Ratings and Reviews by Rovarsson

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Nothing Could be Further From the Truth, by Adam Wasserman
3 of 3 people found the following review helpful:
Bunnies in the Dust, April 22, 2023
by Rovarsson (Belgium)

*HONK*HONK*HONK*

Nevermind that blaring alarm. Just a final dusting of the Director's door sign and she'll make her way outside to the Plaza in your own good time, thank you very much.

Oliva Mirram is a cleaning maid in the Lab. And now it appears she took a little too much time to respond to the evacuation alarm. Best to sneak out before anyone notices, especially the scientists responsible for the alarm...

There is a lot to like about Nothing Could be Further From the Truth. There's also a lot to complain about. Since I don't like doing the latter, and also since this review is based on the 2023 Spring Thing comp-version, I'll just briefly list the negatives here. I can still reference them as needed in the rest of the review.

-Inconsistent directions: I have absolutely nothing against an idiosyncratic directional system. Do make it consistent though.
-Synonyms, or the lack thereof. In a tense situation, I like many words to be recognised for the same object.
-Alternate commands, or the lack thereof: A bunch of solutions rely on precise input, where I would have liked the game to respond to more ways to phrase the same command.
-Unhelpful and actively misleading responses, or the abundance thereof: I skimmed accross the surface of a solution without grasping it on multiple occasions because of this.

Particularly the latter two can make progress difficult. There are hints available, but I found that persistence and patience work just as well.

So, a few naggles up front.

But man this is my jam!

A long and engaging parser puzzler set against a dystopian SF backdrop.

-->Writing:
Big, eloquent text dumps for introduction, cutscenes and outro. The author chooses to emphasise the "writing" part of a text game with verbose and detailed initial room descriptions. These make for very evocative first impressions of the various locations, although they could be trimmed down to more utilitarian length when the player types LOOK or enters the same room a second time.

The tone of the game is hard to place. It's a mixture of the commonplace cruelty, humiliation and snitch-encouraging culture of an authoritarian state, and scenes of relieving, even cathartic humour. I was particularly impressied by the juxtaposition of the horrible treatment(Spoiler - click to show) of citizens who broke the rigid rules in some low-level way in one corner of the Plaza, and the slapstick demolition of a vendor's stall in the opposite corner.

During the game, tension rises with the stakes of the puzzles increasing, both for the protagonist personally as for her fellow citizens.

The first acquaintance with the protagonist was very impressive. She made a well-rounded and realised impression, with references to her hopes and dreams and fears. She even comes accross as somewhat naive and innocent while at the same time being purposeful and strong-willed. The layering of these personality traits made her feel believable in the context of the setting.
As the game progresses however, I felt Oliva Mirram's character flattening out. The puzzles took center-stage and Oliva's personality was overshadowed. She became more and more a vessel for my commands instead of her own person where I could look over her shoulder.

-->Puzzles:
The majority of the puzzles are traditional adventure fare. Manipulating machinery, finding ways to unblock passages,... Many are of a larger scope than usual though, requiring the player to connect pieces of information found in different locations and in different times during the exploration of the map.
I found all of them very strong conceptually. A big part of my playtime was devoted to not-playing while letting the importance and connections of items simmer in the back of my brain.
The game also uses distractions and diversions very effectively to send the player looking in the wrong direction. On several occasions, I realised after taking a break that I had been trying to solve a puzzle with the wrong object or in the wrong order. The feeling of this realisation clicking into place in my head was great, the main reason why I love puzzle games.
Unfortunately, the inadequate implementation of alternate commands and helpful responses to failed commands introduces an extra layer of confusion that interferes with the intentional complexity. It makes it hard to differentiate between legitimate false leads or red herrings on the one hand, which I deem crucial to the compelling experience Nothing Could be Further From the Truth offers, and clumsy unintended responses or oversights that obscure the game proper with clutter.
The game is quite harsh and unforgiving when it comes to killing of the PC when using a wrong approach to solving a puzzle. Expect many premature endings with well-written humorous death-scenes, and a lot of try-die-repeat. I like this, but it's probably good to know beforehand to anyone wanting to tackle this game.

