Reviews by Rovarsson

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Toonesia, by Jacob Weinstein
2 of 2 people found the following review helpful:
[...no title...*scrunchscronch*...busy munching carrots...], September 9, 2021
by Rovarsson (Belgium)

It's impossible to translate the experience of watching a Looney Tunes-cartoon into text. Of course it is. All the visual slapstick, the funny voices, the wacky sound-effects, the physically impossible effects of the 'toons' actions on their surroundings...

Wait...

We just may have something there. One aspect that translates gloriously into the IF-medium is the twisted logic and the bending of physical laws that are so typical of cartoons from the Golden Age.

Toonesia takes the toon-logic from a typical Bugs Bunny & Elmer Fudd Cartoon. Then, first of all, it carefully changes just enough letters in the names to stay on the legal side of things (and berates you for breaking copyright law if you should dare to assume in typing your commands that this game is about Bugs Bunny or Elmer Fudd).

With copyright infringement now out of the way, the game charges ahead into a series of puzzles based on either full-blown cartoon logic, or on the typical behaviour of some of the protagonists of the Looney Tunes this game is most definitely not based on. (It is assumed that you have at least some passing familiarity with the cartoons this game is not based on...)

There's only one path through the game, the puzzles must be solved in a predetermined order. The map is very small, and the locations are rather sparse so there's not much room for in-depth exploration.

Actually, Toonesia does only one thing, and it does that thing very well: it takes one gimmick from the Looney Tunes-cartoons and squeezes it just to the point that it stays fresh and funny. It's a small game, allthough your actual playing time may vary depending on how quickly your brain catches on.

For the hour it took me to solve it, I found it very funny (I mean actually laughing at the screen) and very satisfying to feel the *click* when the "logic" snaps into gear.

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Father Leofwine is Dead, by Pugpup
2 of 2 people found the following review helpful:
Murder at the Royal Court, September 8, 2021
by Rovarsson (Belgium)
Related reviews: History

Father Leofwine, the King's councillor and Queen's confessor, has been brutally murdered! Somewhat unexpectedly, the King chooses Cynehelm, his Tax Collector, to surreptitiously investigate the matter.

Cynehelm in his turn recruits an accomplice, Wulf, to do the stealthy legwork while he talks to the eoldarmen himself.

I love historical detectives. The (static fiction) books about Gordianus the Finder (Steven Saylor) and Brother Cadfael (Ellis Peeters) have brought me many hours of joy. From the first paragraph, I knew this game was right up my alley.

Father Leofwine is Dead begins with an intruiging "locked room" murder mystery and spreads out through the Castle, even the City. The story has two protagonists, and you alternate making choices for them. The different characters and social stations of the protagonists lets you see the the investigation through two different viewpoints, as Cynehelm is a member of the King's closest entourage, and Wulf is more at home in the backstreets and dark alleys.

I found it very well written and truly engaging. I'm not a completist in story-games, I will not go back and see all the different branches of what-could-have-happened. (I'll go back a page if I die unexpectedly, but I won't replay to see all the text.) This approach immersed me deeply in the story, laying a weight on each choice so it had to be seriously considered. To aid the player in choosing, there are many clues laid out in this story's pages. The mystery of course demands that the player differentiates between important clues and dead-end paths, a tricky but doable task in this game.

The writing is very good. There's a nice rhythm to the sentences and the historical atmosphere comes through without laying it on too thick. The suspense is sustained (even turned up) throughout the story, maybe even a bit too much. Perhaps one or two resting spots would have allowed me to catch my breath before diving in again.

The layout is great, the pages are the right length to draw the reader in while still presenting important choices to signal a new beat.

Some small nitpicks:
-I found it disorienting that the story is told from the 3rd person perspective of one of the protagonists, but that some of the choices inconsistently refer to a 2nd person "you". Either this is a remnant of the 2nd person IF-convention that slipped through, or it is a deliberate breaking of the fourth wall, acknowledging the player as the real decision maker. If the latter, it did not succeed as a style choice for me. If anyhting, it felt jarring to be adressed as player in a story I had been reading "from above".
-The writing is very good. Therefore, the typos are all the more grating. I reckon one per page. Pity.

Very, very intruiging historical mystery.

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Distress, by Mike Snyder
2 of 2 people found the following review helpful:
Sirius Dream, September 2, 2021
by Rovarsson (Belgium)
Related reviews: SF

Your rescue-pod crashed. The Ensign is dead. Your Lieutenant is wounded, near comatose. Survive.

