Ratings and Reviews by Rovarsson

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Guttersnipe: The Baleful Backwash, by Bitter Karella
Urchin Spaghetti, August 25, 2023
by Rovarsson (Belgium)

Our dearest foulmouthing lionhearted street urchin Lil' Ragamuffin is in trouble. Again. A gang of maffia goons with a serious case of stereotypicalitis want her pet rat to make money in the cage fights for them. Of course Ragamuffin isn't going to rest until she sets things straight frees her buddy.

In the usual style of the Guttersnipe-games, reaching the endgoal involves a bunch of interconnected far-fetched fetch-quests, each even sillier than the next. Still, once you get the hang of things, there is a certain warped logic to the kinds of solutions that work.

As with the previous installments, there are a lot of rough edges in The Baleful Backwash. Sorely missing obvious synonyms, a grating lack of customised responses, some typos and small bugs.

However, this adventure easily rises above those imperfections through the spontaneous fun it draws forth in the player.

Lil' Ragamuffin is an endearing character, but don't tell her that. You'd hurt her street-urchin's sense of pride. The other characters are walking dripping clichés, but in this style of game they are more than welcome. Their one-sided stupidity adds to the comedic atmosphere, and for cardboard cutouts, they have a surprising amount of things to say about each other and about the useful objects in the game. Ask them about anything you can think of, it'll greatly help you in figuring out what to use for which puzzle.

The map turned out bigger than I expected when going in. Not only were there more rooms, but the place also felt big and alive because of the elaborate moody descriptions of the locations.

The author uses a fast yet precise writing style, with many details singled out but all of it seen through the eyes of the main character. This makes it easy to sympathise with Ragamuffin and to share her outrage at her best friend being held captive.

And an outraged Lil' Ragamuffin is a joy to be around, as long as you're on her side.

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Dynamite Powers vs. the Ray of Night!, by Mike Carletta
2 of 2 people found the following review helpful:
Martian Sunrise, August 23, 2023
by Rovarsson (Belgium)

Don't you hate it when you've let yourself be captured by your nemesis, got into his latest death-trap for his amusement (and that of the viewers), and he can't even afford you the courtesy of staying to watch and applaud your "certain death"?

Well, it happens at the beginning of Dynamite Powers vs. the Ray of Night. What follows are a series of delightfully pulpy escapades, each fully playing into the expected Bond/supervillain tropes while presenting an honest challenge at the same time.

Beneath the breathless location descriptions, the game is actually built very efficiently. Everything is elaborately described, but the rooms contain just the information and equipment necessary. No silver trinkets or red herrings to divert the attention.

Despite the jokingly over-the-top writing style, the puzzles are no laughing matter. Even with careful deduction, it's necessary to fail and restore a few times to gain essentiel bits of information to take into account.

The game cheerfully plays with the awkwardness of describing a "show" from a visual medium in the language of a text-adventure. Not only does this mismatch produce some comedic effect, the game derives its most challenging puzzle from it.

Very polished, the author did all the necessary work to account for the large number of possible combinations in the middle game.

Due to a slight misreading on my part, I managed to destroy my home planet in the endgame. Hopefully you won't.

It certainly is worth trying.

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Hibernated 1 (Director's Cut), by Stefan Vogt
3 of 3 people found the following review helpful:
Give me a hand, would you?, May 25, 2023
by Rovarsson (Belgium)

0.14 light years. That's all. At the speed of travel that would be like standing on the doorstep of the destination. Almost being able to extend a finger to ring the bell.

But no. The ship's computer decided being caught in an alien vessel's tractor beam is enough to wake me out of that sweet/nauseating comatose sleep...

Something must be really wrong.

Well, in Hibernated 1 (Director's Cut) there doesn't seem to be at first. My ship's alright, no leaking pipes or other damage. There is however a humongous alien ship looming over my front window. And over my rear airlock. And once I get to exploring it, big enough to be looming over quite an angle of visible spave from my point of view.

Let's say it's large.

Not only is it large, it's weird. I'm used to the nicely symmetrical dimensions of my own ship, but this alien one extends unexpectedly far in unnecessary directions...

The game-map of Hibernated follows a pragmatic, functional, straightforward plan. NESW. Except it encourages nautical directions to keept the player closer to the setting. I am always looking for the author's use of the map, the rooms and their connections. This is an element that can add a great deal of atmosphere to the writing of the descriptions.

Here, instead of using wriggly curving pathways, the author sticks to right angled F/SB/A/P -directions, but the difference between the familiar, symmetrical map of my "home"-spaceship and the alien ship is still enough to warp my directional feelings. Once I entered the alien ship and started drawing a map, everything seemed to be lopsided, heavy on one side.

This juxtaposition of symmetrical-lopsided ship design is strong enough to emphasise the difference between both ships.

But there is a shift that completely twists the mental image. A twist that makes it abundantly clear that these ships are hanging still (relative to one another) in vacuum space, that shows, once it *clicks*, hpw such masses behave in space.

Now, of course, there is no way I'm hunkering down in my own little ship. Exploring the alien ship however is tricky. It's set on "quarantine" mode, aso I have the dual task of finding out why the doors are locked and finding out how to cross those barriers.

A lot of these puzzles are quite straightforward variations on "find key; use key." However, at just the right locations (or just the right plot-beats), there are two puzzles.

One that is straightforward and one that is, well, straightforward... And stil they manage to stump the player's progress at just the right time.

Especially the second one of those straightforward puzzles manages to break the adventurer's expectations and elicit a gleeful "yay".

As mysterious as the background story begins, it's expected toward the end. I don't mean this in a bad way. Prometheus' effort to rejoice humanity deserves repetition. But this is a game worth more playing for those two puzzles. The backstory could become *story* with a rewrite.

Very engaging atmosphere, brilliant puzzles.

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Lady Thalia and the Masterpiece of Moldavia, by Emery Joyce and N. Cormier
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Stygian Dreams, by Giorgos Menelaou
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Mirror, by Ondrej Odokienko and Senica Thing
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The Mamertine, by K Vella
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The Withering Gaze of the Earth, by Emily Worm
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The Sacred Shovel of Athenia, by Andy Galilee
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Galaxy Jones, by Phil Riley
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