale and I was.

So let’s talk about that tale: a sister searching for a lost brother and uncovering mythic truths and family secrets. The brother is portrayed as a stoic but compelling mystery, the protagonist as detached and a bit helpless, and both grow and change throughout the story. They are mostly up to the task of navigating this deeply compelling world, but for different reasons can’t help but pale a bit next to it. The WAY they pale though, almost always devolves to the way interactivity is employed.

Let’s start with the protagonist. She is our main interactive avatar for most of the story. We set her priorities in how we pursue the investigation. We set her character in how we choose to interact with other characters. We collaboratively build and invest in her… to a point. The story is often good at integrating our input, but significantly also often whiffs on it. In my play, there was a local boy of repellent ego who I rejected at every turn. Nevertheless, the story insisted on a path I had avoided. Similarly, another boy I flirted with amounted to nothing. Choices I had intended to be mild reproach turned into bitter, over-emotive outbursts. Discussion topics I prioritized according to an inner character priority read out of order, emotionally. It all had a distancing effect where my Brid was at war with the piece’s Brid.

Similarly the brother. While I liked the graphical cues when the narrative shifted to his perspective, his interactions struck me as distinctly different than his early characterization. I could rationalize early scenes, where he was alone and presumably we were seeing an inner life he shields from others. But when reunited, if anything, he gets MORE emo and expressive, as presented in dialogue choices I might select. Okay, that was a bit glib. Admittedly he was going through some stuff. Even so, the contrast to his early characterization (unremarked upon by our protagonist!) was jarring. The cumulative effect of both of those things was characters at war with the narrative because of interactivity.

Perhaps its biggest deflation was in plot influence. The climax is structured as a conversation between the siblings to decide the results of the quest. Interestingly, the player gets to cycle between them, taking both sides of the dialogue. I liked this in concept. On the sister’s side I felt this was reasonably well implemented, and fit a dialogue-based game paradigm of ‘can I convince him through topic selection?’ The other side though, felt kind of all over the place - inconsistent characterization, uncanny and incomplete response availability and ultimately a BIG DECISION. My problem was, until the end none of it felt strictly under my control despite my nominal driving, to the point the final real choice felt untethered. Because I could form no coherent character in my head, I actually had no idea what me-as-brother would do, or even why those choices were available at that specific point. So I cheated, and chose what the sister wanted (she earned it!). And didn’t feel great about it.

To walk back some negativity, let me say other aspects of interactivity - graphic flourishes and text pacing - were done very well, and to advantage. In particular the POV cues in color and font were really nicely rendered.

So where does that leave me? A piece whose setup and background are top tier that I can’t express enough admiration for. Whose employment of Irish Myth was entrancing. Whose take on Christianity was confrontive and challenging. Whose language and narrative are superb. And that only fell down when it let ME get involved. So, who’s the problem here?

Mystery, Inc: Daphne
Vibe: Mythic
Polish: Gleaming
Gimme the Wheel! : If it were my project, I would marvel that I had anything this transgressive and marvelous in me. Then I would, with great regret, excise the brother’s side of interactivity and focus on sharpening the sister’s choices, responses and climactic gameplay. Because y’know, SAYING I’d do that is just super easy.

Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.

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Pass A Bill, by Leo Weinreb
Mr. Fudd Goes to Washington, May 10, 2024
Related reviews: Spring Thing 24

Adapted from a SpringThing24 Review

Played: 4/8/24
Playtime: 25min, Master of Politics, 4/7 deaths

If there is a more fraught topic to mine for slapstick comedy at the moment than US politics, I’d like to know what it is. Biting Satire? Caricature? Anarchic Absurdism? Absolutely. Anything with a point of view and an edge, the sharper the better. But slapstick requires a much lighter devil-may-care tone, especially if you’re going to have the player engage in cartoon violence with actual fatalities. Due to an accident of birth coinciding with narrative cues, I can only interpret this work through the lens of US politics. I apologize to anyone looking for different.

The work seems to understand its comedic challenge, and opens by positioning itself atop three super-exaggerated supports. 1) Ossified Bureaucracy cynicism. 2) Both-sides-equivalence-ism. 3) Narrative Simplification to the point of abstraction. The latter, I think, is the one that gives this piece its fighting chance of working. The unsung hero of support #3 is the illustration style. There is no better clue that nuance and accuracy are not welcome here than its visual palette and artwork style. I do not intend it backhanded when I say it is reminiscent of childlike doodlings. In fact, it is quite crucial that it is. The visual/artistic shorthand gives permission in a sense for the other two legs to stand unashamedly.

Absent the graphical cues, legs one and two seem hopelessly misguided against the last decade. We are not pretending to distort and mock actual politics here, we are exaggerating inadequate cliches about politics as a backdrop for madcap antics. The player intro drives this home superbly - our goal is to pass the most hilariously inoffensive law imaginable. Just the one. These low-seeming stakes in this alternate-reality West Wing divorces us from having to parse real-world parallels, or suss out layered meanings. So when bizarre character turns, hidden labs, Looney Tunes violence happen, we are not bound to decode them, we can just roll and play in the space. Even the ending that provided the most hope was a funny bit of cynicism that would be actively appalling played against a more real backdrop.

I was game to do my best to go along for the ride. I committed to and suffered cartoon violence. I found all the non-death endings. I freely sampled the actual death endings. I don’t think I ever fully escaped the spectre of its inadequacies in reflecting its purported subject matter but I got pretty close. There was a detail that troubled me about this more than any other - that the unnamed opposing parties were colored red and blue. For me, I needed to be pulled OUT of that space, and those colors were a counter-productive reminder. Literally any other colors, I dunno, pink and teal?

Ultimately, it didn’t quite succeed for me in replacing our dire reality with its own. But there were sequences that absolutely did pull me into its mad orbit for a few moments of subversive glee. At its best, it kind of made me long for ITS version of toxic politics over what we are actually living with.

Mystery, Inc: Scooby
Vibe: Slapstick
Polish: Smooth
Gimme the Wheel! : For sure I would change those colors, if this were my project. I would also try to infuse other touches to further distance from current reality, and sell the Bizzarro Congress. The zanier the better.

Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.

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Zomburbia, by Charles Moore, Jr.
1 of 1 people found the following review helpful:
Oldschool (Implementation) Horror, May 10, 2024
Related reviews: Spring Thing 24

Adapted from a SpringThing24 Review

Played: 4/8/24
Playtime: 2hrs, unwinnable at 1.5. Restarted, 1.25hrs later ANOTHER unwinnable state? score 260/300, Read spoilers, done

An old school lightly-horror-themed parser? Seems like this entry would be talking my love language. Thing is, my intro to the hobby decades ago is definitely seen through rose colored glasses. There are aspects to parsers that I enjoyed when we didn’t know any better but DEFINITELY don’t want to revisit forty years on.

Let’s start with the good callbacks. I have referred to something I call the “Implementation Horizon” in parsers - the level of implemented detail that acts as a soft signal to the player where to stop poking. Zomburbia integrates this horizon deftly into its gameplay by leaning to VERY SHALLOW. This is not a problem, in fact it is very much a strength. Because the implementation is shallow, area descriptions are terse, punchy, and signal interesting items clearly and crisply. There is no futzing about with smothering detail, hunting out the one interesting noun in a sea of them. You don’t need to be TOLD you need the brooch. Its simple presence indicates that quite clearly. This should not be underestimated as a creative choice, it really smooths out player frictions and drag in a seemingly broad space.

The shallow implementation also dovetails nicely with old-school brevity. Descriptions are not flowery and dense, they convey their imagery and importance economically and crisply. The net effect is to make this mid-sized game kind of zippy. Couple that with a good-natured, quirky setup and cast, light humor (especially in death scenes) and it enables a very amiable old school experience. One of my favorite touches was (Spoiler - click to show)the protagonist slowly turning into a zombie. A great little goose to the proceedings. Kevin was also just delightful.

