Mwoohahaa! The time and tide of the blood moon is there. A moon of power, the only time when a disembodied spirit becomes strong enough to perform the art of Spectral Shifting and reclaim the physical body you need to have some real impact on the world.
Hallowmoor's opening screen with a red-on-black drawing of a medieval stronghold immediately sets the tone. Unfortunately, it's a bit of a puzzle to get from there into the game proper. The player has to take a detour via the "Load/Save" button to find the "Play" option.
It took some getting used to the gameplay. There are a lot of links in the short descriptive paragraphs, many of which lead to exposition text or more detailed descriptions of scenery. At times, I got the feeling I was in an unintentional labyrinth of links, especially with the various words leading to the same passages (justified by the need to maintain the flow of the prose.)
After stumbling through the first handful of screens though, I developed a nose for navigating these connections and play began to feel more fluent.
Hallowmoor is very much an old-school game focused on exploration, experimentation and object-manipulation. To accomodate this in a choice-engine, the majority of fine-grained actions like TAKE or USE are automated. The parser-like hands-on touch is preserved by requiring the player to be in the exact passage of text before succesfully using an object. (For example, opening the cupboard with the crowbar won't work in the kitchen. The player first has to click the link to the cupboard description for it to work. Note: there are no cuboards or crowbars in the game.)
The most notable feature of the game is the aforementioned Spectral Shift magic mechanic. It allows the player to switch PCs with different skills and sensitivities. To complicate matters, the two characters come from opposing sides in a battle between their peoples, meaning they must never be in the same location together lest they kill each other. This adds a layer of spatial puzzle-solving to the basic text-adventure obstacles, forcing the player to consider where and when to move which character with some planning and consideration.
A surprising addition is the incorporation of a game-within-the-game. In a certain location, the player can play through a mini-text-game. I strongly suspect that this is where that lousy last point is hidden. (I never found it...)
An engaging and challenging puzzle-choice game.
Immediately upon pressing any button to start, Marika the Offering throws the player into the suspense. A meticulously described room, an ever so slight hint at a backstory, and a pressing sense of urgency.
>"The air is musty and offends my nostrils. My remaining life can be measured in heartbeats. I must act!"
As is evident from the quote above, the game is written in the first person. Readers/players may differ in their interpretation of this. For me, whereas the second person invites a feeling of complicity or of teamwork, the first person elicits a dramatic distance from the character. More like an unseen co-author or even puppetmaster than an agent within the story. In IF, this makes me experience the text more like an engaged reader than an active player. In this story, I found this worked very well, as it focused my attention on the emotions and the internal struggle of the character Marika.
On the opening screen, the player is told she can access the backstory to the game at any point by typing STORY. After a few exploratory moves, I decided to do so. I was treated to several pages worth of exxposition. Those opposed to reading long chunks of text in their games might want to skip this. I'm not, and I enjoyed it. A rather standard horror/fairytale setup which doesn't do anything too original, but it's engagingly written, it sheds some light on the protagonist's background, her relations with other people from her village, and it offers some insight into why Marika came to be in her present situation.
The game itself consists of a clever inversion of the standard escape-room genre. Other reviews will provide more information for those who want it.
I want to draw more attention to the incredibly high standard of craftsmanship involved in the making of Marika the Offering. The gameplay is so smooth that it might not be immediately apparent how finely tuned some of the design decisions actually are.
--There is no TAKE. Justified, since this is a one-room game. After careful examination of the surroundings, all necessary objects are visible and available for manipulation. Likewise, INVENTORY is unnecessary. The response to this command stays nicely within the flow of the story by pointing out that you want to keep your hands free for any unexpected events.
--The entire game revolves around changing the state of this one room you're in. The opening screen immediately gives the player a rather lengthy and detailed description of the space. What is remarkable, at least once one pays attention to it, is how seamlessly alterations to the game-state are incorporated into this description. All the changes still result in a spontaneous text, without stutterings or hesitations when reading. Again, this is done so smoothly that is is hardly noticeable, until one compares the quality of Marika's evolving room-description with some less-successful examples.
A good horror story, not original in content but nigh-on perfect in execution.
In a bid to outperform the silliness of the classic SciFi B-movies from the era of "The Attack of the 50ft Whatever From Outer Space", The Underoos that Ate New York brings you, yes, an assortment of clothing, mildly to lethally disgruntled (depending on the piece of clothing) by passing too close to a meteorite the day before. Slobby bachelor that you are, you probably wouldn't even mind hanging around naked in your flat, were it not for your date with Cindy.
Time to hunt down your clothes!
TUTANY brings us: "My Crappy Apartment"... FROM SPACE! And it relies completely on the over-the-top zaniness its premise provides. A miniscule map (5 rooms), 5 items of clothing to subdue and put on, simple but rewarding puzzles. All of it driven forward by a breathless sense of urgency.