-->Map:
As an avid map-maker, I enjoyed drawing the Lab and its surroundings. I also saw deeper meaning in the map organisation. The setting of a Science Laboratory Complex in an authoritarian society was reflected in the organised and orderly layout of the facility, while the underground crawlspaces on the fringes of the map were associated with the more chaotic rebel elements.

The author assures me that there will be a post-comp version which will be more polished.

In the meanwhile, Nothing Could be Further From the Truth struck me as a diamond in the rough. Wholeheartedly recommended.

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After the Accident, by Amanda Walker
6 of 6 people found the following review helpful:
♪ ♫ <i>Love me tender... love me true..</i> ♪ ♫, April 4, 2023*
by Rovarsson (Belgium)

Hush... Be still... Be tender...

This is a story to be read with quiet care. Until vicarious anger kicks in. But also sympathetic understanding. And most of all deep empathy.

[since this is a heavily story-oriented game, spoilers will follow]

Ending a story about a love-relationship with a car-crash is about as subtle as an anvil-drop.
Beginning that story with the car-crash however, and then working backwards is a deeply captivating narrative technique.

After the Accident's detailed and thoroughly implemented opening scene serves as a gateway to an ever expanding exploration of memories. The more the main character observes what is left of the car, the deeper she delves into the debris of a broken relationship.

Memory by memory, scene by scene, the twisted dynamics between her and her lover become apparent. Apparent to the reader, that is.

The protagonist herself, she has flash-backs. Dropped in the middle of defining episodes of her life with her lover. While these episodes cause caution, perhaps alarm, in the reader, the protagonist is caught in an anger-but-love forgiveness cycle.

The author captures these ambiguous feelings in a series of small storylets. She uses everyday objects which convey a depth of information about the ambivalent nature of the protagonist's feelings. Particularly strong story-writing is the description of a present from the lover. It's an object imbued with contradicting symbolic meanings. (Spoiler - click to show)The sweater is soft and comforting in itself, she accepts it as a token of love, but the smell of the fight that came before still lingers.

I am very impressed at how deeply Amanda Walker can see both sides of these feelings from the protagonist's point of view, as well as translating them with deep-felt empathy to the reader.

This piece shows a deep feeling and understanding for the intricacies of love, even when that love is skewed.

The car-crash, symbolic and real, is a cathartic ending. I wouldn't have wished for the protagonist to endure more of the loving manipulating gifts.

* This review was last edited on November 7, 2024
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VESPERTINE, by Sophia de Augustine
4 of 4 people found the following review helpful:
Kiss of the Balisong, March 31, 2023
by Rovarsson (Belgium)

Impressionistic prose bordering on poetry. Sensuous associations brought on by a gently touching finger. Images of kissing lips and dripping blood.

Footnotes. A second voice. Harsher, more direct. Longing too, silent confessions of love and yearning. Tenderness in the face of fate's inevitability.

The gun or the knife?

But beauty prevails. Beauty offset by pain and secrets. Still, beauty. Enhanced by the acceptance of the ugly things. The things unspoken yet known.

The silver lining of the shining blade-edge.

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Campus Invaders, by Marco Vallarino
Rovarsson's Rating:

Submarine Sabotage, by Garry Francis
Rovarsson's Rating:

Broken Legs, by Sarah Morayati
Rovarsson's Rating:

Uncle Zebulon's Will, by Magnus Olsson
Rovarsson's Rating:

Zeppelin Adventure, by Robin Johnson
3 of 3 people found the following review helpful:
Zeppelin is an inherently funny word. (+ bonus points), March 27, 2023
by Rovarsson (Belgium)

Zeppelin Adventure takes the player into the Zeerust-filled world of classic SF. The era where there were canals on the moon, intrepid adventurers found themselves hurtling through space in a hollow cannonball and there were little green men visiting us in various shapes of silvery shining teaware.

(Intermezzo:Zeerust--TV Tropes. Yes, I'll wait...)

In this particular work a humble tea-transporting zeppelin-farer (On Mars!) is swooped to the relics of the Robot Free State by way of a swirly-vortex-thingamajiggy. (Cue Robby the Robot in various slightly depressing incarnations.) The zeppelin crashes and the adventure turns into a hunt for scattered engine parts.