It definitely has gaps though. It is one thing to have a shallow implementation horizon, it is another to not fully plumb that horizon. There are a LOT of unimplemented synonyms, inadequate disambiguation prompts, and bugs (in one instance, dropped items were not listed in room location, and needed me to reread my transcript to figure out what needed picking up.) Some papers were coldly listed as ‘not flammable’ as I sparred with a particular puzzle. It did not fully recognize game state, in one instance telling me "You can’t find anything wrong with the broken hedge trimmers." Those broken ones you mean? Nothing notable comes to mind?

All of that could definitely have been forgiven had the game not also leaned into my two LEAST favorite old school tropes: inventory management and unwinnable states. The former was never really entertaining as a puzzle, it was a misguided attempt at ‘realism’ in works that didn’t need or want it. Its effect is book-keeping drudgery of the least entertaining kind. And this from a guy that plays with spreadsheets. Unfun wastes of my time grate here, particularly when the overall vibe is otherwise so fleet.

Which brings me to the unforgivable sin (according to Monsignor McC) of this game: quietly unwinnable states. My first playthrough, after two hours I stumbled into two of them. One of them was at least clued by in-game warnings, another… just happened? I was on the edge here: was the game enjoyable enough for a replay, two hours in? Its attitude was so friendly, I wanted to give it the benefit of the doubt, so I plowed back in. Took me ~40 minutes to retrace my steps which was longer than I wanted at skim-speed, but then got back in the flow. Thirty-five minutes later I had racked up 260 points and was firmly into endgame… when I think I hit another one. I say ‘think’ because I had a flash of something I should have done, but at that point was beyond my UNDO window to revisit. It is possible that the game could have provided NPC business to reopen that window, but nothing in my experience so far indicated that was likely.

Ok, yes, not having a savepoint is on me. I knew what I was in for at this point, I’m an adult with some level of object permanence and cause-effect understanding. What can I say, I let the breezy environment lull me. So here I am, maybe two steps from end, do I go back AGAIN, maybe another hour’s worth of replay? I do not. Old school parsers didn’t have a wealth of alternatives vying for our time. They were what they were, was up to us to meet them on their own flawed terms. Today? I got choices, man. I chose to read the Hint sheet to see what I missed and yeah, I was on the right path. Yay? *sigh* I woulda really liked that, had I not needed to rewind so far.

Mystery, Inc: “Z-z-z-ZOMBIES?!?!” Shaggy
Vibe: weirdly enough, Scooby-Doo Horror
Polish: Rough
Gimme the Wheel! : If it were my project, I would eliminate any and all possibility of unwinnable states. Just kill them with fire. If that doesn’t sate my blinding rage, then nuke the inventory management too.

Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.

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Octopus's Garden, by Michael D. Hilborn
Eight Legs, One Hat, May 10, 2024
Related reviews: Spring Thing 24

Adapted from a SpringThing24 Review

Played: 4/8/24
Playtime: 45min

How smart are Octopi? One list had them #8 in ranked sub-human IQ, below Orangutan/Chimps, Dolphins, Elephants, Crows (wow, you go crows!), Pigs and Dogs. Other fun facts: Chimps and pigs have played video games. Smarter dogs have learned basic Parser vocabulary and Verb-Noun syntax. I mean, none of my dogs for sure, but some.

What drove me into that divergence was concern that I might not be as smart as an Octopus.

This is a one-room parser game. As a pet octopus (probably a thing, right? Some folks keep tigers and alligators, so sure), your goal is to change the view from your aquarium, and not get in trouble doing it. It is a wry, tight little game - maybe a three step puzzle with some red herrings to sort past. The nature of the puzzles were clever enough, yet because I declined to (Spoiler - click to show)>X ME still required a hint. Followed by a headslap.

The humor here is gentle, mostly of the baffled-Octopus-take-on-weird-humans variety (I particularly liked the ‘For Neptune’s Sake’ expletive). If nothing else, the image of a baseball-cap wearing mischievous Octopus is a gift to all of us. If you imagine a balance-scale, with gameplay frictions on one side and puzzle challenge/raw entertainment on the other, a great IF experience would tilt noticeably to the latter. The greater the goods, the more frictions can be shrugged off. Here, the challenge/humor was lighter, and correspondingly, minor frictions suddenly became impactful to the balance.

There were quite a few: vocabulary was notably lacking in synonyms. Pillows but no pillow. Cap but no hat. Bathtub but no bath, and on. You were able to put items on the dresser before knowing how to retrieve them. Missing verb/nouns previously referenced in the prompt text. A continual need to resubmerge, but no shortcuts (that I found) to long form >GET IN AQUARIUM. (Spoiler - click to show)Inability to >JUMP past an open drawer. None of these are fatal, but do accumulate against its lighter charms.

The final puzzle solution itself is probably the funniest part of it, and even that is a LITTLE weird because I-the-player landed on it super fast, but I-an-OCTOPUS would never have any idea to do that, nevermind what the outcome of my actions would be. There was a bit of a subversive charge to that dissonance that made for a high note ending. So, maybe I am smarter? Maybe it’s not a competition though, maybe the real competition is who is less delicious? Which I win HANDS DOWN! Hopefully unverifiably so.

Mystery, Inc: Scooby
Vibe: Playful
Polish: Textured
Gimme the Wheel! : Ironing out the vocabulary frictions for sure would be my priority if this were my project. This is a clever, wry little game. Getting the parser out the way would let it land without caveat.

Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.

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Voyage of the Marigold, by Andrew Stephens
2 of 2 people found the following review helpful:
The Wrath of C'mon, May 10, 2024
Related reviews: Spring Thing 24

Adapted from a SpringThing24 Review

Played: 4/4/24
Playtime: 1.75hrs, 4 plays, 4 fails

Have we culturally saturated ourselves on Star Trek riffs? I won’t leave that hang: No. No we have not. VoM leverages a deeper-cut aspect of its inspiration to tremendous advantage: reductive two-fisted approaches to complicated problems.

Let me start by acknowledging ALL narrative is reductive. Figuring out what to reduce to tell a compelling story is a core challenge of storytelling. What details are important to the tenor of the piece? What details destroy the piece with abject ‘realism’? Adventure fiction in particular uses two-fisted action either as metaphoric shorthand or as a mechanism to deliver morally-unambiguous thrills. In our post-COVID world, the idea of sending an under-fueled, under-gunned boat of cure through enemy territory with insufficient resources to get there… ridiculous! This is a diplomatic/large military operation of infinite complexity and nuance!

In Star Trek world though? THIS IS EXACTLY THE CORRECT APPROACH. Evoking that vibe bypasses any quibbles we might have and puts us smack into the right frame of mind. The piece does not provide thinly veiled caricatures of familiar characters. Why would it? There’s plenty of that out there already. Instead, it crafts a series of Trekky scenarios in just the perfect combination of unique and familiar. We are essentially watching a season-long arc (presuming Trek trucked in that) on fast forward. Our familiarity plays off these scenarios in exactly the right way to maximize our enjoyment and minimize drag. We don’t need the details, we get it. It is a terrific choice, implemented confidently, and lands like gangbusters.

We are blindly exploring a sensor-defying nebula, searching for the route to a plague-ridden planet. Encountering all manner of alien species, strange phenomenon and ancient artifacts, not to mention meddling Glingons. And solving them all via WWKD. (What Would Kirk Do?) Each mini-encounter is an abbreviated television episode where we are trying to wring out fuel, weapon upgrades or information and not lose TOO many redshirts. These encounters are satisfyingly broad, varied and dangerous. If we seize initiative and power through, with a little luck we might save the day.

