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Crash, by Phil Riley
3 of 3 people found the following review helpful:
Just another day on the job..., November 7, 2024
by Rovarsson (Belgium)
Related reviews: SF, Puzzler

"♫♪♫...tum te dum te dum... ♪♫♪"

While you're waiting for this airlock to cycle open, you take a look at your task-list. "Repair microwave oven. Fix cabinet door." Should be an easy job, getting this crew's living quarters in order before going home. The crew are all in the space station, so you can take all the time you want, you've got this starship all to yourself.

For no reason but my own imagination I thought of the PC in Crash as a middle-aged guy with a two-day stubble and a cigar butt stuck behind his ear, doing this one last job before going home for the night and watching a far-future version of Jeopardy.

Of course, before you've set more than a few steps inside the SS Ugati, all hell breaks loose. The space station explodes behind you, propelling the ship you're on into open space. Darn! Looks like your task-list just got a bit bigger.

A few questions to the ship's computer quickly reveal a backstory of a system-wide rebellion, rivalling factions and opposing planets/moons. I really like this plot dynamic, a normal guy unwillingly thrust into circumstances with far-reaching consequences and no choice but to rise to the challenge.

The protagonist is weakly characterized, making it easy for the player to project herself onto the role or to invent a character of her own liking (the stubbled cigarsmoking guy I mentioned above...)

The build-up of tension is very well-paced, several times raising the stakes and increasing the urgency of the situation. The puzzles follow this arc of tension nicely, with a few simple preliminary obstacles leading up to two more complicated and challenging endgame problems.

All the puzzles are of a mechanical/physical/chemical nature, requiring obtaining and studying information (the ship's computer), and implementing cause-and-effect relations, all the while taking into account the fact that you are in a spaceship.

There is a lot of optional material for those with completionist/optimalizationist tendencies, although doing menial chores while your damaged vessel is hurtling through space does strain the suspenders of disbelief somewhat...

About midgame two NPCs come into play (albeit never personally, you can only talk to them on the comms.) Both are well-defined, they have a definite personal voice. The transition to the endgame requires you to put your trust in one of them. A frustrating dilemma with limited background information, adding to the tension of an already distressing situation.

There is much satisfaction to be found in figuring out the two main puzzles by yourself, perhaps with a nudge from the step-by-step hint system. Do give them a chance before running to the walkthrough.

Great puzzles against a strong but elegantly downplayed backstory.

This is very good.

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Recluse, by Stephen Gorrell
2 of 2 people found the following review helpful:
Grashoppers, robins and squirrels, oh my!, November 25, 2022
by Rovarsson (Belgium)
Related reviews: Puzzler

While flying through the air, your nose already preparing to courteously greet the gravel waiting to catch it, you ponder the manners of the butler who just threw you off the porch. Surely he overreacted just a tad...

Since a simple knock results in a rather unpleasant scraping of your face on a less than welcoming road of little rocks, and from the looks of that butler (and the fact he effortlessly hurled you several meters far), you decide that sneakiness and subterfuge might be a better tactic for delivering this package.

Instead of a Dungeon Crawl (although we are briefly entertained in one of those later in the game...), Recluse is an Estate Romp. Its basic structure remains the same though: a big ol' puzzlefest. In the best tradition of the genre, there isn't really a plot or story to speak of. Instead, the author finds other ways to engage the player.

--A good introduction goes a long way. It sets the mood and puts a question, a magnetic objective if you will, in the player's head. Even if the game itself doesn't tell much of a story, the intro resonates throughout the playthrough and pulls the player along. In Recluse, the adressee of the package you must deliver is a once-famous homo universalis.

> "J. Daggett Winton, archeologist, explorer, inventor, mathematician, philosopher. Director, Winton Antiquities Research Foundation. Chairman of the Board, Winton International. Holder of thirty-seven patents in fields as diverse as Genetics and Game Theory. Rumored to have the largest privately-held collection of historical artifacts in the world."

Since the untimely death of his wife however, he has locked himself away and became the titular "Recluse".

This character made me think of Howard Hughes, and especially of Leonardo Dicaprio's over-the-top portrayal of him in The Aviator. The prospect of meeting such a character at the end of my travails worked as precisely such a narrative magnet as I have described.

--The game exploits brilliantly the major strength of parser IF: leading the player on a tour of exploration and discovery. Recluse boasts an immensely gratifying map. The biggest part of the game-world is a grand manorly estate, with lots of varied environments. Its central fountain and gravel paths give way to wilder and more unkempt stretches of brush and rough clifftops. There are carefully locked off areas, some of which come as a surprise when finally unlocked, others enticingly visible from a high vantage point without obvious means to get to them...

--Modern IF heavily emphasizes the integration of puzzles into the story. This isn't quite possible for a puzzlefest that sports, at most, the flimsiest of framing stories. In Recluse, the puzzles are integrated with the surroundings. They flow organically from the environment. All the puzzle elements and the obstacles are naturally present in, even expected on a lordly manor estate. The one puzzle that could be viewed as overly convoluted is justified by the personality of the owner of the estate, J. Dagget Winton the recluse... Interestingly, this most complicated of puzzles yields an anticlimactically mundane reward. This sort of thing happens regularly in this game.

--The writing joyfully (perhaps even childishly) plays with lots of IF tropes, twisting them upside down and (sometimes) setting them back right side up for an extra twist.

The narrative voice in Recluse is the most powerful immersive element in the game in my experience. Not a true character in itself, it does act as a mediator between the player and the game. First and foremost, it does its job admirably: It clearly describes the locations, the protagonist's actions within them and the consequences of those actions. On top of that, it paints an elaborate and detailed picture of the surroundings and it evokes a sense of space by recounting the travels of the protagonist.

>NORTH
"You soon realize you're in for a bit of a hike. The path passes to the east of a large greenhouse, then bends northeast toward the cliffs overlooking the ocean. The ground turns rocky and starts sloping downward. Before long you're winding down stairs cut into the face of the cliff."

I love this. It opens up the map and lets me walk alongside the protagonist with the wind in my hair. The view from the cliffs, once you get there, broadens your sense of wide-open space even more.

But these things are not so special... Other games have them too...

What made the narrative voice stand out most were the many asides, serious and playful alike. Like a storyteller around the campfire stepping outside of the story and adressing the audience, pointing out a funny detail or drawing the attention to an important feature. Most of the time this happens in a gentle, almost confidential tone. The one time it nears the border with intrusiveness, it does so to great comedic effect.

--When the outdoors adventuring options on the estate grounds are at long last exhausted, the player enters a high stakes endgame. The reward for getting through is a delightfully lengthy epilogue which finally explains the backstory of J. Dagget Winton. It also provides an obvious opening for a sequel.

Alas! Recluse was written 14 years ago, which makes the chances of ever joining our protagonist on a next adventure seem slim. Perhaps, if it is not too forward, I could urge the author, Stephen Gorrell, to follow the example of Michael J. Coyne, who wrote Illuminizmo Iniziato 15 years after its predecessor Risorgimento Represso.

--A wonderful parser puzzler. Beautiful game-world and a friendly, welcoming narrator. Strongly recommended.

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Escape from Hell, by Nils Fagerburg
2 of 2 people found the following review helpful:
Belphegor didn't want to play., November 8, 2022
by Rovarsson (Belgium)
Related reviews: Puzzler

Blegh! You came so close last time! So close, but then Satan caught you escaping and threw you back. Stuffed in the body of a lowly counting clerk no less! Fortunately, you feel your powers of possession growing...

You are Zgarblurg (how's that for a malevolent-sounding name...), a demon spirit intent on escaping from Hell. To accomplish this, you must use your power to possess other entities.Fortunately, this particular version of Hell houses just the right creatures whose powers might aid you with your cunning plan (which you will make up as you go along...)

This Hell is a peculiar place, consisting of several regions. You start off in Accounting, move on to a large section loosely inspired by Dante's Inferno and Greek mythology (remember that one time where Orpheus got tangled up in brocolli stalks...), and confront the Princes of Darkness in their palace (which kinda made me think of a college frat house...)

The map is large but not sprawling. It's completely geometric (rectangular) in shape. Many areas are cleverly gated off so your exploration will require some inventive puzzle-solving skills.

I should mention here that the game was developed in a custom engine of the author's own making that closely resembles Gruescript and Versificator, as it is important for the following discussion of puzzles, pacing and map-traversal. These game engines present you with fine-grain options for which actions to take, along with accessible compass directions,resulting in a very parser-like gameplay experience. The available actions have been pre-selected by the author depending on the creature you are possessing and the location you're in.

The game provides an adaptive map grid that grows with the locations you've discovered. Along with the buttons for compass directions, you can click on any location on the map repeatedly to move your player to that square turn by turn. At first this felt like a great feature for player comfort. However, since almost all puzzles depend on bringing the right creature to the appropriate puzzle-location, the map-clicking feature soon felt very mechanical and gnawed away at my engagement. I quickly reverted to clicking the compass buttons as they gave me more of a sense of active navigation. Still, there's a lot of going back-and-forth across the map to switch creatures and positioning them, even if you have a clear objective in mind. When you're stuck and aimlessly wandering, the clicking interface pushed me out of the immersion faster than typing in directions in a parser would have done. (But this is probably just me bringing my parser-bias into a click game.)

The puzzles are fair once you get to know your creature's abilities. Some are decidedly elegant, providing a flash of insight or the satisfaction of a well-prepared plan working out just as you imagined. A nice variety too, with turn/timed sequences, unlocking gates with a twist, some surprising uses of objects. A few obstacles require a bit of background knowledge of Hades or the Inferno, but nothing that a bit of determined trial-and-error couldn't take care of.
There was only one puzzle that has me stumped even after I asked for hints:
-(Spoiler - click to show)The sacrifices to the Moirae. The fact that they want food offerings is well-clued. The colour-coding I understand. But how to deduce the order in which to give Clotho, Lachesis and Atropos their snacks completely eludes me even now.

Although I do think the puzzles are fair, many of them felt ever so slightly underclued. This is another instance where I missed the freedom of the parser to poke around, hoping that fail-responses to PULL, MOVE, LICK or KICK would nudge me in the right direction. (Spoiler - click to show)For example, a simple DRINK WATER on the banks of the Lethe or even SWIM IN LETHE would eliminate any need for background mythological knowledge. (Again, probably just me and my parser sensibilities.)

Once you have penetrated the Palace of the Dark Princes after a fair amount of puzzling, the pace picks up as you confront each of the six Devils (originally seven, but Belphegor couldn't be bothered...). It'sa lot of fun to figure ut their respective weak points and concoct a plan for their undoing.

An engaging and challenging puzzler with some hilarious moments. My main source of enjoyment was how the game invited me to dream up creative (if far-fetched) solutions to the problems it poses. I felt my brain engaging with the obstacles in the background even when away from the screen.

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A Long Way to the Nearest Star, by SV Linwood
10 of 10 people found the following review helpful:
Space Thievery 2022, October 27, 2022
by Rovarsson (Belgium)
Related reviews: SF, Puzzler

When I saw Space Oddysey 2001 for the first time (and the times after that, now I come to think of it...) HAL scared the brains out of me. The calm, collected voice-pattern, the ruthless efficiency, the cold determination...

Nah, I like his sister a lot more. Ok, she sounds at least as disturbing as her big brother, but at least I can picture myself having a fun night on the town with her.

(For no reason other than my own imagination, I perceived SOLIS as female.)

SOLIS welcomes you as you stumble onto her decks, on the run for the space police because... Well, you're a thief. Plain and simple. And your FTL-jump thingamajig had a small hiccup so you ended up here with a lonely AI in an abandoned spaceship.