The urgency of the situation is pressed upon you immediately. There are no McGuffins, there is no time for distractions and herrings of any colour would not survive in this atmospher.

Your pod has crashed on an unknown planet. Your crewmates are incapacitated. Survive.

This is the immediate urgency Distress puts you in. No promises, no McGuffins. Survive, without even any herrings to eat.

There's a very cramped, dark atmosphere to this game. the contrast between the wide open yet inaccessible desert landscape around your tiny circle of light makes it truly unnerving to leave the initial crash site.

You have a wounded crewmate who needs care and protection, but you know that you have to leave to search rescue.
I was torn by this situation, truly feeling the dilemma as the player. I scuttled around the crash site for many turns and tried to leave everything as safe as I could before venturing out toward...?

All the way along this grim adventure, things keep happening that are outside of your control. When played according to the game's standards (instead of following a walkthrough), this means losing (dying) more than once. I very strongly recommend doing it this way. Each playthrough will give you new information, be it on the background of the mission, or just on the timing of events. It's worth at least one or two playthroughs to get the details on your spacecraft's unexpected detour into this planetary system.

While on this topic: it's also worth taking your time out-of-game to search for the names of your crewmates in an encyclopaedia of your choosing, and then running to the nearest library...

The biggest difficulty with the puzzles is that the entire game is timed. SAVE on important breakthroughs and expect to run through a few times. RESTORE or (preferably) RESTART gives you the peace of mind to experience the story to the fullest. I still recommend that you play the game straight through a few times, regardless of the outcome.

A very immersive scifi thriller.

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Dragon Adventure, by William Stott
3 of 3 people found the following review helpful:
*Whoomph* (fire breath)!, September 2, 2021
by Rovarsson (Belgium)
Related reviews: Fantasy

While passing through a nondescript village on your travels, you find yourself mixed up in a town meeting. You involuntarily volunteer to get rid of the dragon threatening the lands. (All the other volunteers unvolunteered by the cunning use of the take-one-step-backwards-while-he's-not-looking tactic.)

Skimming the introductory text of Dragon Adventure, you'd conclude that this is as classic a fantasy text-adventure as its title suggests. When reading more carefully, there are some minor but notable subversions though: the dragon isn't particularly malicious, having never killed any person or livestock. Apparently it's been around for ages without causing any trouble. It's just that, well, somehow word has got out about the presence of the dragon and now people know there's a dragon. And that's bad for business.

The game plays as a pretty straightforward example of the hero-defeats-dragon trope. But, as in the intro, some little things don't quite line up with expectations. The two adversaries in the game can both be dealt with in two ways, one being the gung-ho hero-solution, the other... not so much.

The puzzles are not too difficult. Most require you to find the right object and use it in the right spot, without much further manipulation. The right object, however, is often completely unrelated to a medieval-fantasy setting, lending a bit of anachronistic oldschool charm to the solutions no vending machines though...).

Despite the easy puzzles, you are likely to get stuck or trapped or dead(ish) a few times while exploring. The game is designed in a way that actually encourages this. Two nonstandard verbs are provided to deal with such situations: you can RUN from imminent danger and you can RESCUE yourself or a lost object from a dead end. You are returned to a safe place but your inventory is scattered around the map. Should you really, actually die, the game tells you: "You have done something slightly fatal." You are resurrected and, as before, you need to go searching for your lost inventory. I played along with this a few times, but I soon reverted to plain old UNDO.

Dragon Adventure's game-world feels really small. This is partly due to the limited number of rooms (15 or so outdoor locations), but more than that it is a result of a lack of a grand picture in the writing. The way the locations and your movements between them are described, it feels as if the Mountains are right nextdoor to the Beach, only a small hop away.

The implementation of locations and objects is surprisingly deep for a game of this limited size and ambition: (almost) all nouns have descriptions of their own, and well-written evocative ones at that. It's nice to read about a beautiful location and find you're able to examine all the details mentioned in it separately.

To pull off an unoriginal story such as this hero-dragon tale in a text-adventure, the gameplay has to be spot on. This is where Dragon Adventure drops the ball.
It seriously lacks alternative verbs for necessary actions and some very intuitive actions are not implemented at all (You cannot LOOK IN a container which obviously has something rattling around in it for instance.)
I also encountered a number of bugs: the dragon killed me with a fireball when it was already dead for three or four turns, and I was able to have a piece of parchment simultaneously in and out of its container.