First time, I didn’t . Ran out of gas. Barely skimmed the endscreen before cycling back in for more. On repeat play, some gameplay artifacts started showing. For one, encounters started repeating. Obviously I was more successful second time. For another, the path through the nebula randomized, meaning every game would feature blind exploration, with many possible deadends and backtracks. I failed again, this time as a result of an encounter decision I had no way of deducing. Just guessed wrong. Then out of fuel again on a third run.

Then a playthrough that broke me. Applying what I had learned to by-now-familiar scenarios, and focusing maniacally on refuel opportunities I explored to within four jumps of the end, with three doses of fuel. It was in sight! I was presented with a wormhole that promised to shoot me… somewhere. No way to predict, just guess. I guessed… wrong. It shot me so far from the goal, and provided no opportunity to refuel. I conclude: 1) the randomizer is not adequately constrained for balanced gameplay and 2) waaay too much weight is placed on blind guessing problem solving. The latter is bad, but at least manageable through repeat gameplay. Coupled with blind exploration, the former is death. To know that I can exhaust fuel through no fault of my own, or be placed in unwinnable state by random luck… these are deeply unsatisfying experiences.

Even with all that though, the charm of the setup and encounters still shines through. Yes, maybe they get a little tiresome once ‘solved’ but they haven’t yet chafed. Yes, it was a fun, immersive experience for the first few runs. No, it is not compelling enough to fight the randomizer until you win. But honestly, you still get plenty of grins without that.

I realize, due to my stream of consciousness ramblings, I have neglected to praise the MacIntosh-1bit graphics which are just delightful and resonate with the retro-narrative vibe in a terrific way. For whatever reason, Ink continues to showcase superior graphic design, and Marigold is a proud member of that fraternity.

Mystery, Inc: “We’ve got a Mystery on our Hands, Gang” Fred
Vibe: Boldly Going…
Polish: Gleaming
Gimme the Wheel! : If this were my project I would pay attention to the route randomizer, and ensure refueling opportunities are presented frequently enough to avoid dead runs. I would ALSO double, maybe triple the encounter mix, so that replays have a decent chance of showing some new ones in with the old. Reward replays with new challenges and opportunities to bellow loudly at the sky. GGGLLEEEEEEXXX!!

Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.

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Loose Ends, by Daniel Stelzer and Anais Sommerfeld
The Broad Wore Fangs, May 10, 2024
Related reviews: Spring Thing 24

Adapted from a SpringThing24 Review

Played: 4/4/24
Playtime: 1.75hrs, (Spoiler - click to show)Stayed in city, joined a faction

For as big a horror fan as I am, vampire-fetishism has never been my bag. To the extent that I have any tabletop RPG history it would be more Call of Chtulhu than V: Masquerade. Despite leading with its inspiration (the latter), I was very pleased with the smoothness Loose Ends got me up to speed on the deep background of factions, norms and abilities. Trickle feeding lore as it was needed was so much more engaging than a massive infodump would have been.

I was positively delighted that gameplay and story owed a lot more to Noir Detective than RPG sourcebook. Like a lot of great Noir, it uses a very specific political and social backdrop to inform a more-than-appears mystery, with a hard-boiled, out-of-their-depth outsider player-detective. It also seems to be a pretty deep implementation, supporting a variety of play styles. A handful of selectable skills and abilities seem to permute the player space in a nicely customized way.

It is a choice select mystery. This is a challenging paradigm for mysteries, as without careful curation, even simple absence/presence of options can provide unearned or mimesis threatening cluing. Loose Ends is not perfect here, but it is pretty darn good at it. Its biggest compromise on this front is marking options that may hold information with icons. It acts as a stealth hint system, that often wasn’t needed due to well-connected chains of clues. In one case though it did generate a repeat visit I might not have otherwise bothered with. I think on balance its value as a soft ‘director’ outweighs its downsides.

In addition to enabling a variety of player capabilities, the work also seems to enable a variety of player motivations and story paths. With diligence you can solve the (pretty cool) mystery, but what you DO with that solution seems to be up to you! That’s just nifty. It leverages Telltales’ ‘X WILL REMEMBER THAT’ mechanism to great effect, rewarding player choices with faction alignment that potentially changes the levers of power in the city. (Sidebar: Is there a more important narrative-game innovation in our lifetime than that pregnant phrase? I guess barring folks old enough to have seen the genre invented in the first place.)

My biggest quibble with the game is its lack of state awareness. Many times throughout the game, stock location descriptions include objects that have been removed, refer to dialogue that is no longer relevant, or concatenate game state text in jarring ways. In its most egregious artifact, it allows recovery of clues that have been destroyed. Below is an intrusive example:

(Spoiler - click to show)"[...] Lucille freezes—then a spasm runs through her body as her control of her own nerves is severed, muscles and tendons moving as Varkonyi directs. With another gesture he shuts down a bundle of nerves, sending her sprawling to the floor. For a moment she can do nothing but twitch, but with effort she staggers back to her feet.

"Lucille stays close to your side, watching and waiting for the right moment to strike—and then she finds it. In a split second she’s right in the middle of everything, laughing wildly as she whirls around in a flurry of steel. Another split second and she’s thirty feet back, covering your advance."


I have some forgiveness for these kinds of artifacts and even so, the work had enough to push itself past my ‘just ignore it’ threshold.

The only other off note for me was the denouement. As these things do, it kind of summarized the net effect of your choices on the ultimate outcome. I was unpleasantly surprised to see my choices showed me aligning with a faction I had no intent of aligning with. In fact, I had deliberately attempted to preserve faction-free independence throughout the game. I suppose some combination of my final actions and who I chose to ally with swung the algorithm on me, but I was not expecting it.

So yeah, slightly sour ending but engaging through its runtime for sure. Here's the big twist though: the authors have since updated the game, seemingly addressing many of these issues! I can only report my own experience, but assuming they did as good a job on the updates as the base game, they likely turned a 4-star experience to a 5-star one!

Mystery, Inc: Shaggy, though a strong argument for Velma too
Vibe: Vampy Noir
Polish: Textured -> Smooth?
Gimme the Wheel! : Absolutely my version of this project would try to polish its state awareness as a first priority. I think I would also try to soft hint faction alignment implications to give a little more player information and influence on the outcome. To the extent this was done... backseat driving works ya'll!

Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.

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You Can Only Turn Left, by Emiland Kray and Ember Chan and Mary Kray
I'm not High, You're High!, May 10, 2024
Related reviews: Spring Thing 24

Adapted from a SpringThing24 Review

Played: 4/4/24
Playtime: 15min, two passes

I know I just said two passes, but this is a one playthrough game. It pretty crisply tells you exactly what it is up front - an exploration/simulation of the grey area between sleep and wake. The presentation is terrific - swirling backgrounds of symbolic dream images or sleepiness-contorted real world fragments. I think the plunging, swirling staircase was my favorite. It also plays with font and layout in intriguing and evocative ways very much adhering to its mission statement.

The story it tells is drowning in specificity, to its great benefit. It’s not trying to be a general dream state, with shadowy details that might or might not resonate with you the reader. It presents a protagonist of specific experiences, well and tightly described, then sleepily distorts those vignettes. That is its true power. Those specific details are our entry into this halfway-state. Only by understanding what clear looks like to we appreciate the depths of murky. I was swept along in its thrall, and happily report it delivers its intent with panache and confidence.

My first playthrough left me in a happy fog, kind of like an hour into an evening of edibles. Uh, so I’m told. Always leave them wanting more, right? Well, when I want more, I want MORE. In this case, that meant revisiting this short work.

Peppered throughout the proceedings are occasions where you get to select sleep v wakefulness. I decided to poke a bit, see what those choices amounted to. This was a mistake. During first playthrough, my selections had everything to do with the ebb and flow of the dreamstate. Where did it FEEL like I was going. That was cool.

Second time, deliberately playing with it, it looked to me like those choices had no effect on the narrative. Worse, the way I determined that was making a choice, then going back and making the other choice. Sometimes this was not possible, but when it was I detected no difference in the subsequent text. It didn’t seem to matter which choice you made. Except it did, because making a choice and rolling with it kept you in the flow of the piece. Stutter-stepping back and forth shattered that calm and effectively destroyed the mood of the piece. Which was really its whole point!