The locations are sparse but adequately implemented, there is a bunch of gratuitous silliness, and before the chuckle dries up in your throat the joke's over, you're dressed and ready to go out with Cindy.
Quick fun!
A good while ago, while sipping frothy ale in a local tavern, I got into a conversation with a large and manly man of the barbarian persuasion. From what little of his loudly bellowed and deeply soul-felt exhortations, I deduced his name to be Edgar the Hoity, although I cannot pledge to this. I felt sympathetic to his plight and offered to join him on his quest, for it was obvious that while he was certainly well-equipped in the brawn department, some assistance in the more, erm..., intellectually challenging portions of his pursuit might be warranted.
Indeed, in the words of the narrator of our quest (of whom I shall speak more later): "You consider the doxy's words, and furrow your brow in mild discomfort, for there are many syllables."
Having recently escaped from the undergound pits of the Slaver King, Edgar the Hoity (or some other fittingly barbaric name) had vowed to release the other slaves from their shackles, and to vanquish the evil Slaver King himself.
During our travels, it became apparent that it was well that I had volunteered to offer my aid to this fearsome warrior. Fortunately we encountered not many obstacles requiring deep thought or logical analysis, the most difficult being figuring out giving which of the many objects we found to whom, or at which time to revisit certain locations.
Rather, the most puzzling aspect of the quest for my barbarian friend was to choose the order in which to confront the many enemies that stood between him and the Slaver King himself. You see, as is to be expected with those proud and manly members of the barbarian tribes, Edgar the Hoity (or some other fittingly barbaric name) routinely overestimated his own physical prowess and battle-readiness, lunging forward barefistedly at the throat of any foe that stood in his way.
My greatest contribution therefore was observing the weaknesses of my barbarian friend's adversaries, suggesting to perhaps wear some armour and equip a weapon stronger than his fists, working out the order of the enemies from weakest to strongest. After this preparation, it was mostly a matter of pointing him in the right direction and releasing him.
It took some pains and patience to find the correct way in which to adress Edgar the Hoity (or some other fittingly barbaric name), for he only responded to sufficiently dramatic and action-laden verbs. For example, a simple suggestion to TAKE THE SWORD would be met with condescending grumbling. I had to propose that he SEIZE it instead. In the end though, once I had grown more accustomed to the heroic mindset, this narrow set of verbs greatly simplified our exchanges, eliminitating as it did the need for nuanced and detailed wording.
Among the many dangers we encountered on our quest, we were fortunate to also meet various helpful people, willing to trade information or equipment for simple services or needed objects. Indeed, my cheeks still blush at the recollection of "trading" with the very helpful town doxy, especially when we, thinking she might be hungry, tried to offer her an ear of corn which had lain abandoned on a farmer's field...
There is a surprising advantage to travelling with a questing barbarian. All our exploits were recounted aloud by an unseen narrator-voice as we were in the middle of the action. Rather than a dry account of events, this narrator had a flair for the dramatic, sweeping me along with the high-stakes heroic importance of our adventures, emphasising the historical impact of the battles and the far-reaching influence our actions would have on this realm.
It was with pride in my heart and tears on my cheeks that I saw my barbarian friend, Edgar the Hoity (or some other fittingly barbaric name) ride away on the Royal Road in search of new adventures and slaves to free.
This game is a very traditional fantasy quest played completely straight. Lots of classic tropes in there, none of them subverted or turned on their heads. I really like this sort of adventure, eschewing the irony or satire that is often added. It plays on my nostalgic tendencies.
(Mind you, I love reading more complex greyshaded fantasy too. And classic fantasy can be filled with some problematic tropes that are not sweetly nostalgic at all. But that’s another discussion. This game does none of that. Well, almost none, depending on your view on (Spoiler - click to show)dragon-slaughter)
The Fantasy Dimension is beautifully written. The locations get long paragraphs bringing the surroundings to the player’s mind’s eye. Fantasy has its solid collection of go-to settings, and this story does not try to get away from them. Indeed, it embraces those settings and draws them with a loving pen.
I particularly liked the descriptions of movement between locations, giving you a sense of real travel instead of zipping instantly from forest to castle.
I hesitate to call this a game. Rather, it is a near-puzzleless journey through the setting to fulfill the objective of your quest. Almost a walking simulator. As such, it is sorely lacking in depth. To hold the player’s attention and engagement, the world in such a work must be meticulously detailed. It is, in The Fantasy Dimension, but only in the initial descriptions. It would need much richer layers of implementation and perhaps some randomised scenes to bring more life and depth to the woods and the ruins.
I enjoyed this a lot, but a lot could be added to make it so much better.
A masterly example of sparse efficient writing. free bird relies on adjectives and nouns alone to paint the setting and the elements of note within it.
