~~ Updated Review from the 2022 IFComp bc I replayed it recently ~~
Thanatophobia is a relatively short horror chat-like parser in which you play a therapist trying to uncover what is scaring Madeline, your patient. There are two elements to uncover, before you can make progress and reach the end.
I remember enjoying this game quite a bit when I first played this game, mainly because this is a parser where you could type complete nonsense and still get a coherent response out of the chatbot. Even if there are hints on the page, to guide your psychological session, their vagueness didn't make you feel cheated for solving the puzzle. My stance on the game has somewhat evolved since.
As with my first playthrough the game, I enjoyed the psychological horror aspect of the story. From the start, there is something quite wrong with the person answering your questions - questions often left somewhat unanswered. Madeline only reveals the truth when your force it out of her, probing her mind until she gives in - which at times requires quite a bit of walking around the bush, as she is not the most forthcoming person, deflecting any element that is a bit too hard to deal with.
Replaying it so long after, I had honestly forgotten about the twist that came with the final beat of the game. Until the absolute last moment, I even was doubting who the strange figure was truly (something I had caught early on the first time around). Still, that moment brings everything into context, showing how much Madeline struggles with her issues and how it affected her. It is incredibly sad, yet ends on a hopeful note.
The horror aspect of this game doesn't just stem from the setting itself, and the story as a whole, but the gameplay as well. Unlike the majority of parsers, this one is not bound by rigid commands to advance the plot. Instead, the system will still respond to the most strange commands given (even complete and utter nonsense). It is incredibly eerie how the "AI" answer your questions, even striking back in frustration when you are not making any substantial progress with the session.
But this system is not without friction. As it is a chat-experience, Madeline does not say more than a few sentences at a time, forcing you to time a command during monologues - which at times broke if the command resembled a bit too much one for another bit of the story. I think I would have rather gotten a larger block of text, or multiple messages in a row.
In the same vein, getting information out of Madeline is sometimes pretty frustrating, even if you can mark it out as 'the patient being a bit difficult in sessions because it is a heavy topic'.
Overall, this was an interesting game. One I do not wish to revisit any time soon.
Turns out, I have thanatophobia too :/
The Paper Magician is an interactive game centred around a singular puzzle. In it, you play an unnamed PC, a test subject, whose knowledge goes little further than the four grey walls around them and the books provided by the other scientists. That is until you meet a magical cat who helps you escape.
I’m a sucker for speculative fiction, especially when it has some fantastical elements attached to it! And boy, did this game scratched that itch!
I’m a sucker for speculative fiction, especially when it has some fantastical elements attached to it! And boy, did this game scratched that itch!
Told from the POV of the PC, the game starts with a fairly lengthy introduction, going through the thoughts and experiences of the PC stuck in the test room since they woke up. With no memories prior to their awakening (suspicious!), the PC describes their life in that room, what is around them, what they do, what they feel, what they hope…
It takes a while - until the introduction of the cat - for the story to move on, allowing both the PC and the player more agency and to tackle the main obstacle (escape!). Until then, the story is pretty linear, almost kinetic, with the few and far between choices adding little variation to the screen.
In the second beat, you are able to roam around the 8 available testing rooms, go through documents left behind, and attempt to enter codes to unlock a door and escape. Fail to enter the correct code, and the scientists are averted of your little escapade outside of your room, grabbing you and sending your right back in there.
In and of itself, the puzzle (entering the correct codes) is fairly straight forward. Each password is accompanied with a question related to a bit of information found in the documents. The downside of those textboxes is that they don’t just require the correct string of word(s), it also needs to be formatted the correct way (capitalised). While the first is slightly annoying, as the phrasing of the documents gives some questions a bunch of options for answers, the latter is pretty frustrating - not all words are capitalised…
This adds A Lot of friction to the game, since getting the answer wrong sends you back to your cell.
Another bit that made it more difficult than it should was navigating the little complex. Even with only 8 rooms, the way their locations were defined was a bit confusing - especially when the description mentions opposite walls, but the directions are next to each other ( East - South). Drawing a map will help, especially to remember where each code need to be inserted (in case you fail).