Learn from my mistakes, team. This is a really cool one-off experience. Like my oft-cited butterfly, examining it closely wrecks it.

Mystery, Inc: Shaggy. You know why.
Vibe: Pre-Munchies Fog
Polish: Smooth
Gimme the Wheel! : What would I do if it were my project? Good question, it is very accomplished at going after its goals. I think I would expand the use of music. Ambient sounds often try to reflect the current scene, but their transitions to new scenes are usually abrupt. Rather than disrupt the flow, I think I would commit to an unbroken, dreamy soundtrack. Music could powerfully underline the mood it is going for. Even better if you could engineer smooth thematic changes as the game progresses and avoid those jarring cuts.

Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.

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To Beseech Old Sins, by Nic June
3 of 3 people found the following review helpful:
Teenage Horny Space Marine... Somethings, May 10, 2024
Related reviews: Spring Thing 24

Adapted from a SpringThing24 Review

Played: 4/4/24
Playtime: 30 min

Up front, the game told me this was part of an ongoing series to which I had no prior exposure. These disclaimers immediately prompt the question, ‘Am I too background disadvantaged to appreciate this?’ My success rate with these kinds of things is pretty high - Series like Little Match Girl and Lady Thalia notably ease new players in without friction and quickly get us in the swim.

Beseech didn’t quite achieve those heights. Interestingly though, for a while, it used that opacity to its advantage, creating an interesting frisson between a world that of course knew who our Power Throuple was, and me who was desperately trying to catch up. If I’m honest though, that frisson was kind of an artificial boost. There were some narrative choices and gameplay choices that didn’t play for me, and absent that ‘gotta figure out what’s going on here!’ charge, would have tired of it much sooner than I did.

The first narrative sin, for me, was the Power Throuple themselves. Cast as uber-Space-Marines who were so valuable that military structure bent over backwards to accommodate their flagrant insubordination. You know what that kind of double standard does to unit discipline? No, the work does not know. And worse, the Throuple were so, so, so smug about it. About the only time I can tolerate this kind of archetype is either when they subvert their competence somehow, or when we fast forward into outlandish pulp adventure. Beseech did neither.

The second narrative sin, though perhaps specific to new readers, was that their identity was revealed so offhandedly, so late in the story, that it was very much a ‘burying the lead’ moment. They are (Spoiler - click to show)Horny Space Demons! Maybe I could have learned that a lot earlier, certainly before they go on a mission? The reveal was so vastly underplayed as to effectively be anti-climax.

The last narrative sin was lack of interesting conflict. They were presented at the jump as final-resort weapons of irresistible effectiveness. They were employed as such. Sure enough, they lived up to that reputation. There were no reversals, no intricate plans, not even any portrayal of HOW irresistible they were. Hell, there wasn’t even any conflict - (Spoiler - click to show)the antagonist surrendered without protest, and in fact went out of his way to say how awesome they were. Uncharitably, the arc of the piece was ‘We are awesome. The enemy agrees. Now reward us!’

Now, as part of an ongoing series of games, maybe this isn’t so terrible? Maybe this is just a low-stakes interlude (as suggested by introduction) between high stakes adventures. It’s not unreasonable to see it that way. For me though, as a standalone story without background literacy, it did not work.

The narrative was not my only friction with this piece. The Twine link-select UI also chafed at me. Visually, it was attractive. A futuristic font with unique highlighting on choice links. The problem was, there were two types of links. The first was an aside - some comment on things going on. These were actually the best part of the piece. The wry aside observations from the protagonist were funny in their often blatant horniness. The second kind of link was the ‘proceed with story’ link. I did not detect any links of the ‘affect the narrative’ variety. The problem was that the words chosen as links gave no clue which type they were- not in phrasing or position. An example (choices bolded):

"There was no hail of gunfire, no clouds of smoke and war. Instead we were greeted with something shocking. Something none of us thought we would ever see in our life times."

You might expect from that construct that the first link would provide some additional detail, while the second would naturally push the scene forward. No, it was the opposite. The work did this ALL THE TIME. This example is somewhat atypical anyway, in that more often, the highlighted words seemed arbitrary. Like if they were ‘There was no’ and ‘thought we would’ in the above sentence. Even worse, many times there were multiple paragraphs, where the natural thing to do would be select links as you read them, except the first link might move the story forward and expect you to have read the whole page! Independent of any narrative quibbles, this link confusion drove me to distraction.

Between the character, plot and UI choices, this was not for me. I could certainly see this playing better in context of a larger series, and hope longtime fans appreciate this more.

Mystery, Inc: Daphne
Vibe: Horny Space Demons
Polish: Textured
Gimme the Wheel! : If this were my project, the UI is where I would put my energy. It is a linear novel of sorts. I would give a lot more thought to the link architecture and its impact on how the piece is read. I would especially make sure those nifty asides are consumed in a natural way.

Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.

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Social Democracy: An Alternate History, by Autumn Chen
2 of 2 people found the following review helpful:
Always Be Fighting Facism, May 9, 2024
Related reviews: Spring Thing 24

Adapted from a SpringThing24 Review

Played: 4/4/24
Playtime: 1 hr, long civil war ending, but hey, no Hitler!

There’s a lot of folks ready to draw parallels between the rise of Nazism and current US politics. I’m not historically literate enough to contribute to that dialogue, but boy am I intrigued by (and sympathetic to) that analysis. My antennae twitch whenever the topic comes up. I ALSO happen to dig modern board games, particularly card-driven political games. So this entry could not have been more engineered to my fascinations unless maybe it included 80’s slasher icons. Boy would I play the HELL out of a Jason v Hitler game.

It wasn’t immediately clear what I was in for. Given the intimidating plurality of German political parties, each with their own permuted relationships and alliances, and public sentiment percentages that suggested a fine grained-navigation of cold algorithms, I feared my historical illiteracy would be a prohibitive handicap. Thankfully, and also dauntingly, there is a library of background reading to set the player up for what follows. The game had prerequisite reading! I don’t think I was at ease until I saw the Deck/Hand paradigm. Turns out the transition from apprehensive to ecstatic is super easy.

What followed was gameplay that echoed any number of cardboard experiences, requiring juggling party and government decks (each presenting a series of unattractive choices), a limited resources pool, and unstable political alliances to hopefully keep the country steady enough not to give the Nazis an opening. History has kind of foreshadowed how hard THAT was going to be. I was smitten after the first two cards played and just totally immersed from there, nevermind that my choices had uncertain impacts. Nevermind that some special powers were more opaque than others. Nevermind that most of the historical cast were unknown to me. I was fighting Nazis fer cryin’ out loud - no time to bemoan fog of war, just start swinging!

I cannot speak to the historical accuracy of the thing. It certainly presented as well researched. I cannot speak to the compromises, algorithmic or otherwise, made to facilitate gameplay. I can say my hour was a white knuckle series of challenges, moral quandries, and frustration with my fellow Germans. Holy Crap was it compelling. Behind it all danced the tantalizing ‘well this does/doesn’t have a modern US parallel’ dialogue.

This is clearly the gamiest entry in SpringThing24. The narrative is emergent, as most well-designed, themed board games are. Is it Interactive Fiction? Technically, yes, but maybe in a way that unnecessarily muddies what we mean by IF when there are crisper ways to summarize this experience. Is that a lick on it? Oh, hell no. My playthrough ended in civil war, because I was unwilling to cede to the Nazis. I got chills as I let the modern US parallels sink in.

This thing is bookmarked. ABFF. Always Be Fighting Facism.