Nonetheless, a few hours of non-assuming fun.

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Max Blaster and Doris de Lightning Against the Parrot Creatures of Venus, by Dan Shiovitz and Emily Short
2 of 2 people found the following review helpful:
*Squawk!*, August 31, 2021
by Rovarsson (Belgium)
Related reviews: Comedy, Puzzler

A man swoops down onto a flying pirate ship. He fights off the entire crew singlehandedly, retrieves the stolen briefcase and is off to his next mission.

A woman infiltrates a high-security underground bunker. Through the cunning use of a coffeemaid's uniform, she thwarts the entire assembly of scheming supervillains. She is called in for a briefing on her next mission.

In two short railroaded scenes, we meet our heroes:
-Max Blaster: An action hero, larger than life, with hairdo and ego as big as his muscles.
-Doris deLightning: A stealthy spy, relying on brains over brawn.

Meanwhile,The Venusian Parrot Overlord prepares to conquer Earth. Max and Doris will have to join forces to stop him.

Max Blaster and Doris deLightning Against the Parrot Creatures of Venus is a hilariously over the top action-comedy. It parodies 1950s scifi clichés and any other clichés that may cross its path. The (anti)chemistry between the protagonists is one of these. If they were bottles in a highschool science classroom, they would be labeled "Do Not Mix" in big red letters. Needless to say, snappy conversations full of funny one-liners are the result of them working together, as well as a growing affection for each other...

After the introduction, the player is asked to choose Doris or Max as the player character. Since they have different styles of approaching obstacles and a different set of equipment that fits their styles, and since they will be separated a few times during the mission, the player will experience a different path through the game depending on this choice.
I played as Doris, so this review will be necessarily incomplete and biased towards Doris' skills. (And against that blastery blowhard who just wants to rush every obstacle head-on!)
When Doris and Max are together in the same room, the player can SWITCH TO the other character to tackle a puzzle from a different angle. However, I believe it is possible to complete the game without ever doing so. I encountered one timed puzzle where I switched, but in hindsight I realize that I probably had enough turns to do it in-character.

There's no leisurely exploring the map in the first half of this game. It starts of at a fast pace and doesn't slow down until the very end. Many times, you will be automatically moved to a new area after a scene. Only once you've penetrated the headquarters are you granted a small bit of freedom to look around. Even then, your space is limited to the few rooms immediately connected to the next obstacle.
Small, simple but clever puzzles help to heighten the tension and emphasize the urgency of the mission. Often, the solution relies on noticing a small detail in your surroundings and realizing its importance.

Just before the endgame, Doris and Max need to split up and tackle a different obstacle. The player needs to choose which problem to solve. On the path I chose, I encountered a glorious multi-step problem with a variety of machines to fiddle with. Anyone who has played Metamorphoses or Savoir Faire will recognize the vintage Emily Short-style devices.

Throughout the entire game, I had the impression of a very "full" game-world. Partly, this is because there are so many objects to examine (and take with you) and devices to experiment with. Another reason is that there are constantly things happening around you: the status of the evil plan is announced through speakers, guards are flying up and down and you get updates when Max (or Doris) has achieved a sub-goal when you are separated.

In such a well-written and smoothly playing game, it was very odd to encounter a very weird bug: on two occasions (once when I switched to Max and once at the very end), the parser prompt simply disappeared. I could still type and enter commands, but they showed up right at the end of the previous paragraph and in the same font as the descriptive text. Not a problem for continuing the game, but very disconcerting at first. I was surprised at how much the standard layout of bold commands followed by smaller descriptions was a visual handhold for me.

A hilarious action-packed parody game with an impressively intricate puzzle-engine under the hood.

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Tex Bonaventure and the Temple of the Water of Life, by Truthcraze
4 of 4 people found the following review helpful:
Aquavit, August 25, 2021
by Rovarsson (Belgium)
Related reviews: History

"Aquavit" is a liqueur that my grandparents would recommend if someone was a bit weak in the knees or fatigued. It means "life-water". A small shot of it would get you back on your feet.

Tex Bonaventure and the Temple of the Water of Life bears some similarities to that liqueur. It's short, strong and it picks you right up.