Without elaborate (or even short) sentences and turns of phrase, it highlights only those words that are crucial to the game. However, the game world feels rich and open because of the very clever choice of words and particularly of adjectives. An adjective-noun description of a sickly iguana reviving when its warm light is turned on triggers an entire story and a sequence of rich images in the mind in a lot less words than this paragraph I just wrote about it.
The puzzles are clever, it took me some time-outs to get the solution worked out in full. Because free bird is a click-based game, it would probably be possible to mechanically brute-force the solution a bit easier than it would be in a parser. But then, why would anyone play just to take the fun out of it…
Very clever use of language, nifty puzzles with limited resources.
A great protagonist accompanied by an interesting cast of supporting characters too. Again, despite (or thanks to, depending how you interpret it) the self-imposed language limits, their personalities are clear, with a few poignant details shining through to mark their most important traits.
I liked this very much.
What could be more comforting than sitting in front of a crackling fire, reading a book, sipping from a cup of steaming hot cocoa…
But it feels like something is behind the metaphorical curtains…
Very effective juxtaposition of atmospheres. Both the writing and the visual presentation draw the player into the intended moods, preserving a lingering taste of what the surroundings felt like before while submerging her into the present situation.
Some links could be elaborated upon a bit more. ((Spoiler - click to show)The effects of the drinks or the books for example.) On the other hand, having the choices not have much causative power does fit the premise.
It would be ruinous to divulge more. This is one to experience, eyes and ears and imagination wide open.
This game is based on an idea of mine that had been lingering in the back of my mind for a long time. SeedComp seemed like a perfect opportunity to put it out there and see what might come of it.
B.J. Best took the intro/starting room I wrote and ran with it, expanding my vague outline to a full-fledged puzzle game that far exceeded my expectations.
I loved it. I was teetering on that fine edge between challenge and frustration the whole time, without (and this is the brilliant bit) ever slipping into desperation. A feeling similar to playing MarioTM and falling from an unstable platform into a spiked hole for the sixteenth time, but still being convinced you’ll get it next time.
The puzzles require very careful observation and very thorough experimentation, but they follow a reliable cause-effect chain and are perfectly fair.
There are a bunch of independent timers and turn-based puzzles to tackle, lots of buttons and a myriad of levers and wheels. The more I discovered during playtesting, the more I stood in awe of the complex technical mechanisms under the hood.
I felt like I could completely put my trust in the game, and that any blockades I encountered were logically solvable. The pleasant frustration I had during play came from the feeling that I could almost touch the solution with my fingertips, almost grasp the mechanics underneath, but not quite yet.
----One more test, one more variable to check...
What happens if I pull this lever first?----
That's odd... The miniature globe you got from your great-aunt for your tenth birthday is stuck. It doesn't spin anymore. You lean in closer for a better look, and before you know it you're tumbling and twisting through dimensions...
When you come to, you're standing on the small world that is your toy-globe, your head high in the upper atmosphere, mountains and oceans mere details at your feet far below.
I like this "just because" leap of imagination. No magical powers or SF-ish technobabble to rationalise or justify the weird stuff. Just dive right in and roll with it.
There's a series of Calvin & Hobbes strips where Mr Watterson went for absurdity for absurdity's sake. For several days, the strip showed nothing but Calvin just growing bigger and bigger, until by the end of the week he was balancing on the curve of the earth with his head above the clouds. That image provided the visuals in my head while I was playing Small World.
The seemingly simple gimmick of sheer size completely changes the perspective on the game world. Movement on a non-rotating globe means you travel to different times of day, depending on where the sun is located. (For example, Noon is one step east of Morning.) Since all natural and man-made objects are tiny compared to you, you have no access to any everyday objects to help solve the puzzles. Better look around and find some stuff more fitting for your size...
Many of the locations have some evidence of human civilisation, for some reason wildly varying in historical time. A medieval witch-burning is happening in one location while your toes get bombarded with atomic bombs in another. Still, a pivotal bible-scene in one location and the appearance of the Devil himself as NPC help to loosely tie the story together thematically. "Loosely" being not strong enough a word to accurately describe it, but well...
The implementation and polish of Small World are impressive. Your examination and exploration of the world goes several layers deep, especially once you find the handy lens in your backpack. However small the lands at your feet may be, there's a lot of evidence of life and natural processes. Your little globe is not a static artefact at all.
The pesky Devil-NPC is not a deeply realised character, nor does he need to be. His continued presence and insistence you sign his contract make him as annoying as a mosquito zipping around your ears.
As for the puzzles, let's say a lot of them make about as much sense as the premise of the story. I had fun the whole time trying stuff and tinkering with the parts of the surroundings that I could influence, but I did need some help actually solving a lot of them.
Some are nice obstacles where you need to think outside the box a bit and repurpose certain objects. Most however require unfathomable leaps of the imagination and a large dose of moon-logic to stumble upon the solution. (Thank you @David_Welbourn for the great walkthrough. I would not have gotten the planetary ring without you.)
A little solar system of fun.