Mystery, Inc: A construct this intricate? Fred
Vibe: Boardgamegeek Top 10
Polish: Smooth
Gimme the Wheel! : If this were my project, I would Kickstart this thing as a prestige-format board game. Wooden pieces, thick cards, the whole nine yards. Yeah, I’d need to lose the opacity of algorithms, and streamline mechanisms to adjust public sentiment, but small price to pay. Maybe as a backer bonus thresshold, provide US 2024 alternate decks.

Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.

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Do Good Deeds..., by Sissy
Storytime Slowdown, May 9, 2024
Related reviews: Spring Thing 24

Adapted from a SpringThing24 Review

Played: 4/3/24
Playtime: 20min, finished

I kinda love that there is a “children’s story” sub-genre of IF. We’re dealing with the breadth of human imagination, IF should have ALL THE THINGS, and our chronally challenged progeny deserve the magic as much as anyone. That said, there is no getting around the fact that I am not a child. Historically, I mentally conjure a childish avatar in my head when engaging these works, to assess how these things are landing. We just have a grand old time goofing together, this mental construct and I, like the brain-damaged maniac I am.

I found it harder to do with this work, and I think I know why. It wasn’t the presentation, at least not the graphical presentation. The excellent ‘painted’ backgrounds and animated-cell characters are Bambi-esque, immediately setting a friendly and welcoming tone. The setup is classic misunderstood-protagonist-winning-through-kindness. Revolutionary? No, though maybe in modern times we can use a lot more of it.

The UI paradigm though is punishing, and its primary sin is a common one: injudicious use of timed text. Text plays out sloooowly, not unlike someone narrating a book aloud to a pre-reading audience. Ok, thematic, except absent the verbal intonations and performance that make that tolerable it is just sloooow. Even if you try to speed it up by space-barring, subsequent text blocks remain delayed even after the current words are flashed up. Both choices are jarring. According to my mental avatar, kids are LESS patient than adults, not more so, so this choice is doubly defeating.

The UI has other issues too - the text box requires scrolling, but it is invisible so it is not immediately obvious WHEN it needs scrolling. This makes for some early delays in an already snail paced progression. Even a tinted, transparent box would have clued that better. (There are also a noticeable amount of typos in the text it bears observing.)

Then there is the narrative. There is almost no meaningful interactivity. Yes, you can decline to be helpful, but in a work titled Do Good Deeds … what level of sociopathy are we talking about here? ‘Click to continue’ is useful in IF for sure, but when ‘continue’ means more timed text, its welcome develops some back pressure. More to the point, there are a LOT of interactions. Story telling tradition recognizes the power of threes - Establish, Reinforce, Conclude/Twist. This is an especially powerful technique in kid’s lit. Deeds is embracing the power of… tens? Ten vignettes different in detail, but samey in result? Another dimension of drag.

All that said, the core presentation has a lot going for it. The individual interactions are varied enough to express a breadth of generous problem solving, with a large cast of woodland friends. The UI issues seem addressable to tighten down the experience. I could see this pushed into shape for my youthful avatar.

Mystery, Inc: Talking animals? It’s Scooby
Vibe: Kids’ Lit
Polish: Rough
Gimme the Wheel! : We talked about the UI and typos above. If my project certainly my first stop. On its heels though, I think clubbing the encounters into three groups of three, where the results of kindness escalate the protagonist’s acceptance in the larger loops would better leverage classic storytelling BKMs (Best Known Methods).

Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.

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A Dream of Silence: Acts 1 and 2, by Abigail Corfman
2 of 3 people found the following review helpful:
Emotional Support Ghost, May 9, 2024
Related reviews: Spring Thing 24

Adapted from a SpringThing24 Review
WARNING: Review is from an early, incomplete version of the game

Played: 4/3/24
Playtime: 2.25 hrs >7 fails until win?

I made a good-faith attempt to spoiler-protect this thing, but my responses are so specific… caveat emptor.

New as I am to the modern hobby, I am occasionally blindsided by obvious-in-retrospect conceits that are likely not surprising to others. I am familiar with the fanfic phenomenon - enthusiastic amateurs writing about copyrighted properties simply because they love it so much. It should not be a surprise that fanIF also exists in the world. Presumably less porn-focused, but hey I’m not judging either way.

This is a fanIF riffing on Balder’s Gate 3, a D&D-based AAA console RPG. I have no relationship with that property (Alan Wake/Remedy Games is more my speed), but c’mon I grew up in the modern world, I know what D&D is. Dream ably catches me up on what I need to know to provide a much tighter bottle scenario: escape a one room mental tomb with a vampire compatriot. It also lets you pick your D&D Class which, hey, if you invite me into the party you’re getting a Rogue. You just are. If you didn’t want a Rogue you shouldn’t’a invited me. That’s on you.

I ended up on roller coaster with this thing, and I’ll use an early quote to shepherd us through:

"This game does presuppose that your character cares what happens
to Astarion [the vampire party member in question -jj]. If you
don't like him (which is a very legitimate opinion to have, he is
an asshole) you should probably not play this game."

I laughed out loud encountering this the first time, as that could easily have been my knee-jerk had the game not warned me to play along. So I played along. The one room escape is a fiendishly clever Dark Room. Due to reasons, you have to teach yourself how to interact with the world, including seeing, speaking and touching. As you teach yourself, you haltingly explore a pretty spare crypt and have to figure out how to escape. I played in ‘Balanced’ mode, and it is CHALLENGING! Your companion’s health leaches away every day, and if Astarion dies, you die. You can slow the bleeding by talking and comforting him, but every moment you spend doing that you are NOT improving your abilities to facilitate escape. Events happen around you to increase the challenge, and there are few clues what the ‘right’ mix of activities is. He died in a half hour the first time.

But I was metaphorically trapped in this puzzle! The balancing act was interesting and fun. Deducing cause and effect, what is important, where things might go, USING MY ROGUE POWERS, all of this was magnetic in gameplay. I cycled more times, almost maniacally poking into new corners here, engaging the poor sap differently there, leveling up at different rates, always learning. It was Time Looping. I was Time Looping and I loved it more and more except…

…except it became more and more clear that the way to success was to (Spoiler - click to show)emotionally buttress my fellow prisoner, to slow his decay. Thematically I get it, its really clever actually. In PRACTICE it was increasingly irritating, on a geometric progression. Not only because I was spending greater swaths of my day just (Spoiler - click to show)holding his hand, when I could be, y’know, THIEVING SOME ESCAPE TOOLS. But also, with every loop, I got smarter while he didn’t get an iota less Needy. If anything, by keeping him alive longer, I was treated to increasingly unwanted codependent behavior! Yeah, I’m trying to set up a finely calibrated sequence of sensory growth, exploration and guard interaction, but BY ALL MEANS LETS TALK ABOUT YOUR FEELINGS FIRST.

Look, I KNOW it’s thematic. I KNOW it’s plot justified in the most elegant way. I KNOW it was slyly subverting dungeon adventure tropes for emotional narrative and an extremely vital exploration of the trauma of solitary confinement. I don’t even begrudge well-chosen gameplay compromises like after 150 days only NOW does his decay escalate; or famously immortal vampires cracking under pressure of advancing time. My problem is, after looping so many times, I was pot committed to a High Adventure rescue. I was not receptive to a segue to (Spoiler - click to show)slashfic. If that was the piece’s aim, it certainly held its cards close while I built contrary expectations. Additionally, I think there is a missing piece. It is clear what Astarion needs from the PC. It is not clear at all what Astarion provides the PC, emotionally or otherwise, why the PC should care. Maybe the original IP provides this? For a noob like me though, by repeating his neediness over and over via gameplay loops, it curdles to Cling. Have we not established at this point that I am an emotionless husk? This cannot be surprising to you.

Inevitably, I saw the writing on the wall. There was no High Fantasy rescue in my future. I needed to do what I needed to do to get him out of the fox hole. So I hid the pity in my eyes, looped 3 or 4 more times (over two hours total) and nursed him through. Things seemed to be progressing, and then ACT 1 ended.