Finally, if you manage to enter the correct codes in the correct places, you will trigger the final third of the game: your escape.
The ending sequence is a bit bittersweet, returning to the more kinetic approach, similar to the introductory part. The events are played out before your eyes, without much interaction required from the player, de-escalating greatly the tension built during the puzzle. But it is also very lovely, and sweet, giving a proper send-off to the story with its resolution.
And yet, I did leave the game wishing for a bit more. Maybe more interactivity in the first part, or another puzzle or two trying to escape the compound (maybe it’s much larger than those 8 rooms), or have more agency in the final confrontation with the scientist (maybe giving them their just desserts.
Still, it was a neat little game. I enjoyed the premise of it quite a bit.
Creative Cooking is a relatively short parser, with minimal puzzles, set in a fantasy world. Your goal is to gather ingredients to complete the different dishes planned for the dinner with your friends. The game files include a walkthrough.
The game warns out ahead of time it is a sneak peek at a much larger WIP to be released in a few years. And it is the sneakiest of peeks. A short, homey, and low-stake peek into a fantastical world. There is both little and quite a bit inside this game, which makes reviewing a bit perplexing… it is both under- and over-cooked.
First, there is little in terms of gameplay. Unlike the title and blurb implies, there is no actual cooking in this game (to my grand disappointment ;-;), though you are tasked to gather ingredients for the dishes you plan to whip up. This fetch quest takes you around your little quaint town, where you either need to talk to some NPC to get an ingredient, or pick it up yourself. Get all of them, go home, and… you’re done. Depending on your movements, you may be done in 20min or so (which is fine, we don’t need just epic stories with masterful puzzles!)… or explore a bit more, and you’ll double/triple that time.
But that exploration was pretty limited, due to the very few interactive elements coded. Each “room” comes with a lengthy description, often shining light on a handful of elements standing in that spot… though only a dozen or so items (from the 25 rooms) can actually be examined. You have a secret underground closet, but can’t snoop inside. There’s a bench in the park, but you can’t sit on it. Mentions of plants, but won’t learn more about them either. I think I spent more of my time running around the game trying to interact with things… unnecessarily because there’s nothing to do with them. And for the amounts of rooms available, it’s a bit disappointing…
As well, then you do have an action coded, there is often only one way to do it, which may not even be mentioned in the About section of the game. I had to open the walkthrough to find that solution, because it was kind of obtuse you needed to throw it.
On the other hand, it’s clear the author put a lot of time into shaping up the world of this game/teaser. As mentioned before, the room descriptions are fairly lengthy (for a parser), revealing quite a bit about the town, or introducing fantasy concept (yay for new made-up words). Yet, the library room is the clearest example of that, with the different tomes available, providing exposition for the world and what might be to come. It is the real teaser about the universe of this whole WIP project…
But it’s easy to miss, since the main puzzle doesn’t require it.
I do wonder if the time spent on the whole worldbuilding and those details could have been maybe spent on the more puzzle/interactive aspect of this teaser. Still, there is an endearing aspect to this entry, short as it was, even if the implementation didn’t quite follow what you’d expect of the parser recipe. Yet, it made for an intriguing amuse-bouche…
Citizen Makane is an adult deckbuilding RPG, based on mythos of The Incredible Erotic Adventures of Stiffy Makane*, in a game-within-a-game type. The goal of the game is to help around the town, by completing different tasks and helping the scientific research, to escape the the "game". There are 3 endings,, the usual RPG good/meh/bad (I did not reach the end yet). The game includes a walkthrough, which I used once or twice.
*this is a pornographic parser, notorious for its misogyny and bugs, which became an inside-joke.
The game starts strong with its prologue/tutorial, made to spoof and critique the infamous original Makane game, before turning into some sort of sci-fi Venus utopia, where you are essentially the last man on Earth, following the Gender Wars. As the focus of research, to see whether the re-introduction of man would be positive enough, you need to increase the good-will of the town by completing tasks. Certain puzzles requiring a certain level, you have to bump ugly with women on the street to gain exp, formatted as a card combat system.