Contrary to HAL, SOLIS does have a distinctly, erm... outgoing personality. In fact, sometimes she sounds like her personality is a bit too much for her to handle. Like it's growing out of her circuits, fizzing and crackling...

The more I engaged with SOLIS, the more it became clear that there were hidden depths underneath her humorous façade. As if she was using robotic indifference, AI-superiority and sarcasm as a shield from the utter desolation of her situation and from traumatic aspects within herself.
SOLIS is easily one of my dearest NPCs ever. Conversing with her, getting to know her was a great joy.

In comparison, the PC comes close to an empty shell at first. Sure, we get a bit of background to establish we're a thief but not a nasty one, but for the rest, the protagonist is a mask for the player. During the course of the game however, and especially through communicating with SOLIS, the player has ample choice to characterize the PC. I personally went for friendly pitbull (be nice if possible but bite down on any questions the NPC seems reluctant to talk about).

In fact, the entire game is well suited to this sort of featureless protagonist. At its core,A Long Way to the Nearest Star is a very old school adventure. Find codes and tools to solve clever puzzles and unlock previously inaccessible regions of the spaceship. While the obstacles are mostly engaging enough to make this fun in its own right, the gradually unveiling of the backstory is the real reward.

Pretty standard for an old school text adventure. But it's implemented in Twine. The biggest consequence of this is that the level of interaction with the game-world is slightly higher order, less hands-on. Compared to a parser, the player has not nearly as much freedom to juggle the inventory and throw every imaginable verb at the poor objects. Instead of a compass, there are room-connections in unspecified directions. This didn't keep me from drawing a map.

Still, even though the player is clicking to advance through the game, the focus is very much on which actions to undertake, as opposed to navigating a branching narrative space. The choice format makes the conversations flow naturally. Many options differ only in tone, serving to characterize the protagonist. There are choices that can significantly influence SOLIS attitude and behaviour too. These, together with some PC actions during the game can lead to diverse endings.

I liked how the UI, with its boxed and highlighted options, mirrored my mental image of the screens and terminals the protagonist is confronted with throughout the game. For those who might find this too intrusive, the style is customizable in the gear-menu.

A polished and exciting science fiction game. Recommended.

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Arborea, by Richard Develyn
3 of 3 people found the following review helpful:
Puzzle Tree, October 7, 2022
by Rovarsson (Belgium)
Related reviews: Puzzler

The aptly named Arborea starts off as you enter a simulation of a Vast Forest. Setting a game in a simulation is a great IF trick that immediately circumvents certain common hurdles in text adventures.
It easily explains away the immediate proximity of the fjords to the desert and other geographical oddities for one.
Placing the protagonist in an obstacle-filled simulated world unknown to them mirrors the player's motivation in solving the problems in an oldschoolish puzzle romp such as this game. Just tackling the puzzles you encounter because they're there gets an extra layer of explanation (or a slightly more believable handwave) as "This is what the simulation throws at you. Now deal with it."
And of course, a sim offers a great opportunity for a short but nice (Spoiler - click to show)XYZZY joke.

The simulated geography is convenient for the in-game traversal of the terrain as well as for the player's out-of-game map making.
It's a compass-based hub-and-spokes design, where the spokes are subdivided in a limited number of locations (usually no more than three or four).
The different areas are not self-contained. Puzzles in one area often need wisdom and objects obtained in another. This necessitates several traversals of the map. At least one exploratory round to find and research all available obstacles, pick up anything that is not nailed down, and take notes about how to approach the different puzzles and in what order. A lot of associations and ideas for a strategy will pop up in the players head during this stage.
Solving the game will require a few more rounds of going back and forth as new locations open up. I never felt completely lost, as repeated exploration gave me new ideas, and there were always a few spokes I could try these ideas in.
Although many of the puzzles are tightly interconnected, the game is not completely linear. Several of the spokes contain loose objects, with nothing restricting the player from taking them. These can all serve as that first loose thread to start pulling and get the ball rolling.

The puzzles themselves are varied. Some use of machinery, some manipulation of NPCs, plenty of variations on the classic lock-and-key theme.
The difficulty will probably depend a lot on how the player's brain is wired and their experience with oldschool games. The hardness of the problems mostly relates to the level of associative thinking is needed to intuit the solution. Many times straightforward application of real world knowledge will prove successful, other times the player might let their mind drift and use a certain kind of "moon logic" to make the necessary leap of imagination.
I found that there were plenty of clues available in the text. However, recognizing them does need the player to tune in to the game's style. As the pointers appear in the natural flow of the descriptions, the evocative writing can sometimes obscure a clue hidden in the middle of a descriptive paragraph.

The descriptions produced some very vivid images of the surroundings. I was impressed with how well each spoke's central theme (Serengeti Plains, Caribbean Island,...) was brought to life in just a few locations, implying a much broader world than was accessible to the protagonist. Very strong writing in this regard.
Arborea's writing is less successful in maintaining a consistent atmosphere. There are several voices present in the game's text, and the discrepancy between their respective tones felt somewhat jarring at times.
There is the simulation speaking. It welcomes you as you enter the sim and consequently introduces each new area as you discover it. I imagined this as a pleasing, soft-spoken and caring voice, even poetic.
There is the somewhat more distanced game narration, which provides the colourful, evocative and immersive descriptions of the landscape.
And there is the fourth-wall-breaking voice of the author. Sometimes this is a justified interruption to clarify game mechanics, but often it jumps in unannounced (in the same font as the narration) with a "funny" aside to the player (or is it to the PC?). This broke the atmosphere of the game on several occasions for me. Perhaps a nod to the snarky comments to the player in old Infocom games, but not so well placed here.

Overall, Arborea carries a gentle ecological message about the beauty of nature. In particular, it tells of the wonder of trees, and of mankind's varied attitudes towards them in different time periods and different cultures. There are depictions of careful, even reverent co-existence with trees, practical use of them for our daily commodities and also the destructive use of them in a mass-production way of life.
This loving attitude toward trees is frequently at odds with the oldschool adventurer's amorality toward the NPCs. It's impossible to solve Arborea without behaving questionably toward the other people you meet. Sometimes in a mostly innocent and funny trickster manner, other times actively misleading them and abusing their trust, or even drugging them to get what you want. I couldn't bring myself to comfortably reconcile this behaviour with a peaceful problemsolving exploration.
All I could do was think: "Hey, it's a simulation." And this got me questioning what this simulation was actually for. Is it a educational program about our planet's history? Or just a game people in the future play for their amusement?

The game characters are basically beautifully painted cardboard cutouts. They're great to meet in their intended role, but once you start interacting with them, there is not much substance to them. I would have liked for them to bit more talkative or even gossipy. It would make them feel like more rounded characters in their own right, and it would be an opportunity to add to the sometimes hard-to-pick-up clues in the text.

The endgame feels like the game does one last loving nod back to its precursors. It's essentially a condensed old school puzzle romp; an almost carnivalesque obstacle course with all kinds of puzzles strung together in the final straight line to the exit. A great way to bring such a broad and sprawling game to a close.

I spent about six hours in Arborea, and I loved the ride.

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L: A Mathemagical Adventure, by members of the Association of Teachers of Mathematics co-ordinated by Richard Phillips, and including Derek Ball, Tony Corbett, David Rooke, Heather Scott, Alan Shaw, Margaret Stevens, Ruth Townsend, Jo Waddingham, Roger Waddingham, John Warwick, Alan Wigley, John Wood, and David Wooldridge.
2 of 2 people found the following review helpful:
Perfect form., June 25, 2022
by Rovarsson (Belgium)
Related reviews: Puzzler

[I played on the BeebEm emulator]

In the early 1980s BBC Micro computers were getting widely distributed in English schools. A group of members of the Association of Teachers of Mathematics (cool acronym -> ATOM) decided to use the Micro and its ability to play text games as a teaching tool.

While they were at it, they also managed to create a fantastic text-adventure.

The intro swoops you from a soothing pastoral outdoors scene (lying in the grass under a tree, your sister reading a book, birds chittering in the sun... my imagination may be filling in some details) to the halls and corridors of a puzzle-palace.

L: A Mathemagical Adventure came out in 1984. It has a two-word parser that sometimes left me scratching my head, figuring out how to phrase a command. Nothing that kept me for too long though. There is no VERBOSE option, so when you re-enter a room you need to LOOK if you've forgotten where the exits were. And forget about EXAMINE. What's in the room description is all you're going to get.

Despite these limitations, the setting and the writing do not feel sparse at all. Upon first entering a room, you are treated to a clear and sometimes elaborate description that paints an evocative atmosphere of a now-dark abandoned palace.

Abandoned? Not completely.

A Drogon Robot Guard appears! These adversaries come at you at random intervals and try to imprison you. Defeating them is one of the simpler puzzles of the game, but I urge you to at least let them take you to the cell once. Escaping is fun!

Spread across the map, there are a number of NPCs. These are of the cardboard cutout variety, but they are introduced in vivid descriptions. Some need your help, some offer to help you. Invariably, you will need to solve a math-related problem to obtain the clues or objects they have to offer.

As should be clear from the title and the creators, the puzzles are all in some way related to mathematics. There are a lot of different approaches though. There is code-breaking, geometrical puzzling, logical reasoning and some straightforward calculation. In many puzzles, your imagination is supported by colourful visual representations.
I found all the puzzles fair and solvable. I did however sneak a peek at Wikipedia for some of the mathematical terminology I did not know. (Perfect squares and cubes.)

L: A Mathemagical Adventure is a great game for the avid map maker that I am. Despite being a mathematics-inspired game, the map is anything but orderly or symmetrical. Upstairs, downstairs, indoors and outdoors, tunnels looping back, a small maze and an octogonal room with exits on all sides. I had a lot of fun with my coloured markers.

There is some kind of plot going on about rescuing a girl who knows the weaknesses of the Drogon Overlords. Even if you save the girl from captivity though, this plot is never quite resolved. Maybe ATOM wanted to leave room for a sequel? But the plot is not what drives this game. It's all about nifty puzzles and great atmosphere.

A real treat!

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The Darkness of Raven Wood, by John Blythe
1 of 1 people found the following review helpful:
Darn Werewolf!, June 15, 2022
by Rovarsson (Belgium)
Related reviews: Horror, Puzzler

A disturbing letter has come from your old friend Raynard, the blacksmith in the town of Raven Wood. A new lord has come to inhabit the Manor, and sinister events have been happening since. Alarmed, you travel by carriage to meet him...

The Darkness of Raven Wood is an oldschool horror adventure. The two word parser can cause some guess-the-verb problems. Worse however is that the necessary verbs are used somewhat inconsistently. Case in point: the "Instructions" explicitly give the example of UNLOCK DOOR, which can even be abbreviated to UNLO DOOR, since the parser only takes the first four letters into consideration. However, when I found a locked door, I had to USE KEY instead. When at another point in the game I wanted to USE AXE when ATTACK [x] or CUT [x] or HIT [x] didn't work, it turns out I needed to SWING AXE. I feel this is a much more ambiguous situation than UNLOCK door, where USE would actually have been appropriate.
(EDIT: apparently the instructions on the rucksackgames website do specify SWING AXE and USE KEY. Just not in-game.)

These bits of parser wrangling are the only real criticism I can bring up as negatives.

The introduction sets a dark and oppressive mood which the sparse but efficient writing underscores. The frightening atmosphere is further enhanced by beautifully gloomy pixel art, among the best I have seen.