Ok, that was progress! We didn’t die! (Spoiler - click to show)His clammy hand was clingy and we hadn’t escaped yet, but things were moving in the right direction at least. I had seen in Menu that there were three acts. I had presumed I got to play all three of them. Nossir. It seems the other two are not implemented yet? So after all that, the game ended and I DIDN’T EVEN (Spoiler - click to show)ESCAPE??? WHAT THE HELL AM I HOLDING THIS NEBBISH’ HAND FOR THEN???

There was a noise that came out of me I would not have believed I could make. For a game that needed me to care about Astarion, after I had gamely agreed to do so, it went to great lengths to break me of that then just left me twist. I am so sorry, that is just classic Scrappy.

Mystery, Inc: Classic Scrappy
Vibe: Gothic Escape Room
Polish: Gleaming
Gimme the Wheel! : If it were my project, I would perhaps engineer a High Fantasy Escape solution that balanced emotional maintenance with daring-do. If that was really anathema to the purpose of the piece (which it well could be), I would better clue the intent up front, then focus on Astarion - pay attention to how looping affects his character and give the player reason to care, rather than demand it as a prerequisite.

Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.


In deference to the idea that this is both incomplete and clearly not for me, I am omitting my rating from the average.

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The Case of the Solitary Resident, by thesleuthacademy
3 of 3 people found the following review helpful:
Just the Facts, Ma'am, May 9, 2024
Related reviews: Spring Thing 24

Adapted from a SpringThing24 Review

Played: 4/3/24
Playtime: 1hr, 14/16 clues, right cause of death, wrong drug

If I part the opaque mists of time, push back untold eons to my reentry to this hobby, reaching, reaching nearly two entire trips around the sun to the barely discernible epoch of Fall 2022… this authorspace was virgin snow to me. Every game came as single line on a blank slate - no context of author idiosyncrasies, platform biases, tell-tale prose and fascinations. Just the raw work itself. Ah, such a simple, untarnished time and state for a reviewer full of unearned confidence and bluster.

An interminable 18 months later finds the withered, corrupted husk before you: penetrating brilliance and revelatory insights dimmed and drowned beneath a cacophony of prior art and superficial connections. You require evidence of my tragic artistic collapse? Not even past the cover page of this game, the eureka that pushed all other thoughts from my head was “Oooh! Oooh! I know this!” For a mad minute, I thought it could even be a Twine reimplementation of that former parser effort.

As final, damning evidence of my intellectual bankruptcy let me now proceed to review this work, liberally comparing it to its predecessor.

IT IS BETTER IN EVERY WAY.

The Twine platform is used to great effect in this work - its game-pane setup, liberal use of mood-setting graphics, case file/interview subscreens, and even text organization all combine to immediately cast the player in role of no-nonsense, just-the-facts-ma’am detective. The Twine command paradigm of selecting highlighted links on the page provide a superior framework where links only allow actions that support the investigation, as opposed to a parser’s need to accommodate any number of mimesis-breaking player fumblings.

The mystery is very capably put together - enough red herrings and dead ends to make searching out truths fun and challenging, not too many to drown the player. Many different items and leads that branch and intersect in interesting ways. Even the flourishes like timed text are used to advantage that could easily be intrusive.

The author uses all these tools to push the player into the role of Forensic Detective, then opens the door on clinical test results, chemical names and lateral thinking. My biggest beef with the previous game was that it didn’t sufficiently show its stripes, and let the player muck about with parser puzzle toys instead. It wanted Quincy, but let you be Clouseau. This time, the player is aligned from the jump - get that Keystone Cops nonsense outta here, pros are at work! The work is better focused, and better showcases its strengths, for it.

I really had fun with this one. In the end, I drew satisfaction from legitimate deduction and clue connection to determine cause of death. I failed however to identify the chemical source of the problem. I did miss two clues somewhere, perhaps those held the final piece I needed. OR PERHAPS NOT. Because the first thing I did after informed of my failure was Google search some chemicals, and ON THE FIRST RESULTS PAGE, THE MYSTERY WAS SOLVED.

I COULDA USED GOOGLE TO HELP SOLVE THE MYSTERY ALL ALONG! God, I love that so much. This thing made me a detective and with just one more bit of extra-game lateral thinking I might have closed the case. LIKE A REAL DETECTIVE. I can’t remember a failure so satisfying, and the credit goes to the real-world, clinical vibe the game created through graphic layout, mystery construction and tight UI control.

I kinda can’t wait for the next one in the series. You better BELIEVE I will be testing if it measures up to this one. [spoiler aside to author - that said, there is a discernible pattern in these two works that casts a shadow… beware!]

Mystery, Inc: Velma
Vibe: Forensic Detective
Polish: Smooth
Gimme the Wheel! : If it were my project, only one tweak: the body’s apparent sex is left unrevealed when examined, leading to a strange few minutes of disconnect when finding female name references around the apartment. Yes, it can be deduced but doesn’t feel like that detail should need to be.

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Rescue at Quickenheath, by Mo Farr
3 of 3 people found the following review helpful:
What Sprite Through Yon Window Breaks?, May 9, 2024
Related reviews: Spring Thing 24

Adapted from a SpringThing24 Review

Played: 4/2/24
Playtime: 45min

We’ve been using ‘Interactive Fiction’ as synonym for ‘text-based game’ for so long, it’s like repeating a word rapidly until it loses all meaning. Hey, there’s a term for that! Semantic Satiation - a term that probably requires less reps than most for its meaning to dissolve. Anywho, we’ve been doing it to IF for so long we lose track of full meaning of ‘Interactive’ ‘Fiction.’ Thanks Quickenheath for the reminder!

It has been a while since I’ve seen a work this gamey land this far on the ‘fiction’ side of the spectrum, longer for one this accomplished at its mission. Yes, there are IF trope aspects of searching locations, collecting inventory, solving password and poetry clue-based puzzles, but they all spring from narrative so organically that they don’t feel like puzzles. More like the natural flow of events we’re just swimming along with. I don’t mean to imply it is on rails, its mostly not. I mean the world building, character motivations, important artifacts and events are all painted so crisply and clearly that the story itself makes it clear where we need to be with barely any artificial nudging or narrative-killing false paths.

It is a rogue’s love story of adventure, rescue and hidden legacy. Crucially, the non-daring-do aspects are given more weight, making for a reasonably fresh take on the genre. And by “fresh take” I mean “showing my whole @$$ with ignorance of romantic literature”. The story itself sells its earnest emotionality with matter-of-fact prose that conveys the sweet emotions without becoming cloying. The world building is precise: just enough to intrigue and bring wonder, and crucially fuel the plot, not too much to overwhelm or generate unanswerable questions. If I had a plot quibble, it is the love interest’s revealed identity. Isn’t it wild enough that they are (Spoiler - click to show)a fairy? Did they need to be a (Spoiler - click to show)fairy PRINCE(SS)? But y’know what? Those kinds of things are pretty de rigeur for this kind of narrative. The ultimate climax was still a natural, satisfying product of the entire plot, made more vivid through interactivity.

A lot of that credit goes to the narrative, but the presentation and technical choices are doing a lot of work here too. The different font work, use of color and layout, are all just to the perfect side of the ‘evocative-intrusive’ line. Most especially effective are the aside-links, that provide flashback details when clicked, and even more the links that cycle words and phrases on the page. Those latter so crisply evoke a character struggling with a concept or idea by testing phrasings and leverage IF’s strengths to do so more effectively than static media. Really, the whole package does that - combines interactive flourishes and techniques to perfectly enhance a narrative that deftly enables their employment.

Viva Valentine and Aubrey! Viva la narrative! Viva viva viva viva Viva viva viva viva Viva viva viva viva Viva viva viva viva Viva viva viva viva Viva viva viva viva Viva viva viva viva Viva viva viva viva Viva viva viva viva Viva viva viva viva Viva viva viva viva Viva viva viva viva

See? Semantic Satiation. It’s a thing.