The writing is incredibly witty, and over-the-top horny, so much so it becomes absurdly funny. Every detail of the game is thought out. From the BDE-wink to the absurd book titles, the writing doesn't shy away to make jokes when it can. But it doesn't just play on the joke, but thrusts into it as far as it can.
Though the game is essentially horny central*, the worldbuilding behind it is surprisingly thought out. Just attending a lecture about the History of the past 300, which as a player you missed, and learning about the Gender Wars and its consequences (essentially: pretty good for women, not so for men); or listening-in on a conversation at a café about the fears of the "Stiffy's study"; or learning about the went-back-to-trading economy, but also maybe not really? It is honestly more layered than it first appears to be.
*gonna fuck them all! (sorry...)
It is also quite interesting to see how NPCs look at the player. The player is shamed when he cannot live to expectations, or pitied - never quite enough in this women-only society, which has achieved incredible technological advancement. There is a hint of tragedy, where the lone man is essentially used by the women around, either for research purpose, prestige, or novelty. Few try to connect with him on a personal level (aside from that AI/robot, which hints at an emotional climax, but I didn't get to that yet). At the same time, it is quite a funny commentary on other pornographic game (like the one based on this), where the women are essentially just used for the pleasure of men and discarded often without a second thought.
The game is quite deep. hehe
CODENAME OBSCURA is a relatively simple parser with a retro-vibe, reminiscing of 90s spy movies (à-la James Bond), where you must rescue your partner in a small village in Italy, finish his mission... and save the world! The game includes in-game hints and an external walkthrough. I used the walkthrough a handful of times to solve some puzzles.
From the premise, the game screams trope spy movie, almost to a silly degree*. You must catch the big baddy that took down your partner, or at least foil his plan to maybe save the world(?). Getting to him is not an easy feat! You must clear(-ish) your name of a murder you didn't commit, run around town buying/trading/gamble things for something else, pick up anything you can on your way, not get scared of the crows**, maybe pet a cat (or not), spy-ily find a way into the baddy's villa to find some secrets, and "break" some things to stop him. Oh, and there's the fighting sequence!
(Spoiler - click to show)*a boomerang?!?!?
**are they following you???
The visuals of the game feel very retro, with 8-bit pixelated illustrations* and little colour**. The illustrations have different sizes or placement, adding a bit of depth into the mapping of the game. It was pretty neat and added to the funky vibe.
*there was the hangar one that didn't change even after the plane was gone :/
**a bit of contrast with the different text elements would have been neat.
Most of the game is relatively smooth, though I did find some friction with certain commands: insert instead of use, or having to use adjectives instead of the noun*, or not having synonyms for certain verbs (pet/pat/stroke or climb/climb over...). There were moments where the game reloaded the page, removing important information a bit too quickly (for passwords), while it wouldn't automatically for actions like opening/unlocking a door or digging. It would also have been nice to have the translation of Italian phrases in-game/passage (please keep them, they added a lot of charm), to avoid missing information (Adventuron doesn't allow copy-paste...).
This is not the game's fault but just me being an idiot, but I keep examining items before picking it up... and there were a lot in this game xD
The puzzles were a-plenty and quite diverse, but I still struggled a tiny bit with some, especially the box in the bedroom, the safe password, and the computer one. The rest involved quite a bit of running around*... I think I liked best the changing your costume ones the most (reminded me a bit of Agent 47).
*this was a bit annoying, but by the time you enter the villa, no more frustration
Xanthippe's Last Night with Socrates is the imagined final night between Xanthippe, Socrates's second wife, and the philosopher - the night before his execution. Though your goal is to sleep with the man, your conversation may take a different turn... or ten.
Do check the content warning in-game page before starting the game.
As we know little about Socrates (and what we do is only through posthumous accounts), and even less so about Xanthippe (who is often represented in a negative light), one has quite a bit of leeway when interpreting those figures into a piece of fiction*. What comes out of this entry is a very nuanced and multi-faceted characters with fears and hopes, convictions and grudges, and a deep sense of love for the other.