The entire game is one funny poke at Indiana Jones tropes. The deathtraps in the temple are not any more over the top than in the movies, but the descriptions (and the protagonist's reactions to them) make it obvious how improbable and inappropriate some of those movie traps are. I bet the designers of the boobytrapped temples could have made a good living designing text-adventures in the eighties.

What appears to be a funny comedy at first does reveal itself to be a clever little collection of interconnected puzzles. After dying a few times, I found myself taking the game a lot more seriously. It became a matter of pride to not let this Indie-parody mock me and my adventuring skills.

Lighthearted comedy at the expense of our beloved action-archeologist, good puzzles and a general tone of "Don't take things too seriously, and if you die, you can always undo." Fun!

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Myth, by Paul Findley
1 of 2 people found the following review helpful:
Gods of Tedium, August 25, 2021
by Rovarsson (Belgium)
Related reviews: Fantasy

As I was reading the intro-screen for Myth I became excited about playing this game. I love the set-up: an Olympian God, none other than Poseidon, Ruler of the Seas, is set a task to prove his worth to Zeus. Poseidon is temporarily bereft of his Godly Powers, to prevent him just barging through the quest while riding a tsunami I suppose...

Poseidon has to trust on his wits and smarts. I had hoped this would make him a Trickster God for the duration of this adventure, joining the ranks of Hanuman, Anansi, Coyote, Loki (please forget about Marvel's travesty of the Norse deity. The Loki from the Eddas is a much more ambiguous and mysterious character.)

I love Trickster-characters, godly or otherwise. They bend the rules, lay bare the presuppositions of individuals and society, kick against the status quo. I have often wondered why there are not more adventure games which feature a Trickster-protagonist. Perhaps it is at least partly because the Trickster's tricks often involve manipulating social conventions and human preconceptions through clever communication, and creating subtle and layered character interaction in IF is hàrd.

But I digress...

The game starts with some classic but solid text-adventuring. The action takes place in Hades, the Underworld. Even though it consists of a limited set of locations, the descriptions do a good job of evoking the desolate and barren plains and the hopelesness that pervades them. To gain access to Hades' (the god) palace, you must first cross the river Styx. Here, the adventure-groove creaks to a halt as you must solve two long and annoying puzzles to get everything you need to enter the palace.

Reading a bit more about the history of the game, I found that Myth was a freebie for new members of the "Official Secrets"-adventure club, and it was revamped for rerelease as recent as 2020. This makes me wonder if the two long and annoying puzzles I mentioned are just filler-material to make a bigger game out of what was a bite-sized gift-packet. In any case, I would have much preferred a gratuitous maze instead of these two. Apart from being less tedious, a maze would have fit the setting better than an unmotivated logic puzzle (the cardgame was okay, it just took waaay too long).

Once past the river Styx, the game resumes its classic adventuring tone with another solid series of puzzles, then ends somewhat abruptly.

There are certainly some clever and elegant sub-puzzles in Myth that gave me that "Aha!"-moment. The writing takes some funny jabs at the mythological source material without becoming silly parody. It's very evocative within the sparse constraints of the descriptions.

These good qualities however are sadly swamped down by the fact that, without looking at the walkthrough, more than half the playtime will go to a seemingly endless cardgame and a rusty get-the-objects-to-the-other-side-of-the-river-following-these-rules-I-just-made-up logic puzzle.

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Winter Wonderland, by Laura Knauth
4 of 4 people found the following review helpful:
A joyous Winter Solstice!, August 20, 2021
by Rovarsson (Belgium)
Related reviews: Fantasy, Puzzler

While walking home after doing an errand in town, little Gretchen is blown off the path by a sudden snowstorm. She finds herself in a wondrous snowy land under a pale wintery moon.

Winter Wonderland is a heartwarming text-adventure. The wonder and amazement at the beautiful fairytale land is played completely straight, without ironic winks or nudges. It's clear that the author has gone to great lengths to envelop the player in a sincere and heartfelt warm and joyful experience.

The immersion in the story and the game-world is achieved in a few ways.
The implementation goes deep enough that you can examine and interact with most pieces of the surroundings, many giving an extra immersive dimension to the already evocative descriptions.
You will meet many fantastic creatures, all enjoying the winter solstice in their own festive manner. All of them will smile and acknowledge you when you greet them. You can strike up a conversation with a good deal of them.
The map is easily visualized, with the dense forest where little Gretchen appeared to the south and the snow-capped mountains so far to the north that they appear as unreachable bluish shapes far to the north. Still, there are enough little sidepaths and bottlenecks to keep it interesting.