Mystery, Inc: Daphne
Vibe: Fairy (ah? ah?) Tale
Polish: Gleaming
Gimme the Wheel! : If it were my project, honestly not sure I would feel compelled to do anything here. It’s perfectly coherent in form and function. Get onto that next project, author!

Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.

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Potato Peace, by ronynn
1 of 1 people found the following review helpful:
Mayor McSpud, May 9, 2024
Related reviews: Spring Thing 24

Adapted from a SpringThing24 Review

Played: 4/2/24
Playtime: 20min, two endings, 4 cycles

I can’t remember the last time I laughed, out loud, where I could be heard by others, on the opening screen of an IF. Yes, I’ve done it midgame at particularly good gags. Heck I’ve repeated the word ‘INVESTIGRAB’ aloud an unjustifiable amount of times during one game. But at the jump? Unprecedented. The artwork in this game is exceptionally expressive and delightful. If I thought I could get it past my wife, I would search out a framed copy for our house.

Talk about right-footing, I immediately wanted nothing but good things for this game. Charged with bringing peace to humans and their sentient potato neighbors? No further details needed, I’m on board! It gives me no joy to report I did not repeat that initial high during subsequent gameplay.

It is a limited choice game, often with screens of no choice, or ultimately inconsequential ones until the final scene. This is fine, some of the choices bring chuckles which is legit. Often though, the focus seemed to drift. There are tons of potato puns and witticisms, though nearly all of them revolve around cooking potatoes. That’s weird, right? It’s like if all our aphorisms revolved around cannibalism. At one point you are invited to eat potato chips. World of sentient potatoes. Feels unsettling seeing it written, doesn’t it? I’m not saying that can’t be used to good effect. Heck, maybe the potatoes in this world just LIIIVE to provide culinary joy, like maybe its their whole thing! What’s weird is not NOTING that its kinda weird, narratively. I don’t want to pile on this too hard, it’s not like I’m looking for sociologically sound world building with sentient potatoes. Its more like opportunity lost to milk some more fun from the bonkers premise.

Missed opportunity rings out throughout. There is a mystery to solve, except the prologue reveals its solution completely. Nevertheless, you still flashback to the entire (failed) investigation as midgame, only to arrive exactly where you left off during prologue. Missed opportunity to flesh out the humor or better set up the endgame.

I will say, the closure was stronger, in that it presented actual meaningful choices including a nice observation of hum…er potato nature. It also seemed to lose the farce of its setup and might as well have been commentary on US electoral politics. Well, except that that delightful artwork continues to tickle the funny bone throughout.

Those narrative/prose quibbles are real, but kind of incidental. Honestly, the potato-based UI and artwork alone would have buoyed me past all that if not for larger issues. It needed a little more …baking… to be done. (Eh? like a potato?) I hit lots of issues that kind of compounded on each other. Despite my giving it a fullscreen window to play in, the UI pushed control buttons off the bottom of the screen, often. Sometimes even selectable text choices. The mouse was somehow super finicky, many times it registered a double click, skipping me past dialogue screens. No other window on my desktop suffers this, it had to be the game. Lack of Undo/Back means I had to full restart to recover those. The protagonist, according to illustration, is clearly a woman, yet one character refers to her as a guy. Maybe my presumption, I suppose, but never clarified. I cycled four times, got an unnumbered ending twice, and the same ending another two times, once numbered 2, the other time #3. This is ignoring some jarring emotional escalations during dialogue. Combined, it lent an ‘unfinished’ air to the work.

Even at that, my overwhelming impression is still a lingering goodwill and appreciation. Look, it could be sharper, it could be more polished, sure. But I’ll always have the gift of that opening screen.

Mystery, Inc: Scooby all day long
Vibe: Political Farce. So, y’know, Political.
Polish: Rough
Gimme the Wheel! : For sure the technical issues would be first priority, were it my project. Clean up text, UI, window management. Get that out of the player’s way and jump on the back of that tremendous artwork.

Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.

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A Simple Happening, by Leon Lin
1 of 1 people found the following review helpful:
I'm a G***amn Samurai, May 9, 2024
Related reviews: Spring Thing 24

Adapted from a SpringThing24 Review

Played: 4/1/24
Playtime: 30 min, two playthroughs

I don’t get the sense that Frank Miller particularly cares what you think about his legacy, which is his prerogative as an artist. 80s/90s US comics fascination with Western-idealized Japanese culture can sure use some re-evaluation though, and his name will loom large over it all. I raise this spectre because despite being a reasonably well-read, well-traveled adult, nevertheless that is the main touchstone I have to bring to bear to this piece. (Well, along with dim memories of the miniseries SHOGUN, no the earlier one, that my parents looooved.)

This is relevant to my review because leaving aside any specific cultural details, the overwhelming VIBE of Miller’s works’ was amped-up, self-serious melodrama, preoccupied with a vaguely defined but super urgent all-caps HONOR. It is kind of hard to tell where Chris Claremont stops and he begins. What was expressly missing was any sense of humor. Given the works he now says should be read as comedies, this is probably a good thing.

A Simple Happening drives unknowingly into that cultural baggage with a parser game of samurai committing seppuku (ritual suicide). There is every probability Miller’s corpus is an unfair backdrop to this work, that the resonances are unintended and purely my own invention. I accept this. Certainly, the work attempts to cue its mischievous heart early, in describing the offense that brought the player to the solemn ritual.

Even without Miller though, between the relatively spare descriptions of place and setup, and the charged ritual hanging over everything, its tone cannot help but be somber and suffocating. The early game observance of ritual, again described in tight, almost journalistic sparity, reinforce the solemnity of the proceedings. In particular, the cheeky ‘death poem generator’ is a subversive bit of humor, except that the straight-laced randomized phrases themselves don’t play along with the joke. A bit of compounding wry humor there could have done worlds to try and blend the tones. When the game shifts to an escape, and one filled with clear slapstick moments, the effect is jarring. Not unpleasant, mind, but decidedly dissonant.

The game presents as a dire melodrama, but anytime the player goofs, the game goofs right back, then quickly re-establishes its somber mood. In many cases it REQUIRES the player to goof to make progress. It makes for a very conflicted tone to the work - clearly intended comedy threaded through Miller-esque all-caps HONOR. And some not-for-laughs murder. All reinforced by the abrupt end to the journey.

As a comedy it is often funny. It just doesn’t try to reconcile its two tones into anything larger: not ironic contrast or pathos or even subversion. I played it twice to see if it was me. (Which is a wild claim. I mean, it was clearly ALWAYS ME.) The second time, I deliberately goofed early and often and was surprised that many of the gags themselves were terse and truncated, like the jokes themselves thought they were intruding. Even when I leaned hard into the comedy, I felt like the game was holding itself back. In the end I didn’t have a bad time - just one that couldn’t reconcile its two tones in a satisfying way.

Fair’s fair though, SO much funnier than Dark Knight Strikes Again.

Mystery, Inc: A somewhat muted Scooby
Vibe: Conflicted
Polish: Textured
Gimme the Wheel! : For sure, if it were my project, I think I would thread the playfulness more clearly into the early going, both with the poem generator and certainly the (Spoiler - click to show)attack to escape. Some slapstick in the latter would go a long way to a more coherent mood. Maybe also some words from (Spoiler - click to show)the wife to segue tones into pathos.

Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.

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PROSPER.0, by groggydog
Live Long.0 and..., May 9, 2024
Related reviews: Spring Thing 24

Adapted from a SpringThing24 Review

Played: 4/1/24
Playtime: 1hr, 2 endings, but trashed my success poem!