*did they really spend that last night together?
The writing of the game is delightful, with a modern tone that one might not expect with the setting. Take aside, the piece seems to be walking the tightrope of implausibility, especially during discussions of consent and marital commitment, or the role-play between the two lovers turning into a philosophy lesson with the roles reversed. For most of the game, the modern tone is not quite noticeable, but overly crude tone at times breaks the illusion.
What worked for me the most was the real and vulnerable moments between husband and wife: the want to spend those last moments together, the hurtful words and maybe petty way to get an apology, the truthful confession of one's feelings and hidden acts... The way the game turned a known and revered historical figure as just a man - with strong principles, so strong he'd choose death, but just a man still - and an unknown variable as more than a passing disregarded line into a fleshed out person.
The start made me hungry, which turned into pain and wish for Xanthippe to take some sort of revenge, to a soothing and warming discussion about love and respect... I could have taken or left the more spicy elements*.
*actually I would have welcomed an extra option at the end where you maybe just... cuddle?
All Hands is a short horror-y interactive piece set on a ship, one you can explore, and maybe find its secrets. Its prose is atmospheric horror, with a hint of lovecraftian. In each screen, the game offers up to three actions (Regard/Approach/Take) to interact with the text or the environment. There are multiple endings, but found just one.
Due to the vagueness of the prose on what is truly happening or even your own backstory, the entry leaves quite a bit to the player's interpretation. Called to the sea, but always forbidden to sail, you find your way to the Devil's Delight, a singular type of ship. Aboard, almost pulled in by a strange tune (music? voice?), you can explore the different rooms of the ship, or interact with the Captain's. At the end, I found myself back on the shore, believing Albertina was some sort of a mermaid, and I was her prey; and the ship itself felt a bit ghost-like.
I quite enjoyed the interactivity of this texture game, with the different actions (almost parser-like kind), how you could explore the ship and interact with different element (the books made me giggle). The few available actions give the illusion of restricted agency for the character, as if the PC was restricted in their movement or abilities on this strange ship. That and the imageries from the text really gives a creepy and almost suffocating vibe to the game.
But I wonder if Texture was the best engine to use for that, due to the lengthy hidden content shifting the text formatting (I liked the content a lot! Texture formatting it less so).
The Whale's Keeper is a proof-of-concept piece for the Plotopolis engine, a system where you can play IF through a chat engine like Telegraph or Slack. It takes on the story of Jonah and the whale, as a metaphor for life's struggles and the need to escape those negative aspects. The game includes a sanity meter. I found one ending (a fairly good one?).
I struggled connecting with the story for this one, as the game went from quite vague about who you are supposed to be to a detailed bleak recollection of your life (which felt a bit of a whiplash honestly*), only to end with a milkwarm connection with the mammal, somehow. I think there must be a specific path where things fall into the right place and the passages flow better into one another.
*also not sure why the loss was treated with such nonchalance... it's a bigger deal than just a passing mention. It's a never-closing wound...
Part of my struggle I think stood with the engine itself and the interface of the game. Meant for communication/texting apps, the input works like a parser game (without the fun agency interactions), but the game is built like a choice-based games (with different passages to go through) - it made me wish the options to be clickable links like in a Twine or have more interaction with the environment like with a parser.
There was also quite a bit of friction with the display of the texts and images. The latter were so large, you'd see just half at most when on the screen. It would have been nice if the size could respond to the height of the screen, to be able to enjoy them fully.
As for the former, a lot revolved on how the text is displayed and the timing between the messages. Though there is a setting to increase/decrease the reading speed, it was finicky to set up, and I didn't feel like it helped quite a bit. The new messages would also push up the previous one, sending you back to the bottom when a new one appeared, so reading large block of text* required scrolling up and restart reading the message.
*some of these blocks were quite long, I wonder whether they were maybe too long for a phone...
**the font helped with the whole old school book/typewriter vibe, but not the easiest to read..
On the positive side, I really liked the illustrations, especially the analogue ones in ink(?). Some of the descriptions of the whale's interior were quite vivid, and I thought the interactions with Jonah were interesting.