The game demands careful exploration of the map and thorough examining of the contents of the locations (no X, but you can abbreviate to EXAM). Most of the puzzles consist of simple application of objects in the right place. Some however require a good memory of locations previously explored, to make the associative leap that what you have just done here will have changed something there.

There are some areas where you will invariably lose your bearings. While it is necessary to search these thoroughly too, once you have done so there is a simple sequence of directional commands to get you out of the woods.
The cryptic hint list on the game's homepage is very helpful with this and other obstacles.

What started as an inquisitive exploration around the town at the beginning of Chapter I, becomes gradually darker and more frightening, especially when you enter the grounds of the Manor and then the house itself in Chapter II.

A good suspenseful and atmospheric horror game, somewhat hampered by the limited parser. Recommended.

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Transfer, by Tod Levi
3 of 3 people found the following review helpful:
A dog called Kafka, May 28, 2022
by Rovarsson (Belgium)
Related reviews: SF, Puzzler

This morning's groundbreaking transfer-experiment has failed. Maybe the Machine was miscalibrated, despite all the checks and double-checks. It worked on mice and reptiles, why did it fail with the first human subject?

Transfer is a mystery/detective game that plays in the aftermath of this failed experiment. Instead of providing a clear objective, the game relies on a few more subtle clues to grasp the player's curiosity. Two NPCs act a bit strange. It's left to the player to unravel the thread and find out what's behind all this.

A secret experiment needs a secret location. In this instance, a mostly underground scientific research base on a far-off island. This makes for a small and compact utilitarian map. Labs, sleeping quarters, common eating hall.

However, it's remarkable how much adventurous exploration can be crammed in such a restricted space.

Partly this is due to a few blocked-off passages that draw the player toward opening up these undiscovered spaces. When they do open up, they don't disappoint...

Another big part of the richness of the game comes from the behaviour of the NPCs. They all have their own agendas, and their walking to-and-fro helps bring the research base to life. You need to learn about their work and their routines to figure out how they might be involved in the greater mystery.
Giving the NPCs a measure of personal agency may enhance the lifelike feeling of the facility, but it also creates expectations the game cannot fulfill. It feels grating to break into off-limits areas while someone is standing right there, or showing someone their stolen stuff without it provoking any reaction. Playing Transfer with a straight face sometimes requires wearing quite stretchy suspenders of disbelief.

During the game, there is a lot of plain old exploring and searching and puzzling going on, but all the main plot advances rely on using the Machine. This main puzzle/solution mechanic is implemented in surprising ways. In the first parts of the game, this makes for original and well-thought-through puzzles. By the end however, there is a series of Machine-manipulations that inadvertently lean towards the comical rather than the suspenseful. It's still a good puzzle sequence, but its tone would perhaps fit better with a fantasy-comedy than a science-mystery.

Solving puzzles and finding secrets advances the plot point by point. At the beginning of the new “chapter”, as well as in the introductory sequence, the writing shines. The room descriptions are clear and effective at conveying everythin the player needs while still adding to the atmosphere. It’s in the intermezzos however, in the overheard whispers and in the sudden actions of the NPCs in between acts that the narrative tension and tempo are best brought forward. The quality of the writing was certainly good enough to let me glance over some of the more improbable bits of the story.

The ending may feel disappointingly unrealistic to some. I for one really enjoyed the Poirotesque dénouement where the mystery's solution is summarized and elaborated upon by the villain with all the characters in the room. A fitting moment of closure for a puzzling game.

Heartily recommended whodunwhat and whoiswho against a scientific backdrop.

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Yes, Another Game with a Dragon!, by John Kean
1 of 1 people found the following review helpful:
In Defense of Scaly Monsters, May 12, 2022
by Rovarsson (Belgium)
Related reviews: Fantasy, Puzzler, Comedy

In olden times, shrouded from memory by the mists of time, darkness had fallen over the Land of IF. There was bitter strife amongst the ranks of Text Adventurers. One powerful faction looked down with disdain upon the ancient traditions of Knightly Quests and Magick Incantations. One archetype above all others was the target of their loathing: the once Noble and Fearsome Dragon.

These Renewers of IF landed blow after blow on the olden ways, diverting attention and admiration towards their newfangled, even experimental games. So harsh was the barrage that Dragons and their traditions were left behind, all but cleft in twain.

One determined Author stood steadfast against this brutish barbarity that guised itself as "Modern IF". He set out on a Quest to restore the Dragons' honour and created Yes, Another Game With A Dragon.

To fend off all criticism of being a dated cliché, the game employs the gleaming blade of superb literary quality, as evidenced in this extract:

> "The shelves are well stocked with an assortment of dried herbs and pickled embryos."

Or this shining pearl of evocative conciseness:

> "The oily swamp farts wetly."

Within the confines of a compact map, the different locations are coherent yet richly varied. An open woodland with a well in the clearing, a mighty oak and an abondoned monastery, bordered by fields of grain and green pastures. A deep gorge with an impassable river, blocked by a monstrous guard.

There is a deceptive atmosphere of carefree sunny summer over these lands, for there are dangers and discombobulating obstacles in our hero's way. For most of these puzzling circumstances, he will have to sort out the workings of a convenient Magick Machine.

Our hero, by the way, is of the rather hapless sort. He is drawn away from his habituary daytime occupation as the town drunk by the promise of richess in the form of half the king's land and happiness in the form of the princess' hand in marriage. These prizes will be his, if he can be the one to rescue said princess from the cluthes of..., yes,... The Dragon!

Needless to say, many others want these prizes for themselves. Many True Heroes (tm) that is. During the game, there are many instances of "A Wild Adventurer Appears!" These lend the normally calm and silent woods the amusing and confusing air of busy playful competition.

The final confrontation in the endgame mirrors a heroic dream our protagonist had in the introductory sequence. But can he twist it round?

It is not often that I, your humble reviewer, make explicit comparisons between games, but in this case a certain family resemblance should be pointed out.
YAGWAD feels and plays like a sibling to Augmented Fourth and Wizard Sniffer, and it may well be a distant cousin to Lost Pig. It shares with these games a playful whimsicalness, while being very robustly implemented and competently crafted under the hood. There is a great attention to atmosphere, tone, the feel of the world and the details of the surroundings.

The joy and amusement of the author shine through this entire adventure.

Yes, Another Game With A Dragon shows conclusively that yes, there is still room for Dragons in the Land of IF. (At least, there was 22 years ago when this game was published.)

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Dr Horror's House of Terror, by Ade McT
4 of 5 people found the following review helpful:
Fright or Folly? Why not have both., March 31, 2022
by Rovarsson (Belgium)
Related reviews: Puzzler, Horror

Franky and Johnny are strolling across the dark parking lot of the movie-theater. Some distance behind them, bright lightbulbs are flickering above the theater entrance.

DR. HORROR'S HOUSE OF TERROR

->Franky:
So, what'd you think?

->Johnny:
I don't know, man. I thought we were going to watch a Horror movie. But half the time this guy was joking around and I could plainly see the trees were plywood.

->Franky:
That's the point, J.
Think of it like this: you've got scary horror on the one side and laughable camp on the other. The director's hung a tightrope between the two and the whole movie is a balancing act, never leaning too far to one extreme. He reinforces this with how he shows the locations: sometimes like real places where something gruesome happened, sometimes like a fake plastic set, just as unscary and laughable as King Kong's zipper showing.

->Johnny:
Yeah, I guess... What was up with the dialogue though? People don't talk like that, neatly listing their questions and getting them answered one by one.

->Franky:
Well, J., you gotta remember: not everyone going to the movies is as smart as you are... Some people need a bit more handholding to pull them along through the story. The neat question-by-question dialogues give a bit more exposition to those poor sods that can't quite follow as lightning-fast as you, Johnny...

->Johnny:
Heh, yeah... I suppose some o'them would need some more explanation than brainy ol' me.


The flickering lightbulbs above the theater entrance blinked out one by one until only two remained. These two seemed to tear themselves free from the façade, blinked as well and then squinted, two shiny yellow eyes were focusing on a prey...


->Johnny:
Hey, something else bothered me about this movie. What was up with all those weird obstacles? It was like the main guy was jumping through all sorts of hoops.

->Franky:
Those diverse obstacles are there to show to the audience how smart and versatile the protagonist really is, man. And since we're there on the front row watching him, we get to experience his cunning solutions as if we thought of them ourselves.


The shiny yellow eyes had now closed the distance to the two young men. They were following quietly in their footsteps...


->Johnny:
Well if he's so smart, why did he lose the end-battle huh?

->Franky:
I dunno, I kinda liked the ending. Even if he did lose at the end, it was all nicely wrapped up in the epilogue. By the way, my cousin saw this movie last week, and he says the main guy won the final battle. So there must be different versions around. Maybe you could go and see it tomorrow and it would end differently.

->Johnny:
Really? Wow, that'd be so cool. One more thing: I really didn't care for how the guy just killed all those innocent people. Seems he should've tried to just knock 'em out or something.

->Franky:
Well, maybe the director wanted to show that normal moral principles don't hold up when you're trying to avert the end of the world as we know it.
Or maybe it was just some gratuitous gruesome killing, just for the heck of it.

At this point, Franky glanced over his shoulder at the beast following them. He sighed and gave an almost imperceptible nod.


CRuNCH! GLooP! GRoK!


Johnny's headless body stayed upright for a few more seconds. Then it fell down to the tarmac. As Franky made his way to the car, the scrunching and slobbering noises continued.

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Fort Aegea, by Francesco Bova
2 of 2 people found the following review helpful:
Phixio the gassy dragon., March 4, 2022
by Rovarsson (Belgium)
Related reviews: Puzzler, Fantasy

You awaken to a wonderful day after a good night's sleep, ready to begin your duties as druid-priestess of Fort Aegea.

Alas, the day has not progressed far before life in your orderly settlement is disturbed by the arrival of the Green Dragon Phixio. He demands four thirty-year-old virgins to fulfill the conditions of an age-old pact (which you had no idea about, seeing that Fort Aegea was not yet built the last time Phixio came to eat some people from this area).

The introductory part of Fort Aegea made me want to play a longer simulationist game in this setting. As priestess, you are healer and spiritual helper to the inhabitants of a peaceful grain-processing settlement. You settle disputes between inhabitants and oversee the overall functioning of the harvest and distribution of the crops.
There are some books in your room with textdumps of background information about the history and geography of the game world. Reading these is not necessary for the game, but I enjoyed the wider view they provided very much.


This part of the game is very deeply implemented. Since your time before the arrival of the dragon is limited, I restarted several times to poke around in all corners of the town and try to see as much as possible. I encountered some trumy pleasant surprises.

The pace of the game changes radically once the Green Dragon shows up. As a wager to stall him, you must stay alive until nightfall. You are granted a small headstart to outrun the beast or hide long enough.

From a central hub location, you have immediate access to four areas. In each one, there is a straightforward/railroaded path through a few puzzles and back to the hub. The difficulty lies in finding the right sequence of moves before the dragon catches up. To accomplish this as the player, there will be a lot of try-die-repeat and even more UNDOing.

My recommendation: be sure to have a saved game at the hub and just take the deaths as they come.

Most of the puzzles are clever enough, some on the other hand are rather obscure. Aside from run-of-the-mill adventure techniques, you have a variety of spells at your disposal. The spells are based on a druids attunement with nature (water- and plantbending instead of burning the place down). They fit nicely with the puzzles without feeling too much like being custom-built solutions for one specific problem.

The writing is good. I personally found it too detailed and distanced to really pull me along emotionally, but it does a good job of painting a vivid image of the surroundings.