If you were going to pitch the anti-JJMcC work, like the work engineered from ground up to push me away and keep pushing until I fell into an ocean, well, let’s just eavesdrop on the pitch in progress:

“… see the hero is sentient AI, right? And what it wants is to save humanity from its sterile profit-driven doom. But get this, what will save them is ART!!! Keep up, son, we’re still accelerating. So the game protagonist is not the hero though, they will be a corp-drone sheeple redeemed by art… what? Seriously? A drone’s initiative impact narrative, are you hearing yourself? Be realistic. Forget the sheeple, they’re just the player’s shell. The point is the art, only not just any art, are you ready for this? Are you ready? What brings down dyscapitalopia is… PEOTRY!!”

Imma stop you there made-of-straw pitchman. So many anti-JJMcC boxes in such short time. AI valorization; hopelessly naive Art-stronger-than-profit; marginal player agency; Poetry. Longtime readers will recall a certain antipathy for what I have called Poetic Verse. Y’know what is teeming, just chock-a-block with Poetic Verse? POETRY. For me, at it’s best, Poetry is glib, amusing wordplay. Far more often it is overwrought linguistic excess that I have no patience for.

Well, Prosper.0 is evidence why clearing these pitches past me is a BAD idea. Is it guilty of all the things it pitched? Yeah, it kinda is. But it adds two things so crucial to the proceedings as to completely transform the entire experience: a clean, simple, but immersive graphical presentation and a POETRY minigame. The latter being the heavy hitter here.

Setup first: the player is a worker drone in a dystopian Corporate far future, purging art from computers and summarizing entire civilizations in a handful of reductive categories. Uh, kinda like what you see at the bottom of this review. The graphical presentation endeavors to put you at that far-future terminal, madly sorting those bits in soul-crunching mouse clicks. It is a clean, evocative design (not the least of which the teletype and reverse teletype word presentations) Until the hero AI pops in and… brings the poetry.

Nevermind the flimsy narrative justification, nevermind the logistical problems of the setup, nevermind the straight-faced and totally committed assertion of Poetry’s potency in the face of uncaring capitalist incentives... you gonna write some poetry. And that is where things take off.

The poetry minigame is somehow completely winning, a thoroughly engaging exercise of madly clicking words as they vanish before your eyes, then trying to make coherent poetry out of the resulting word salad. IT IS ENTHRALLING. My first attempt was a too-cool-for-school parody that couldn’t even maintain its ironic remove to the last line. Against my own nature and sensibilities I found myself TRYING to get usable words, then honor the subjects as best I could, THEN ACTIVELY BEMOAN MY LIMITED SKILLS IN AN ENDEAVOR I HAVE LITTLE REGARD FOR. Ultimately, the plot contrivances were immaterial. The game wanted me to believe in the power of poetry and wisely decided the only way I would is to MAKE ME DO IT. With just the perfect amount of evolving artificial/randomized constraints to keep things fresh. It also has a bit to say about the limits of expression and the inherent loss of depth in any documentation that add the right sour/salt to keep things from getting too cloying.

You cycle through a series of slightly varied exercises, then come to some final narrative choices that impact you but not the plot. Then you get to see your poetry one last time! The alchemy that generated that engagement kind of moots any objections the setup might provoke - I kinda didn’t care how contrived the setup was, it was barely but just enough to push past all my reservations and rejections. It did what it needed to do to showcase its centerpiece statement: Poetry is kind of an act, not a product.

I swear to God, five stars for a POETRY work??? Who even am I anymore?

Mystery, Inc: Velma
Vibe: Geeky but winning High School English teacher
Polish: Smooth
Gimme the Wheel! : My only quibble with the game was my inability to recover poetry lost to an ‘explore alternate ending’ option. Would try to keep those available, even with an alternate path exploration.

Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.

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The Truth About PRIDE!, by Jemon Golfin
1 of 1 people found the following review helpful:
Labyrinth of Self-Affirmation, May 9, 2024
Related reviews: Spring Thing 24

Adapted from a SpringThing24 Review

Played: 4/1/24
Playtime: 20min, all endings

Tired of typing words? Flummoxed by modern graphics engines and their obsession with triangle counts? Ready for some relentlessly optimistic affirmations and low-key puzzle/exploration play? TAP! has you covered, fam!

Its roots would be discernible even without its billing as an enhanced class project, and I don’t mean that negatively. Any class that focuses on Atari-Adventure era game esthetic has my support. If you’re gonna pillage and pervert our educational institutions with reactionary politics and the tyranny of STEM, this approach at least tilts at all the right windmills!

It does show its cards a bit with typos (maybe the most impactful, sometimes getting the wrong letter of “And now you know what [letter] means!”), off grammar and inelegant path choices in places, but nothing too distracting. There is a mild 3-pass puzzle of hidden entrances and code-repeating that lead to an ultimate final truth, and hidden path ala Adventure’s famous Easter egg. Nothing here is earthshaking, but conversely neither is it sour or offensive. Just unnuanced positivity which, what kind of monster is down on that? Ok, often me, true. Not this time though.

As a training/first game it is appealing and friendly, if slight. Look forward to seeing where the author goes from here.

Mystery, Inc: Velma
Vibe: Atari Adventure, with compassion
Polish: Textured
Gimme the Wheel! : If it were my project, I would feel the pride (Ah-ahh! didn’t even do that on purpose!) of accomplishment, then channel that momentum into the next project. TAP! is great where it is for what it is!

Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.

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Thanks, but I don't remember asking., by Mea Murukutla
1 of 1 people found the following review helpful:
Stop Screaming, Butterfly, May 9, 2024
Related reviews: Spring Thing 24

Adapted from a SpringThing24 Review

Played: 4/1/24
Playtime: 15 min, 3 endings

This is a very short, stock-format Twine entry, with very few choices telling a mostly linear story. I exhausted the choice space in three cycles (though not the permutations of those choices, if that makes a difference). The choices provided more information, background and color and notwithstanding some different events were variations on a single theme. I feel like exhausting the space was the most satisfying way to consume this piece.

So, it was shallow and repetitive and on rails then? No, not at all. I am deliberately being vague as the few moving pieces the work offers mesh so precisely with each other that pinning any piece of it down might rob the reader of the ability to watch the gears flow together naturally. You know me though, I gotta try.

Hm, lemme try this. The work presents a dream-like and offscreen post-apocalypse setup with uncertainly reliable protagonist and antagonists. The blurriness of its details paradoxically are executed with extreme narrative precision, including ultimately-satisfying but jarring-in-the-moment descriptive choices. The reality of the situation dances in your peripheral vision but refuses attempts to focus on it. Seemingly key details are omitted entirely, only to later be resolved as maybe not so key after all. Almost by magic all these slippery and fractured story elements resolve into a complete whole by the end. It’s an admirable narrative sleight-of-hand, including its limited use of interactivity to underline key elements. It’s like if Chris Nolan adapted Little Nemo but not quite so fanciful.

It probably helps that themes of autonomy and control feel desperately vital just now, and the conceits of this particular dream logic build-a-story-by-innuendo approach enabled some legitimate insights, however oblique. Actually, the obliquity(?) helped sell things I think, in a way polemic or monologue would not.

If there is a downside, it is that between the deceptively limited individual components, and the ephemerality of the combined narrative construct I can’t talk about it without just trashing it for you all! You want me to pull apart a butterfly while assuring you it is beautiful despite its screams? Of course you don’t, and that was waaay too dark a metaphor. I would say enjoy it, submerse yourself in the dreamy vibe of it, let the connections come organically. You are in capable hands.

Not dissecting it does carry its own perils though, as even now I can feel its gossamer architecture slipping between my fingers. Down the road, will there be anything left to discuss…?

What were we talking about again?

Mystery, Inc: Daphne
Vibe: Dream Horror
Polish: Smooth
Gimme the Wheel!: I wouldn’t dare touch the thematic clockwork, but if it were my project I might spend some time reskinning the presentation. Non-stock font/color and layout choices could easily enhance the proceedings and further stitch the work together.

Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.

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