Fix Your Mother’s Printer is a fairly short and linear story, with a visual novel-like interface, where you try to help your mother fixing her printer ahead of an important presentation, through a Zoom-like app. There are multiple points where the game can end: you can go through the whole ordeal and fix the printer, give up before it starts, or annoy your mother and quit half-way through.
Printers are such fickle beings. They always whine and beeps when you don't use them, and refuse to work every time you have an important job for them. And when something goes wrong, they will never tell you what. Is it enough paper? Or enough ink (or the correct one)? Are the cables properly plugged? Is it a computer issue instead? Or [roll dice to select the issue of the day]? It's already a struggle for people who get printers, so when you don't have the magic touch... you just want to throw it at the wall.
Enters you, called through a fake-Zoom app, asked for help. There are multiple ways to handle the call, every as exhausting and anxious-ridden as the next. It brought back the many many times I've been called to resolve computer-related issues for my family, especially the passive-agressive snippy comebacks, the eye-rolls, and the conversation changes half-way through explanations. I seriously wanted to throw the whole printer away half-way through*. But I did like the little vignettes of the mom, especially when reminiscing old memories.
*and of course the solution is dumb, it always is with printers. they are the devil's invention...
The interface was quite playful (you wouldn't have guessed it was made in ink), with your mother's expression changing depending on the situation, moving around when she had to do something, and showing an unexpected visitor at some point. It was nice to be able to just click the text box to advance the story, rather than finding the arrow every time. And the dark mode is great*!
*How are you a tech bro and not using darkmode as your theme from the get go :P
The Finders Commission is a relatively short game, set as some sort of escape-room-puzzle piece where you are tasked to retrieve an artifact from an exposition, in broad daylight. There are 5 characters to choose from (though I am not sure whether they influenced the gameplay) and a handful of different puzzles to interact with. There are two endings: you retrieve the item or are caught trying. I reached the score of 92/100 after a restart.
TFC takes the campy traits of heist story, with the strange buyer requiring your help*, the security officer that has a tooth against you, the maybe-naive damsel/himbo that slip out important information, and the sneaky exit... The puzzles are diverse and interconnected, some requiring manipulation of an object, others to find a specific object to interact with another, and some to distract NPCs to enter new rooms. And there's a maze-like feel to the main location.
*I don't know whether it was a jab at like the British Museum losing artefacts recently or not wanting to give some back, but the thought of it being the case was funny :P
I played the game twice essentially, one where I felt completely lost, interacting with anything I could, solving puzzles a bit at random, and hoping for the best... and finding myself stuck, unable to find a way into a certain room to get the item to unlock the case with the artefact. Turns out, you have to interact not just with objects around you, but with NPCs (which I thought was a bit weird, you don't really want attention on you). So the second time around was easier... Though I still found myself running around the place, even after getting the map*.
*would have been nice to find a map at the start, with more indication of displayed elements on it. It's a gallery after all... and it's a bit hidden within the satchel, I would have put it in the sidebar imo. Or the rooms each have a name, like with parsers.
It was a bit bizarre to not be able to examine the case until you open it (a nice description of the item could add to the vibe, maybe staying too long would have the security guard be extra suspicious of you), or even examine anything that wasn't puzzle-related object (as a way to "blend" with the other visitors). Also a bit of a shame not to be able to interact with your rival or find a way to have them getting caught (they were really sus), or with the guard (I'm a sucker for taunting your "enemies" even if it would lead to a bad ending), or even further with the tour guide (I was promised romance ;-;*). I was a bit confused too with the need to include other locations, since you don't really have anything you can do there (unless it's the locations for future episode?).
*since the subtitle was Episode 1, maybe they'll be back in the next episode?
TFC is the kind of puzzle game that when you get it, it's smooth as butter... but if you struggle finding things or examine something at the wrong time or don't follow the steps as intended, it can become quite frustrating. With a bit more tweaks here and there, it could make for a well-rounded game.