Similarly to The Jewel of Knowledge (which plays in the same world), a very enjoyable game in an interesting setting.

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The Jewel of Knowledge, by Francesco Bova
2 of 2 people found the following review helpful:
Fire, frost and acid., February 28, 2022
by Rovarsson (Belgium)
Related reviews: Fantasy, Puzzler

A cave, three dragons, a maze and the magical gemstone from the title. Sounds a bit much like a well known fantasy path already trodden into the mud, no?

A classic fantasy adventure is a pleasure to play if it's well made. And The Jewel of Knowledge is well made.

The cave is easily visualized, with three main paths to explore. On the way however, you will need to find and open several secret passageways and get to some hard-to-reach corners.

The maze is subtly hinted with an original solution.

The puzzles are clever without stopping you in your progress too long.

The dragons are impressive and hard to beat.

That makes for an adventure worthy of spending my time on. But! What really lifts The Jewel of Knowledge above your average cave-crawl is the personal perspective it takes to the protagonist and to the entire business of adventuring.

The (minimally) interactive prologue casts a thoughtful light on the entire game. It caused me to feel much more sympathetic towards the protagonist and to understand his personality and motifs better.

The ending tries to rise above cave-crawl expectations too, but doesn't succeed as well. It comes off more as a finger-wagging moral lesson.

Still, very good game.

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John's Fire Witch, by John Baker
1 of 1 people found the following review helpful:
A dream of ice and fire., November 8, 2021
by Rovarsson (Belgium)
Related reviews: Fantasy, Puzzler

It's been too long since you and John got together for some heavy liquor sampling. For some reason however, he didn't show up. When you go to his house, you find that John has disappeared and that a mysterious hole in his basement has appeared. Hmmm... What to do?

John's Fire Witch takes the basic structure of an old-fashioned cavecrawl and ditches a lot of ballast, resulting in a small and focused adventure.

Instead of having a sprawling map with many connecting junctions, confusing layout and mazes, John's Fire Witch is confined to about 35 rooms. A few clever twists in the layout do provide a limited sense of exploration though.

The simplistic scenario functions as the backdrop for a small number of really good puzzles. You'll have to use some basic real-world physics and pay close attention to the wording of object descriptions. The final puzzle requires an intuitive leap to use one of your objects in a new way.

The writing is very good on the level of individual descriptions of rooms and objects. However, I found that the old-school approach to the overall atmosphere didn't work so well. The game wavered between lighthearted and self-deprecating humour on the one hand while never quite succeeding in evoking a scary-underground-tunnel feeling on the other.

The game misses a lot of opportunities to flesh out its atmosphere. Many plausible actions are not supported, background scenery is mostly unimplemented... On the whole, I felt that there should be more stuff there to look at (even if it was just the cave ceiling). This is perhaps justified by the theme of the final room, which is just full of stuff (presumably hoarded there by the antagonist). Here, the overabundance of stuff serves to make the endgame hard and confusing by giving you so many options that you could never hope to try them all within the limited time allotted to you. SAVE-RESTORE is your friend...

Good fun.

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Not Just an Ordinary Ballerina, by Jim Aikin
2 of 2 people found the following review helpful:
Doll? What doll? Oh right!, November 2, 2021
by Rovarsson (Belgium)
Related reviews: Puzzler

Just saying, it's pretty easy to lose sight of your ultimate objective in this game.

Not Just an Ordinary Ballerina is a beast, a mountain, a leviathan of a game. There is nothing that would resemble a plot, no matter how vanishingly vague your definition would be. There is naught but the flimsiest of framing story to get you going, but I frequently had to remind myself that my end-goal had something to do with that short intro from way back in the beginning.

This is not a story-oriented game. It is an unapologetically hard and big barrage of puzzles.
There is a large variety of puzzles, and they are all logical/common-sense in hindsight. There are no solutions randomly pulled out of the author's hat that would make you say "No way!" even after finding the solution (or looking it up). This changes nothing about the fact that this game is hard.
There are different reasons for this:
-The pure huge scale of the game-map and the amount of objects, puzzles and clues in it. The sheer amount of information that gets thrown at you is mindboggling. It's a real challenge to keep a list of puzzles and their clues in your mind while playing, even with a notebook. Add to that the objects that are not always used straightforwardly, and the heap of information is very big.
-The author has no scruples about throwing out-of-game anagrammatical and mathematical puzzles at the player. I could almost hear his whispers: "You signed up for this out of your own free will. Now let's see you cope with this."
-Four mazes. In two of them I could use my inventory objects and some real world problem-solving to make sense of the order, the other two bamboozled me into cheating (David Welbourn's walkthrough is excellent).
-There are a good number of more traditional adventure game puzzles. The solutions howeverdepend on non-traditional use of objects, timing/turn-counting and meticulous attention and analysis of the descriptions of locations and their relations to each other.

Without a plot to keep the interest piqued, Ballerina must rely on the internal motivation and curiosity of the player. For me, this worked all through the game (3000+ moves). There is just so much there, and so much just around the corner that I had to tear myself away from the screen on many evenings. Luckily, this often meant that I had found new ways to tackle an obstacle the next day.

Another thing that holds this game together is the excellent descriptions of the setting and the pervasive atmosphere of the abandoned shopping-mall.
Never truly scary, but always consistently creepy.

An excellent classic game. Take your time when you engage this. I spent three weeks on it, with occasional hints. Three weeks of fun.

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The House on Highfield Lane, by Andy Joel
5 of 5 people found the following review helpful:
I can see my house from up here., October 6, 2021
by Rovarsson (Belgium)
Related reviews: Puzzler

On Highfield Lane stands a creepy house. Its windows seem to watch Mandy everyday as she walks past on her way home from school. As creepy houses' windows tend to do...
One day Mandy finds a letter on the pavement outside the creepy house's door. She decides to deliver it to whoever lives in the creepy house. As she enters the hall, the door slams shut behind her. As creepy houses' doors tend to do...

Mandy is a very engaging character, the polar opposite of a generic adventure hero. She has definite opinions and feelings and the player will know it. The author accomplishes this in various ways.
The game is written in the third person. I found that in some games this can be distancing, putting the player in the role of a mere observer. Here however, this perspective offers another road to immersion. Instead of forcing the player to roleplay, getting inside the head of the protagonist while being addressed as "You", The House on Highfield Lane gets the player to be a close companion of the PC, looking over her shoulder and guiding her while being complicit in Mandy's actions and decisions.
Mandy's movements and actions and the creepy house's rooms are described from her own very subjective viewpoint, giving us a more and more clear view into her personality. The descriptions are interspersed with bits of Mandy's interior monologue, showing us her unfiltered thoughts, swearwords and all.
This view we get of the protagonist's personality also evolves throughout the game, something seldom seen in puzzle-oriented IF. At first somewhat timid, intimidated by finding herself locked inside the creepy house, she becomes more brazen and unafraid as the game progresses. This is very nicely reflected in her interior monologue. Later in the game, her thoughts amount to: "What the hell, I've already come this far in some stranger's house, why not do this completely unappropriate thing and see what happens." (This is where the swearwords are very effective.)

Upon first entering the creepy house, there is indeed much to be intimidated by. What seemed to be an ordinary house in a row of equally uninteresting houses from the street turns out to be a grand historical mansion on the inside. Lifesize portraits look down on Mandy from the walls of high and spacious rooms.
Even more intimidating, and effectively disorienting to the player is the author's cunning use of space/geography. Once in the house, there are doors in directions impossible from the outside and upper storeys that should not exist. I for one had a lot of fun mapping the place.
What's very interesting here is that the player's growing familiarity with the map through further exploration closely mirrors Mandy's growing confidence as she wanders around the creepy house.

The House on Highfield Lane is very much a puzzle-game. The seemingly simple objective of delivering a lost letter leads to an increasingly complicated and improbable series of obstacles The flimsy plotline is naught but a pretense for presenting the player with a collection of puzzles. These are mostly intuitive but always have a clever twist. I had my fair share of "Aha"-moments while brainstorming about how to tackle this or that problem. Despite the sometimes surreal nature of the puzzles, they are held tightly together by the game's mood and atmosphere.

This brings me to a highpoint of the entire game: the splendid writing that binds it all together. The descriptions are clear yet evocative, there is more than one location with very memorable imagery, the author manages to provide poignant details without cluttering the mental image of the player. Mandy's subjective viewpoint adds the pepper and salt to the text.

I imagine that the game's finale might go two ways for any player. There's a convoluted revelatory backstory that seems thrown together after the fact rather than being the result of integrated worldbuilding, and the final problem is silly, to say the least. For me, it was a surprising, almost cathartis moment of hilariousness. Others may be disappointed by it.

You'll have to see for yourself. I very much recommend that you do.

(Yes, there are some small nitpicks. Some obvious verbs were not implemented {EDIT: I have been informed that this has been fixed} and at least one puzzle needed better clueing. Nitpicks that are inconsequential in light of the overall quality of this game.)

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Birmingham IV, by Peter Emery
1 of 1 people found the following review helpful:
Someone please give that man some antihistamines!, September 20, 2021
by Rovarsson (Belgium)
Related reviews: Fantasy, Puzzler

He's got a bad case of the hay fevers! Can't even look at stuff without his eyes watering.

Yes, the protagonist of Birmingham IV has a chronic eye-disorder. Every single time he examines something: "Predictably, the Phil's eyes water." His other problem is that throughout the game, he is consistently called "The Phil". I have no problem with third person narrative. It establishes a different kind of player-PC relationship that helps define the feel of a game. However, here it sounds more like the protagonist is a rambling braggart with delusions of grandeur narrating his own exploits. (This is probably not the case, but I found it fun to imagine my PC going about his explorations while describing his every move.)

This rambling-about-his-own-exploits protagonist is actually perfectly in line with my biggest gripe about the game: What the FULLGRU am I doing here?!

Apparently The Phil has woken up in a fantasy-dreamland (trolls & dwarves elves & all). He starts wandering around poking everything he comes across and taking whatever he sees. Out of pure curiosity he seeks out puzzles to solve but it is never clear what his goal actually is. Halfway through the game, a proper endgoal crystallizes: clear up the mess he has caused by thoughtlessly (some might say ruthlessly) tackling obstacles for no apparent reason.

The land the Phil is roaming is nicely described. There are (on my map) five distinct regions that all lie along a long E-W road. So that's good for visualizing the geography. Unfortunately, due to an inventory limit and some less-than-practical puzzle layout (1980s oldschool style and all that...) you will travel this road until you can dream it and then some more.

The puzzles you encounter range from "Great!" ((Spoiler - click to show)laying out breadcrumbs for the puddytat...) to "Huh?" ((Spoiler - click to show)lighting the lamp...) to "Jeeves! Get-me-my-walkthrough!" ((Spoiler - click to show)a not-cool-not-clever maze that is only justified because everybody knows that Elves are obnoxious tricksters seeking to confobble people at every turn.)

The writing is good. I really enjoyed the descriptions of the Elven Mound and the Plains by the River. There is a lot of humour in the responses too, and there are tons of unnecessary but funny stuff to try (including dying in many ways) (Oh, that reminds me... About those puzzles: Learn by dying. A lot.)
But despite the funny and overall good writing, the lack of an overarching goal or quest made it all feel a bit too light and unimportant to me.

So: a nice big game, lots of laughs without any (heart)strings attached.
Worth playing.