The mood of the game is deeply captivating. Nostalgic, endearing, funny, with unsettling undertones and references to disturbing episodes of Earth history. The visual qualities of the interface (and the cover art!) work to enhance this atmosphere.

The gameplay of Zeppelin Adventure encapsulates a parser puzzlefest in a keyword-click engine, Robin Johnson's own Versificator2. This means that all possible actions are, in theory, laid out for the player. In practice however, the amount of stuff in the inventory quickly becomes so large that mechanically checking all the possibilities would be a lot more work than just leaning back and thinking about the solutions.

At times, I missed the unboundedness of typing parser input. I yearned to interact with the world more freely to tease out more background, and here and there I thought I had an alternate tack for an obstacle that was simply off-limits in the click-approach.
However, the game feels very tight and focused, and the click interface plays no small part in this. It directs the player's attention to the salient bits of information in the descriptions while letting the rest of the text carry the atmosphere without being distracting.

The puzzles themselves have a similar focused and concentrated quality. Many are not easy, requiring multiple steps and a thought-out plan of execution to finally get the engine part dangling before our protagonist's nose. But they all have a definite and logical path to the solution, even if the player is temporarily baffled by the intricacies of the order of steps.

Depending on what the player chooses to do once the Zeppelin's engine is repaired, there are multiple endings. I happened upon one where I could help the robots as well as my character.

Great game!

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Wychwood, by Geoffrey Hans Larsen
3 of 3 people found the following review helpful:
Bull's Manor, March 24, 2023
by Rovarsson (Belgium)

Recidivism isn't a character flaw to you, it's a matter of pride. No sense in honing those burglar skill just to let them go to waste because some judge put you behind bars for a half year, right? Out of jail, back in the saddle, that's you. Or rather, back in the driver's seat of this car you just nicked on the way to Wychwood Manor. Your cellmate couldn't shut up about the stash of old loot that's still hidden there. It helped that he was talking in his sleep.

The elaborate introduction puts you squarely in the boots of this criminal protagonist and lends a welcome frame to this manor search. In the rest of the game, the descriptions are sparse but adequate. Many small details serve to strengthen the mood of the abandoned estate, and of course to distract the player and lure her into wasting time.
Yes, because time is of the essence! Although you arrived early in the morning, some nosy passerby or binocular-carrying neighbour is bound to call the coppers on you before long.

The map of the manor and the surrounding estate and farmer's fields is splendid. With sparse descriptions, the game still succeeds in evoking a wide countryside feel. A few hidden areas and locked rooms add the satisfaction of discovery to the exploration.
The final area especially, the fields behind the manor, is a joy to wander through and waste moves as you try to find out where to investigate next.

As is to be expected, one of the main obstacles of the game is getting your intentions across in two-word commands. EXAMINE (not X) works on a small but important fraction of the items in the descriptions, USE is necessary in some instances, and of course you can forget about UNDO.

Once you get a feel for what works, the puzzles are actually fun and challenging. Some neat seemingly straightforward problems that require one extra unexpected step. Including the oldest one in the book...

Good old-school fun in and around an abandoned country manor.

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A1RL0CK, by Marco Innocenti
2 of 2 people found the following review helpful:
Whale Song to Soothe?, March 19, 2023
by Rovarsson (Belgium)

(This review is for the PunyJam version of the game)

This is a game which takes a tried and true adventure setup and squeezes the best out of it.
You wake up disoriented and amnesiac in an underwater base. Some kind of catastrophe has all but destroyed the place and it seems everyone has fled, leaving you alone.

The map is small but challenging. With a few crooked passages and bending corridors, the surroundings take on an eerie and ever so slightly disorienting feel. The locked doors (or functional equivalents thereof) serve their purpose well, guiding the player through the base until she has found what needs to be discovered.

Puzzles are common sense and straightforward. A few could be better clued, and I missed alternate commands for the necessary actions and reasonable synonyms for some important items.

A1RLOCK has a dark atmosphere. (The child-protagonist lightens the mood considerably here and there, for instance when she (Spoiler - click to show)Pew! Pew! Pew!-shoots a staple gun at random objects...)There is always the suspense of some gruesome revelation just around the corner. This feeling of expectation keeps growing until it is finally resolved in the final confrontation.

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