Allthough the puzzles are mostly friendly and easy, fetching an object for an NPC to exchange it for the next item. Most of these puzzles do have an intermediary step that is not so obvious, making solving them satisfying. Two puzzles jumped out as being especially nifty, requiring a bit of thinking around the corner. These raised my appreciation for the puzzles and the game as a whole.

A very smooth, warm and friendly playing-experience. Perhaps best enjoyed with a steaming mug of cocoa and a snuggle-blanket.

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Guttersnipe: Carnival of Regrets, by Bitter Karella
3 of 3 people found the following review helpful:
Coulrophobia!, August 18, 2021
by Rovarsson (Belgium)
Related reviews: Horror, Puzzler, Comedy

We join our protagonist Lil' Ragamuffin (Rags to her friends) and her pet rat/best friend Percy while they are preparing an evening feast: a leather shoe roasted to crispy goodness above their small campfire. A man approaches and offers Rags a way out from the streeturchin life: join the carnival! He gives her a free ticket to come and see it for herself. Against Percy's advice, Rags, unafraid, visits the carnival and soon finds herself confronted with some very nasty clowneries indeed.

Rags is a great character. She's small with a big mouth, keen on adventure and very curious about anything that crosses her path. I often chuckled when I read what actually came out of her mouth when I entered a simple ASK ABOUT command.
Percy the rat is her counterbalance in some ways. He's more cautious, more prone to using his common sense and more knowledgeable about the "civilized" world. To the player, Percy functions as an in-game cluegiver, comparable to Crystal from Illuminato Iniziato, though not as deeply realized. The player should treat him as an in-game convenience rather than as a last resort hint-system. Small nitpick: Percy's hints appear to be location-specific. If you forgot to ask him about the blue-striped giraffe ropeskipping on the ballroom balcony, you'll have to return to that location. (note: No blue-striped giraffes were found nor hurt during my playthrough.)

The map of Carnival of Regrets is very well done. The carnival grounds are clearly subdivided in areas like the Side Show and the Animal Pens. Parts are blocked off by an adversary, almost like a level-boss, ensuring that the map does not become overwhelming and that the player will have (probably) seen everything before crossing to the next area.

The carnival is filled with a diverse and entertaining cast of colourful characters, some helpful (but mostly powerless themselves), some outright dangerous to stray little streeturchins...

It's a true joy to read the adventures of Lil' Ragamuffin as they unfold. The writing is gleefully creepy, with evocative and adjective-rich descriptions of many things grotesque and scary. The enjoyment of the author shines through in reading these passages. In the bigger picture, the action is well-paced, there is lots of freedom to explore, well-placed bottlenecks and a growing sense of urgency as you learn more about the underlying mystery of the carnival.

Sadly, Carnival of Regrets is bogged down by a lack of smooth and trustworthy gameplay.

The world and its contents are seriously underimplemented, and what level of implementation there is is unevenly spread. Sometimes an unimportant scenery-object is vividly described and attempts to interact with it are accounted for, while there are plot-relevant objects that are hastily and too tersely described. This underimplementation means that the game misses many opportunities for funny or helpful responses to "wrong" commands. More importantly, the lack of synonyms for important verbs (for instance: SCREAM works, SHOUT does not) can lead to frustrating attempts at mindreading.

The puzzles are easy-to-medium difficulty. They are well thought out and well clued, some very clever in concept. The lack of smooth implementation hinders the player's enjoyment however. For most puzzles I had the correct solution figured out, but it was still helpful to use David Welbourn's excellent (as always!) walkthrough to get the exact commands when I got stuck.

All criticism aside, Guttersnipe: The Carnival of Regrets is funny, delightfully scary and very well written. Recommended!

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Spider and Web, by Andrew Plotkin
3 of 6 people found the following review helpful:
The unreviewable game, August 15, 2021
by Rovarsson (Belgium)

The first part of Spider and Web plays an intricate game with the expectations about the relations between player, protagonist, narrator, parser-voice and non-player character. It culminates in a cathartic intuition-bomb.

The second part of Spider and Web is a fast-paced, high-stakes escape-run to the end.

It is an amazing experience.

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