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Metamorphoses, by Emily Short
8 of 8 people found the following review helpful:
A dreamlike search for..., September 9, 2021
by Rovarsson (Belgium)
Related reviews: Puzzler, Fantasy

First off, some tech-stuff: This game is, hands-down, the most deeply implemented piece of Interactive Fiction I have ever played or heard of. Along with that, it also provides an amazing freedom of experimentation. This is no sandbox, this is dune after dune.

The puzzles are,partly because of the aforementioned freedom, not hard. They are sensible and great fun. Choose your own logical approach and try it. Many different solutions will work, and those that don't will not work for a reason. Very rewarding.

The story is very much for the player to fill in. Lady Short gives you the backbone elements of a story of personal growth and inner realization, up to you to interpret it. The many different endings also give you many possible interpretations.

The writing is crisp and clear, giving Metamorphoses that dreamlike quality. The descriptions are detailed enough to be practical, without excess decoration. Exactly because of the sparse descriptions, the imagination has ample room to dream up it's own version of your surroundings.

Maybe the biggest puzzle here is the quest for completeness.A reverse read-the-author's-mind problem. When playing (and replaying) ask yourself, "What has Emily Short NOT thought of?"

Very, very good game.

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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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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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Jigsaw, by Graham Nelson
4 of 4 people found the following review helpful:
20th Century Tidbits, August 4, 2021
by Rovarsson (Belgium)
Related reviews: Puzzler, History

I remember getting a very intimidating book as a present when I was a small child. I was amazed that it had more than a thousand pages. It seemed impossible that anyone would get through such a huge story. It turned out to be a "365 Bedtime Fairytales"-book, with a 3-page story for each night.

What was a relief in the case of the bedtime book turned out to be a disappointment in the case of Jigsaw, a game I had been looking forward to playing for a long time.

Instead of a sweeping epic story taking me past the turning points of recent history, I got 16 smallish (but hard) bedtime puzzles barely held together by an overarching plot. Just as with the bedtime-book, Jigsaw took a long time to finish. I would hardly call it a big game though. More a series of historical vignettes, to be experienced and enjoyed at the player's leisure.

As for the overarching plot, anyone's guess is as good as mine. Here's what I made of it: Black has a plan to change the past to mold the present and/or future to Black's priorities/preferences. You don't want that. (Even if some of the changes Black tries to make are really good ideas, like (Spoiler - click to show)preventing World War I...) Your task is to find and reverse the temporal disturbances Black leaves in his wake as he visits certain important times in the 20th century. Black's and your motives for all of this remain in the dark (to me, at least).

After a confusing introductory sequence (where you need to find an unmentioned exit to progress, not for the only time in this game...), you arrive in the central hub/control centre. From here you can access the different time-areas where you need to solve a puzzle.

Fortunately, the time-areas are mostly independent from each other. As you enter one, you should be able to find everything needed to fix the temporal disturbance. This makes the puzzles merely hard, instead of impossible. Allthough the number of rooms and available objects is limited in every area, you have to time your actions carefully and execute them in a particular order. SAVE and RESTORE are necessary parts of the gameplay.

Most of the historical vignettes were very enjoyable, clearly well-researched and very satisfying to solve. Some were either too hard, or were solvable but took me far into try-everything-on-everything terrain.

I missed a cohesive backstory tying this game together as a whole. However, it's well worth exploring and trying to solve the puzzles independently. As I said: very satisfying.

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Grooverland, by Mathbrush
10 of 10 people found the following review helpful:
Dimension-shifting theme-park, July 27, 2021
by Rovarsson (Belgium)
Related reviews: Puzzler, Fantasy

Happy birthday to you!

It's your special day and your parents have gone all out and got you the Queen-package for Grooverland. It's an all-access special treatment pass for your favourite theme-park, with a coronation ball in the big castle included. You just have to enjoy the rides and find your Queen-stuff while you're at it.

A seemingly light and humorous plot, told in a funny and colourful tone. Until you get a bit farther along on your quest and start gathering the regalia you need to enter the Queen's castle. A darker dimension lies behind our own, and obtaining the symbols of your royalty causes it somehow to overlap more and more with the happy theme-park reality, subverting our familiar world into solid scary-clown territory. (Coulrophobics can rest assured, no actual scary clowns appear in the game)

The writing seems to have some trouble keeping up with the gradually changing atmosphere. The descriptions do change while the game-world devolves into a darker version of itself, and random background events now depict monstrosities selling snacks, but I never had the feeling of being dragged down into darkness with the protagonist though. I was more a curious but distant observer than an involved participant.

In part, this is because the puzzles are so darn good. They are very accessible, even on the easy side. At the same time, they are wonderfully original in the most creative way: take something that's well-established and add an unexpected twist. The laser-fight puzzle is among the best I've ever seen, while it is in essence a "push the right button"-puzzle in disguise.

Now, the accessibility and originality of the puzzles demands that the writing be crystal clear (which it is), without any ambiguities in the descriptions, so the player can clearly visualize the surroundings. This takes precedence over describing the atmosphere of the changing game-world. The clarity of the puzzle-descriptions shines a bright spotlight in the supposedly dim and gloomy alternate realm taking over our world, causing it to be not so dim and gloomy.

Grooverland's gameplay made a very solid, robust impression on me. The game-world felt like it was there, and I could try whatever I wanted without fear of breaking anything or confusing the underlying order. There are helpful NPCs, funny references to other games, a lot of tinkering and experimenting puzzles, all leading up to an exciting endgame.

The grand finale is just the way I like it. I have proved my worth during the middlegame, solving the fiddly puzzles with the many possibilities. Now it is time for a straightforward but very exciting and well-paced boss fight. Excellent way to reward the player and to leave him with a sense of accomplishment after finishing the game.

I enjoyed this very much.

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Augmented Fourth, by Brian Uri!
4 of 4 people found the following review helpful:
"But if we throw the Cat in the barrel first,..., June 28, 2021
by Rovarsson (Belgium)
Related reviews: Puzzler, Fantasy

...then how will the Aardvark learn to swim?"

A small taste of the sometimes absurd sense of humour that pervades Augmented Fourth

King Goosen of Papoosen did not enjoy your rendering of "Ode to a Duck". Consequently, you and your trusty trumpet are thrown down the pit, where you discover a community of sorts living at the bottom of the volcano.
Determined to make it back top-side, you must now overcome the obstacles that stand between you and the closed off ladder to the castle. You have your wits and your magically enhanced trumpet.

Instead of memorizing magic scrolls, in Augmented Fourth you must obtain and learn music sheets. Each of the melodies has its own effect on your surroundings and as such functions as a wizard's spell. This magic system is worked out in detail. If you play a particular ditty in a location that is not the intended puzzle-room, the surroundings will still react, sometimes hilariously. The actual effects of the spells are mostly natural phenomena (rain, gravity, ducks...), so it is not too difficult to judge which spell/song to play to solve a particular puzzle.

The game keeps a nice balance between magical solutions and more prosaic adventuring puzzles. Along with summoning ducks through trumpet-playing, you will also need to do the usual bit of exploring of the cave and manipulating of the objects.

The cave under the volcano has a splendid map. The adventure starts off in the center of the volcano, also the central hub of the area. All directions save one are open for exploration from the beginning, and multiple puzzles are accessible from the start. Almost without noticing though, you will have less and less options to pursue, effectively pushing you to the bottleneck in the northern quadrant. From there on out, the game shifts gears and the story gets on fast-moving railroad tracks to the hilarious finale.

A finale that is foreshadowed throughout the game in small amusing intermezzos narrating what is happening with the King up top, who is spiraling down to ever more insanely funny despotic madness.

Modern IF is often lauded for the way the puzzles are seamlessly integrated into the story. Augmented Fourth turns this on its head: the story is woven seamlessly around the puzzles, which are without a doubt the real reason of existence for this game. In many of those puzzles, well-known adventuring tropes are averted, subverted, completely avoided or twisted in a knot. Breaking down the player's expectations often leads to fantastically comic situations, when a certain build-up of tension is suddenly relieved in an unforeseen direction.

There are also a number of playthings that are just that: items to play around with. They're not even red herrings (of which there are also a fair number...), just opportunities to idly while away the time. In the same vein, there are a number of books that provide hints; they mostly provide page after page of completely unnecessary sillines.

A very silly, moderately difficult and very smoothly playing puzzle-romp.

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The Isle of the Cult, by Rune Berg
4 of 4 people found the following review helpful:
A walk in the park ... until it turns into a jungle., June 8, 2021
by Rovarsson (Belgium)
Related reviews: Puzzler

After lying through your teeth about your lockpicking skills (which are non-existent), you were allowed into the Thieves' Guild. However, instead off stealing old ladies handbags, you are sent to a mysterious island, a letter from the Guild Master with your objective in your pocket.

Isle of the Cult starts out very laid-back and lighthearted. So much so that when a) the letter with your goal on it turns out to be illegibly smudged by seawater, and b) the fishing boat that dropped you off sails away with your burglar's gear still in it, you decide to just wing it without any equipment.

So you set off to explore the island and you soon come across remnants of an old civilization: an abandoned village and two temples on a hill. The ex-inhabitants of the village probably said to each other: "Hey, if ever a lone adventurer comes this way, we might as well make them feel welcome!", and left a few easy obstacles in the way. "The way" being a straight north-south avenue with buildings to the sides.

Things change when you get to the southern part of the island. Here, narrow paths wind through the jungle to isolated locations, ravines and streams block your path. In the center of the jungle a great fog-tipped mountain looms. There are harder puzzles you must solve to get to locked off areas of the map. Not harder as in complicated, but cunningly deceiving, making you look one way while the solution is right under your nose. Quite exhilarating to solve these, really. A few red herrings are thrown in for good measure, and these add to the overall abandoned island-feel.

The writing in Isle of the Cult is not remarkable but it is efficient and to the point. Storywise there is hardly any story or plot to speak of. This is an oldschool puzzle adventure. But it is an excuisitely polished one. The author has thought of many unnecessary or "wrong" actions and has provided appropriate, helpful or funny responses. Your movements are described tersely, reminding you that you are crossing jungle-terrain, not just going E or N on a grid.

A smooth and sometimes misleading adventure. Nothing groundbreaking, but very well made. A joy to play.

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The Wizard Sniffer, by Buster Hudson
1 of 1 people found the following review helpful:
Not-princesses all around!, June 4, 2021
by Rovarsson (Belgium)
Related reviews: Fantasy, Puzzler

It all begins with a rather awkward protagonist to control: a pig (which can alledgedly sniff out wizards...) Since pigs walk on four feet and have no opposable thumbs, a lot of commands are thrown out the window by nature of the PC. And although pigs are known to be very clever animals by those who study them (pigycists?), this particular pig does seem to rise even above normal intelligence levels of other members of the species Sus scrofa. For one thing, it can read...

Seeing that this smart pig is somewhat limited in the handiness department, it must find other ways to further its goals. Cue NPCs. By virtue of an excellent grasp of human psychology, our protagonist-pig can manipulate the other characters into following it around and it nudges them to interact with objects or other characters through very deliberately SNIFFing of pieces of the surroundings. Different characters will act upon this sniffing in different ways, according to their nature.

One of the pig's major ways to solve puzzles is therefore to choose the right NPC to come along and do the hands-on work. Instead of switching between PCs with their special abilities, here our pig-protagonist has to switch between NPC accomplices. The way this is handled in-game is both elegant and hilarious.

The puzzles flow seamlessly from the story and the setting. Some of them are pig-adjusted variations on standard adventure-fare, while others are truly surprising and original.

The writing is fresh and crisp, with a truly great comedic touch. There is lots of physical slapstick comedy, but at least as much of the humour comes from the pig's observations of the humans. Our pig always keeps a certain distance and so can easily see through the notions about identity the NPCs have about themselves.

Through these observations and the development of the story, what started as a laugh-out-loud comedy evolves into a character-driven drama by the finale. The Aesop that becomes clear near the end could have been cliché and heavy-handed, but the lightness and subtlety of the writing lifts it far above a finger-waving moral-of-the-story.

Truly one of the greatest games I have ever played.

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The Plant, by Michael J. Roberts
3 of 3 people found the following review helpful:
Cleaning windows..., May 30, 2021
by Rovarsson (Belgium)
Related reviews: Puzzler

Conveniently for the author of The Plant, his protagonist's car breaks down right in front of a sketchy detour leading to a mysterious plant off the main road. Equally convenient is the fact the boss of said protagonist is very eager to explore said plant...

While the circumstances leading up to the start of the game are a bit convoluted, once the story starts, I got drawn in fast and deep. The main reason for this is the excellent writing and pacing. The player's curiosity is piqued along with the PC's, and the boss's nudging adds some extra motivation to find a way into this mysterious facility.

The puzzles provide good pacing to the story, forcing the player to slow down and take note of what is happening. A good deal of actions trigger cutscenes, giving movement to the game/story, instead of being a static stage with the PC walking around it.

I did not encounter one bug, and only one puzzle that could be a bit more player-friendly in design ((Spoiler - click to show)When moving atop the glass ceiling, you have to LOOK each time you stop to see the particulars of your surroundings). Everything else is smooth, well clued (that doesn't mean easy...) and executed perfectly. The technical skill shown in the design of this game makes sure the player trusts that even though she is stuck, there is a way to win the game, and that it makes sense. (Lord of the IF-realm knows I've played games not so trustworthy...)

I'm still of two minds regarding the finale. It seemed like a profound breach of tone, but on the other hand, I did burst out laughing.

Very good original puzzles, extremely good pacing. Maybe a tad impersonal. Recommended.

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Dr. Dumont's Wild P.A.R.T.I., by Muffy Berlyn and Michael Berlyn
5 of 5 people found the following review helpful:
As if particle physics wasn't weird enough on its own..., May 23, 2021
by Rovarsson (Belgium)
Related reviews: SF, Puzzler

As I was reading the lengthy and funny prologue to Dr. Dumont's P.A.R.T.I. I was quickly drawn into the backstory to this game. Allthough it's a fairly traditional comic/surreal puzzle romp, the fact that the weirdness is explained in-game put the entire experience in a whole other light.

Our protagonist is an accidental guinea pig trying out the newest particle accelerator in the university lab. The A.I. controlling this advanced particle detection machine needs genuine creative input from a human mind to teach it how and where to look for the elusive particle X. In order to get this input, the computer generates a metaphorical world in which the human subject must solve puzzles for the computer to learn from.

With this in the back of my mind, there were many instances where I could relate the superficial silliness of the puzzles and their solutions to my limited layman's knowledge of actual scientifically demonstrated properties of the subatomic world. ((Spoiler - click to show)the golfball, the bubble wand,...)

It's certainly a welcome change from getting lost in a magical realm as an explanation for unbridled silliness. When push comes to shove, that is exactly what this physics-themed adventure is: a stack of bizarre, weird and silly circumstances with their own internal consistence, strung together for the player to test her wits against.

After a bit of just wandering around enjoying the views, I did have some trouble to find an appropriate starting point to the game proper. The map has a spoked hub-structure with each spoke open to exploration from the moment you find the central hub. I assumed that each spoke would be its own self-contained puzzle area, independent of the others until I had gathered everything needed for the endgame. I found out this was a wrong assumption after bashing my head against a timed puzzle in the first spoke I tried. It turns out that although the spokes are freely accessible from the get go, they have to be entered and solved in a particular order to solve the game, each game area building on objects or clues you got in the previous one.

Once this was clear however, I had a very enjoyable time finding my way through the many locations. The puzzles were just right for my skill- and knowledge-level. Most are common sense physics/mechanics puzzles with enough of a twist to keep them from being overly obvious. There is also a tip of the hat to a quite common link between quantum physics and Zen meditation (nature of reality stuff...) that appears in many layman's books about particle physics. Suffice it to say that you have to MEDITATE ON some topics to get the insight needed to find the solution to a puzzle.

The writing is consistently funny, the humour ranging from slapstick to surreal, interspersed with small in-jokes for the subatomically in-the-know. A lot of the comedy comes from the descriptions, behaviour and conversations of the NPCs, who all seem to be the same guy in various transparent disguises.

Gameplay-wise, Dr. Dumont's P.A.R.T.I. is very much a classic puzzle-heavy text adventure. The quirky humour and the quantum-physics background does set it apart from others of its kind.

Not too hard, lots of laughs, lots of fun. Chucklingly recommended.

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The Lost Children [2016 ADRIFT version], by Larry Horsfield
1 of 1 people found the following review helpful:
Duke Alaric dukes it out with the trolls., May 20, 2021
by Rovarsson (Belgium)
Related reviews: Fantasy, Puzzler

It had been a long time since I ventured into Hecate, the land of Alaric Blackmoon. I was immediately drawn back in. I love the high-on-questing/low-on-magic surroundings. Alaric is a down-to-earth veteran who got appointed Duke for saving Hecate in the first game, Axe of Kolt. Since then he has been roaming the lands to help his people where he can.

In The Lost Children the children of Hecate are being kidnapped by the trolls, who are normally friendly commercial partners. Might there be some magical coercion behind their changed behavior?

The story of The Lost Children is standard but great fun. Alaric goes on a straightforward, unironic quest to save the missing children, solving problems and puzzles on his way. The first area, west of the Fireheart Mountains, involves two fetch-quests. One is particularly weird/hilarious. The mother of one of the missing children has information Alaric needs, but she demands that he fix her leaking roof first. The fact that she's an Elf who knows through a psychic connection that her son is alive and well might help explain her warped priorities, but still...

The puzzles here range from the very simple find-object-use-object kind to more elaborate obstacles where our hero must obtain the right information first and go through a multi-step plan to get what he needs.

It is during one of these fetch-quests that the player encounters a magnificent puzzle where they have to take stock of their inventory, the geography of multiple locations and make a mental leap that would come natural for a playing child. The moment it clicks is fantastic. ((Spoiler - click to show)Skipping into the cave across the cove.

The area east of the mountains offers a whole other set of obstacles. Here Alaric comes face to face with the trolls and must find ways to deceive, kill or in some other way go around them. There is certainly some learn-by-dying involved in the endgame, where the player has to figure out which steps to take and then restore and execute those steps in as few moves as possible, or else be caught by trolls or pulverized by wizard-fire. In a game as proudly oldschool as this one, I had not one bit of a problem with that.

The problems with <iThe Lost Children mostly lie in a lack of gatekeeping between the two areas. It is exceedingly easy to move through the tunnels under the Fireheart Mountains to the valley of the trolls from which there is no return, and only then notice that you lack a necessary object to kill the ogre.
Indeed, there are many, many ways to get the game into walking-dead terrain. Too many. That's a shame, because the good oldschool features (I learned to like a well-thought-through try-die-repeat puzzle) of the game threaten to be buried under the frustration that comes with too many restores and lack of clues and guidance.

I enjoyed playing through this game with a massive amount of hints and explicit help. Without that, I would recommend playing another Alaric Blackmoon-game like Die Feuerfaust instead.

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Some Space, by rittermi
2 of 2 people found the following review helpful:
A cabin in the woods...*, April 14, 2021
by Rovarsson (Belgium)
Related reviews: Puzzler

First off: Some Space is beautiful. There are background images of stars and nebulas while you play, and a soothing soundtrack.
I quite liked the lettering, but I do think it might be hard for people with certain eye-problems to notice the clickable words.

Playing the game left me with a split experience.

The main body of the game is about your PC who has moved to the Koilan planet for a new job. Unfortunately, the Koilan have a very vague and roundabout way of communicating. Everything they say is interpreted by you as one or other code, even with the universal translation goo you drink at the beginning of the game.

I thought the code puzzles were cool in the way that ten-year-olds playing spies think secret messages are cool. (This is a good thing. I liked playing spies as a ten-year-old. Still do.) I can't elaborate, just be ready to look up resources (very simple recources) out-of-game/on the net.

Throughout the game, you keep getting hints that something's wrong on the home-front. It's a vague but effective method of characterization that the PC keeps ignoring certain messages, without the player having any choice in the matter.

After happily breaking different codes and translating secret messages, the game suddenly changes tone. Very soon after, it comes to a screeching halt, leaving the player wondering about the small but intense bits of backstory that were just revealed.

I really don't know. I liked a lot about this game, but it didn't feel like an integrated whole.

*You'll get it when you play it.

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Finding Martin, by G.K. Wennstrom
4 of 4 people found the following review helpful:
Phone booth to the stars, Microwave to the past, April 4, 2021
by Rovarsson (Belgium)
Related reviews: Puzzler

A big review for a big game.

Finding Martin is an extremely big and extremely difficult game. I would not have been able to finish it without external hints and peeking at the walkthrough.
However, it’s also a very long, complicated and well-conceived story that ties together the lives and fates of many characters. It was a great experience to see this play out over the course of many playsessions.

The intro is somewhat hurried. It pays little attention to character exposition or context, instead just telling you the bare minimum of information. A former college mate, Martin, has disappeared. His sister calls you up and persuades you to help find him. That’s it. No big emotional reminders of what close friends you were or what splendid memories you share.
In fact, this detachement in the beginning of the game is one of the first points of criticism in Adam Cadre’s and Janice Eisen’s podcast about Finding Martin. And I have to agree with them… to a point. Were one to come to Finding Martin empty-slated as it were, it would be very hard to muster the determination to wade through that much pointless puzzles without any in-game motivation. Having read reviews and forum-posts about the game though, as I expect almost any player attempting it now would do, I anticipated this. I was prepared and actually looking forward to these puzzles-for-puzzles’-sake.
And I have to say, it is very much worth it when the story starts unfolding to have bit your teeth hard into these unmotivated puzzles. They turn out to have meaning after all.

Technically, Finding Martin is a monster-achievement. The room descriptions follow the many and varied changes in game-state almost seamlessly. There are some points where a repeated description of a device in motion hints at the cogwheels of the game straining ((Spoiler - click to show)the Fuzzy Room in action), but I believe eliminating this would have been very difficult to program.
There is another point of criticism I’d like to bring up: the huge amount of micro-management. There are a few puzzles where you have to sit in front of a desk or a piano and where you have to explicitly SIT and STAND UP every time. There is also the main puzzle/clue mechanism of the game that requires you PUT X IN POCKET every time. Well, okay, I guess… But then you put on a jacket and get disambiguation prompts the whole time. (“The trouser pocket or the jacket pocket?”.) Maybe there could have been a designated pocket for this object? I’m sure I could have shaven a few hundred moves off the +5OOO I took to finish the game.
Ah well, technicalities…

The map is actually not so big. There is Martin’s house, which comprises the main game-area. This area contains a number of hidden passages that expand the map, but not by that much. Then there are quite a number of small submaps to journey to that are easily explored. Together they give a feeling of possibility, of a wider space than is actually in the game.

Part One
You begin by exploring Martin’s house. I got the impression that a mad genius had been in charge of installing the domotics technology and went all out. “Hmmm, what if I tied opening the oven to the turtle drawing its head into its shell?” (Not a real example, but close enough.)
There are hidden or unknown mechanisms and controls everywhere. An enormous number of the objects you come across come with a puzzle. This amount of puzzles also means that by the time you’ve gone through the house once, you’ve been bombarded with a veritable barrage of clues. Very hard to keep track of.

Luckily, there are some things to help the player. For one, the writing. It is clear, descriptive and detailed, with just enough flair as to not become dry.
Then, there are two in-game hint/clue systems. Unfortunately, one of them (the one that tells you how to do things) takes some intricate puzzle-solving all by itself to activate. The other one tells you what to look for next. It hangs just outside the front door.

By meticulously following these clues and experimenting with everything, the player finds more and more ways to open doors and make seemingly trivial things happen ((Spoiler - click to show)running a bath for instance…). This gradually shrinks down the pile of clues to a more manageable size, making it easier to plan ahead.
Also, I found that after a while, my brain adapted to the bizarre-yet-consistent logic of the game. I came to expect certain kinds of solutions to work.

Part Two
In the second part you find a device for travelling that is reminiscent of a certain doctor’s means of transportation. This allows you to leave the house and pick up objects necessary for solving puzzles in the house (by solving more puzzles of course).
During these travels, the backstory finally starts opening up. By listening to old cassettes and through the cunning use of your sense of smell, you learn more about Martin and his family. In the rest of the game you will get to see how their lives and yours entwine to make a possible future.

You also meet the first people. NPCs in Finding Martin are very unresponsive. But they do have a lot to say and do without you having to ask them to. In a bunch of pleasant cut-scenes you will meet half a dozen or so people that will aid you on your quest. They also provide welcome paragraphs of rest and exposition to ease your by-now-overheating brain.

The puzzles in this part are easier, most of all because you have clearer sub-goals and a clearer course of action. This is also a part where you get to experiment and train with the training wheels still on. You are gently prohibited from going on a trip if you don’t have a necessary object. Not so in the last part of the game!

And last but not least, you get to re-explore your surroundings with a cool new gadget! It will change the way you view the world.

Part Three
And now we come to the third part. A long, dense and insanely difficult buildup to the finale.

Through a series of time-travel trips you have to resolve a number of paradoxes in the desired timeline to make it reality. You will need to coöperate with your past self to set up the necessary conditions for the following time trips, plant objects for your future self to solve puzzles and eventually make the intended future a reality instead of a mere possibility.

Finding Martin’s world and logic are bizarre, unintuitive and twisted. However, there is a strong consistency throughout the game. An unseen interlocking machinery is at work underneath the surface and gives the piece its coherence in tone and style. There is method to the madness, it’s just nigh impossible to grasp it.
Therefore I was disappointed to see the coherence crumble in this part as the game descended into gratuitous zaniness (Spoiler - click to show)(Peter Pan and Captain Hook show up
It’s only one scene during one overseas trip, but it did break the atmosphere for me.

But soon the game shook off this temporary lapse and continued to a truly satisfying finale. It was a joy to see all those carefully laid out pieces come together, tying together timelines as well as the lives of the characters I had come to care about. The road was long and hard, but the reward is very much worth it.

Highly recommended game!

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The Lost Islands of Alabaz, by Michael Gentry
2 of 2 people found the following review helpful:
Ten Pearly Isles, March 21, 2021
by Rovarsson (Belgium)
Related reviews: Puzzler, Fantasy

The Lost Islands of Alabaz is a fun and energetic travel-adventure. It's aimed at children and has the feel of the "boy's adventures"-books I used to eat up by the dozens as a child. (For all I knew then, girls had books about knitting and princes. Except for my cool girlfriends, who also read the boy's books... Sign of the times...?)

At the beginning of the story, you get to choose a name for your protagonist, which was a great draw-in for my son. We decided on his own name. After that, he let me do all the hard work and asked about status-reports on his quest each evening.

There is a detailed tutorial in the game in the form of Trig, your best friend NPC. He breaks the fourth wall to tell the player directly what to TYPE. Children playing their first IF might not notice, but for a veteran with several dozen games under my belt, having read numerous threads and essays about Player-PC-Narrator-Parser-relations this made me feel unbalanced at first. I concluded that the aforementioned essays were taking things much too seriously...)

One morning, you, a young knight, are called by the king to go on a quest. The ten islands of the kingdom have been separated by a cursed mist for dozens of years now and there is no sign that it will lift of its own accord. The people are suffering under the lack of trade, food and communication with friends and relatives.
The king gives you one magic pearl to guide you through the mist to one island. From there, you're on your own. Find the cause of the curse and lift it, and find your way back home.

Not the most innovative of premises, but an engaging one. I did feel an obligation to fulfill this quest for the good of all the island-dwellers of Alabaz. (And to my son...)

The premise of the ten islands makes for a great sense of space. You're a seafaring adventurer exploring the unknown!
The islands themselves all have small maps (five locations or less, except for the mazy one...) At first, I thought the author was using a Gateway-like technique, each island a self-contained puzzle-space in the bigger whole. The first islands of The Lost Islands of Alabaz are like this. The more islands you have encountered and explored though, the more it becomes necessary to revisit previous islands, making for a web of relations between the islands that has to be kept in mind.

The puzzles themselves are easy to medium difficulty.Most of them are simple fetch-quests and/or straightforward use-appropriate-object-here obstacles. To get them right however, the player needs to pay close attention to the information he's given in conversations and in the out-of-game Almanac.

That's right! With your download, you get an Almanac about the islands and how they were before the mist. It's a nice 15-minute read, almost like an historical tourist-brochure. Embedded of course are many clues on how to solve the problems in the game.
Actually, the Almanac is just one of three hint-systems for the game. You also carry a journal, in which your progress is recorded along with reminders of puzzles you have yet to solve. And there is Trig. You can ask Trig about all the puzzles, repeatedly. He will start with giving you a nudge toward the first step of the solution, and give more explicit guidance after that.

There are a whole bunch of NPCs to whom you can talk. I found them to be well-characterized with a few strokes of the pen. They talk about many things, and to avoid confusion the author puts suggested topics that pertain directly to the puzzles between parentheses. All conversations use the syntax TALK ABOUT, although you can use ASK ABOUT too. I didn't find any differences.

The Lost Islands of Alabaz plays very smoothly. There are many synonyms for nouns and verbs. The descriptions change in tune with the actions you perform on other islands, there are nice responses to "failed" attempts. The player can feel at ease that the game will not misbehave.

This game turned out to be a lot longer than I expected from the first play-session where I breezed through the first two islands. I spent a few evenings on this quest for the hidden magic pearls. Very enjoyable evenings.

Light adventurous fun. Go play.

Oh, as an extra incentive: You can compete in the Zeppelipede-racing Derby on the Island of RazzMaTazz! Yes, you can. In fact, you must!

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The Adventurers' Museum, by Lee Chapel
5 of 5 people found the following review helpful:
Our favourite generic hero saves cultural heritage!, March 18, 2021
by Rovarsson (Belgium)
Related reviews: Puzzler, Fantasy

When I entered the first room in The Adventurers' Museum, I almost breathed a sigh of relief. It was a breath of fresh air to learn that the quest at hand was to retrieve all the exhibits that were stolen from the museum by a thievish imp. Through the actions of my anonymous adventurer, I was going to help restore the historical artefacts of the Necromancer-wars to their rightful place, for the good of future generations of schoolchildren and curious adults. My sociopathic and cleptomaniac tendencies would serve a greater cause.
I'm only half joking here. Although the gameplay of The Adventurers' Museum is the same as any old puzzle-&-looting romp, the task given to me by the old and wize curator of the museum had more importance, more weight than just treasure-taking to kill the Big Bad Bully at the end.

In his review for Baf's Guide, David Welbourn says: "Want to play Zork I again for the nostalgia value, but you've already played that one so many times that it's no longer a challenge? Try The Adventurers' Museum."
I haven't played Zork yet, but I have read enough to know that if you are eaten by a Growl in the dark and if your treasure gets randomly stolen by a thieving imp, I might as well view this game as a rehearsal for when I do tackle Zork.

The technical side of this adventure is more than adequate. There are many synonyms for verbs and nouns. Trying "wrong" things usually gives a response either why you can't do that or just lets you do them and see the funny consequences of your actions (plus it moves the game into unwinnable territory, but hey, save/restore right?)

There are several really oldschool features to this game, but it's as if the author put them in out of respect for past tradition rather than to make gameplay harder.
There's a limited lantern, but there's also an unlimited light source lying right on your path. Your hero gets thirsty, but a river runs right through the cave. You feel hungry, but the curator gave you elvish waybread on your third turn into the game. The imp keeps stealing your stuff, but you can get him off your scent quite easily.
The only thing left that can be annoying to (modern) players is the inventory-juggling, but all that does is make you take a trip back to the museum now and then.
It's probably best to put any frustrations aside and do a few exploratory runthroughs of the cave without worrying about unwinnability or the order of puzzles, just until you get a feel for the place.

Coming back to the Zork-comparison: I have also read enough that I think The Adventurers' Museum really has a special mood of its own. There is a very consistent, almost friendly fairytale-fantasy atmosphere throughout the entire game (except that one room...).

I found the layout and the feel of the map to be brilliant. The cramped cave-crawling of the cave entrance soon gives way to grand vistas of splendid underground halls, a fluorescent flower garden and subterranean pools. A nice big part of the map is accessible from the start, and already in this part the gamespace is layered in three dimensions, with sidepaths leading up and over other areas. Sometimes you get treated to an eagle-eye view of a lower area.

Puzzlewise, there is a wide variety. There's attentive exploring and spelunking, some references to pop-culture, clever time/turn counting,... And yes, sometimes violence is the answer.
Some solutions do require a completely (to me) unmotivated action, and at least one object has a use that was completely unhinted. A bit of let's-try-every-verb and see what happens. That was less fun...

The pacing of the game can be a bit tedious at first. Once you have explored the accessible map though, a nice interaction between puzzles solved, museum-objects in your inventory and bottlenecks opening sets a cascade in motion where you find tunnel after cavern after hall with treasure in rapid succession. Very rewarding.

Conversations are not implemented at all, so you only get to know the few NPCs by their actions and what they choose to say to you. I did find the old curator endearing. (And a bit intimidating. How can he get from his office to the top of the museum stairs to block your way so fast!?)

The Adventurers' Museum may not be innovative or especially creative, but I had a great time playing it.

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Return to Ditch Day, by M.J. Roberts
5 of 5 people found the following review helpful:
Power Animals and Quantum Chickens!, March 14, 2021
by Rovarsson (Belgium)
Related reviews: Puzzler

Return to Ditch Day is a puzzling experience par excellence. Challenging brainteasers/-breakers with an engaging storyline.

It starts with a great introduction. An easy puzzle in an atmosphere-rich environment. It's completely linear (apart from some amusing things when you try to resist the railroading), but it's the perfect way to get acquainted with the mood of the game, the sort of puzzles to expect, your own character and, last but not least, your nemesis. (I swear, you'll wish you had a phaser set to "burn to a crisp" after a few turns in his company.)

Some time later, you are sent to CalTech, your alma mater, as a headhunter trying to get a brilliant student to work with your tech-company. And who shows up with exactly the same purpose? You got it. The need for payback on this character in your PC is great enough to spill out of the computer and into your mind. You want to beat this guy as much as your character does. Excellent motivation to tackle this puzzle-romp of a game.

It turns out this brilliant student has turned the tables on you: instead of a normal interview where you ask the questions and set the conditions, you are invited to solve his Ditch Day-stack. He will sign with the man who solves it first. This task will lead you to hilarious situations, complicated puzzles, and a good amount of science and engineering.

Ditch Day is a CalTech tradition where the seniors leave campus and block their rooms with clever puzzles. The challenge is to solve the puzzles and get in the room (where there are treats as a bribe not to trash said room). This means that the gamespace, CalTech Campus, is bustling with activity. There are stacks (i.e. puzzles) everywhere in the dorms, the students are gathering in the hallways and in front of doors trying to solve them. This lively atmosphere gives the game a lot of energy, making you keep wanting to engage with it.

The campus is a big and complicated place so mapping it thoroughly is necessary. (I read in her review that Emily Short did not and made her way through anyway. I'm not Emily Short.) There are no mazes as such, but especially the dorm-area is twisty enough to lose your bearings. I actually started this game about ten years ago, but I quit halfway through because I didn't know where I was half the time. (That bend through the dorm-library is a cruel inside joke of the author, I'm sure of it.)

There are many NPCs. You can only talk to a few of them, but all the others seem like real persons too, concentrating on the stack of their choice or exchanging hints and clues with each other. The ones you can speak to are mostly limited to the problem at hand, giving you objects or clues. The way they act and talk to you is very personal though, giving them each their own identity. (I really liked Erin.) And although your nemesis doesn't answer any questions, he does have a snide comment ready to everything you do around him.

The writing is practical. It focuses on clarity, describing where you are and who/what is there. There is a lot of situational and action-comedy in the game, but this never becomes the main focus.
The writing is also very, very good at controlling the pace and steering the player in the right direction through clues. The size of the map and the sheer amount of puzzles you encounter on your first exploration can be overwhelming. It's important to know and remember that this is actually a very friendly game. It doesn't want to frustrate you (too much) or deliberately mislead you. If you take it slow and do things in the order the clues show you, you'll discover that there is a completely logical sequence of puzzles that build on each other towards the endgame.
But! Beware! There is a storyline that diverges from this main puzzle-sequence. It is not necessary to win the game, but it is for getting full points. It's also a lot of fun. And you get to search the steam tunnels under the university!

And now for the meat and bones of Return to Ditch Day: the puzzles. I surprised myself by not needing to look at the hints except one time, when it was (to me) underclued how to get a student to help me with an object. And I am not a great puzzler. However, I did what I wrote before: slowly going from clue to clue, without letting myself be overwhelmed by sidetracks. (I did save at a certain point, went on an exploration and experimentation rampage through campus and found tons of fun stuff and fruitflies and a solvable computer-code puzzle. After that I just restored and went on my methodical way.)
Many different puzzles, many different strategies. Some require reading and learning. Sometimes you need help from others in a tit-for-tat way. There's a puzzle where you have to manipulate NPCs by learning a bit more about them. There are gadgets and machinery to be played with. And ultimately, there is codecracking. Glorious, in-your-face-nemesis codecracking...

I spent three evenings captivated by Return to Ditch Day. Hours of reading, thinking, laughing. This game is great.

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T-Zero, by Dennis Cunningham
2 of 2 people found the following review helpful:
"Stop the presses! Hold everything!", March 11, 2021
by Rovarsson (Belgium)
Related reviews: SF, Puzzler, Fantasy

[A short bespectacled man runs into the printing press hall. He's frantically waving a crumpled piece of yellowish paper above his head, the static electricity making his hair stand on end.]

-"Where's the boss? Where is the one responsible for reviews? Or better, where is the one who writes all those "Top 100"-lists and those "Best 50"-articles and the Recommended-pages? I need to talk to the one in charge!"

[The boy at the huge black press-machine, his hand still on the big red STOP-button, lifts his cap and scratches his head.]

-"Well sir, I don't know of any boss of the top-lists. I doubt there is such a person. It's all rather more the work of the IF-community as a whole."

-"Now, now, youngun! No need for such foul language! So, I.F. Community, eh? Never heard of him. Or her, for that matter. Strange name, if you ask me.
I suspect Mr. or Mrs. Community is not here? Of course not. Well, you'll have to do. Get your leadtype out, boy, I'll dictate the article. And you make sure this gets on the front page of this Text-Game-gazette or whatever it is you're running here!"

[The boy opens his mouth, trying to clear up the misunderstanding, but the bespectacled man already charges ahead, reading loudly from his crumpled paper.]


T-Zero; A text-adventure for the ages!

A young man wakes up in the dry leaves of the forest floor. Former Librarian and Custodian of the Museum, Count Zero has dismissed him of his duties. He had been snooping around in the vicinity of the restricted areas a little too much lately.
Our protagonist is certain he is on to something however, and he will not give up before he has got to the bottom of it. That his curiosity will lead him through the boundaries of time, he did not expect. Still, courageously he presses onward, determined to set things right.

--"They tirelessly twirl in a circular swirl."--

The writing in T-Zero is exquisite. Poetic, evocative, engaging, the descriptions of locations and actions give the game a rhythm that takes the player from the real and concrete to the dream-like and back without breaking the continuity of the story.
Good writing is indeed of the utmost importance to do justice to this quite intricate story. After the initial exploration of the Museum and its surroundings in the Present, the protagonist gains the means and the knowledge to travel to Past and Future to tweak the outcome of events just so to gain victory over Count Zero's plan to enslave humanity. This involves fiddling with the state of the Past to gain access to puzzle solutions in the Present, which in turn set up the Future for your chance of besting Count Zero, the Time Smith.

To keep up the flow of this excellent writing, the author has opted to leave the exits out of the room description. Instead there is an EXITS-command that will drily list available directions. This command does not take a turn, and I did not mind reflexively typing it as I was mapping the game-area.

The map plays a huge part in the enjoyment of the atmosphere of this game. It is big and readily accessible, except for some well-planned bottlenecks with puzzle-locks to help with the story's pacing and to prevent the story from becoming incomprehensibly befuddling.
Many locations will seem inert at first, having no apparent interactive content or even purpose apart form being an expendable room. Most of these will come into play in the other ages you will visit, becoming an influence that moves through time.

It is a joy to re-explore the map in each era, comparing the different times. The locations and their relations will be subtly different each time, giving a fresh and surprising look at known ground.

While the story and writing of T-Zero are mindboggling in the best sense of the word, some of the puzzles are the opposite.
First: many of the puzzles are standard adventure-fare. They can be obvious or more original, but they stay within the comfortable zone of puzzle-design: the commands necessary to influence the game, the mental picture of possibilities and options to tackle an obstacle.
But then there are the perplexing puzzles. Not because they are difficult in a normal adventuring context, but because they draw on a set of knowledge and inspiration that most IF-players will not access in this context. Some of these puzzles are of the satisfying think-outside-the-box variety. bringing great joy to the player. All of them depend on the player's knowledge of a very English language and popular culture. Joyful as they may be to the player who is in-the-know, in general these are just plain unfair.

Many, if not all, default responses are personalized, most times in a beautifully literate one-sentence gem. In case of an ambiguity between nouns in a command, the game lists all the options in a menu, allowing you to choose the one you meant. Practical, but also evidence of how user-friendly the game desires to be, despite the mindblowing puzzles.
Also very practical are the location-specific hints. They helped me on many occassions with a gentle nudge. On the other hand, there were times when the hints just confirmed I had the right idea, but I still needed a walkthrough to find the proper syntax.

As is to be expected; time plays a very big role in T-Zero. It pervades the entire game. Since time is elapsing and day is followed by night, you can expect some solutions to puzzles also being time-dependent. While most of the time this adds to the anticipation, it can also mean a boring few minutes typing WAIT over and over if you were a few moves late to a specific location and you have to wait an entire day without anything else to do. (This happened to me once, but it was all a result of my own bad timing/planning.)
Tricky: you have to revisit some rooms after your first exploration. Some objects just pop up after a while without there being a reason or an obvious notification from the game about this.

Lastly, I would like to point your attention to the rag man. While he doesn't have much to say, he is a pretty nifty NPC. Without wanting to give too much away, this character teeters constantly on the edge of the game-world and our own. I spent a lot of time musing about the kind of reality he goes to after I type QUIT.

T-Zero is a mindbogglingly good game. Best enjoyed with a walkthrough on the side.


[The short bespectacled man crumples the now sweaty paper in his hands into a ball and throws it in the nearest bin.]

-"You got all that, boy? Make sure it's on this issue's front page, you hear me!? Or else..."

[Before the boy can say anything more, the man leaves the printing hall, contentedly rubbing his hands together. He even hops a little out of joy over a job well done.]

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Everybody Loves a Parade, by Cody Sandifer
4 of 4 people found the following review helpful:
Rock Float, February 28, 2021
by Rovarsson (Belgium)
Related reviews: Puzzler

The intro to Everybody Loves a Parade sets you up for a fast and funny ride. The game itself does not disappoint. It picks up the joke ball where it landed and runs with it. Fast.

You are a female engineer (the female part becomes important near the end of the game) hauling all your stuff coast to coast through the U.S. of A in a moving van on your way to a new job in New York. Although you had written a warning against driving through Arizona all over your roadmap, this is exactly where you end up: in a small town in the middle of the Arizona desert. Where they are having a parade. And one of the floats, a pickup truck full of pebbles, broke down. Up to you to get the parade and yourself moving again.
(About those pebbles, the people of this town seem to have a very peculiar and unexplained obsession with rocks. All kinds of rocks...)

Fast and funny, I said. The game has only twelve locations, so exploring the entire map does not take a lot of time. All those locations are packed full of action. Lots and lots of NPCs, most of whom brush you off in funny ways, are going about their personal business. The author has put in the effort to write many different events for each NPC, so the whole town seems bustling with activity. The writing keeps you on your toes, trying to keep up with the next thing that's going to happen. You need to pay attention to separate the important stuff from the background ambiance of the parade.

To keep this fast and witty atmosphere going, Everybody Loves a Parade is very thoroughly implemented. The game recognizes all nouns and synonyms. I even found two nouns that were only implied by the room description. Many, many actions that do not have anything to do with winning the game are implemented, so if you're stuck on a puzzle, you can go have fun trying to poke the outer reaches of what commands you can type. Add to this that many default responses have been personalized and adapted to the locations, and you will find that the atmosphere is almost unbreakable.

The puzzles are good. In such a small map, there is at least one, sometimes more puzzles in each room. They are all in plain sight from the start of the game. I did find it hard to find the first loose thread, since all the puzzles are arranged as a chain. Solving one gives you access to the next.
The puzzles are diverse. Some just require good old adventuring skills to get the missing parts, so you'll want to X the heck out of everything. Others require multiple steps to manipulate an NPC into doing what you need. So talk to everyone.

I finished this game in two afternoons and I had a lot of fun from start to finish. I advise everyone to do the same. Enjoy

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The Windhall Chronicles, Volume 1: The Path to Fortune, by Jeff Cassidy and C. E. Forman
2 of 2 people found the following review helpful:
An Ogre, a Chameleon, a Werewolf and a Squirrel fail to walk into the inn..., November 1, 2020
by Rovarsson (Belgium)
Related reviews: Fantasy, Puzzler

Because, strangely, there is no inn in this otherwise standard Fantasy adventure.

I say standard, but it's actually a very good game.

After a lengthy but very funny introductory scene where you, the smith's apprentice, are appointed "volunteer" by the villagers to kill the dragon and get its treasures (the town has a bit of a tax-problem), you find yourself in a traditional Fantasy land. After talking to all the villagers and starting to explore a bit, you remember that aside from funny narrators, hidden treasure and a wizard in his tower, old-school Fantasy adventures also tend to be Big and Difficult.

-Setting: The entire map (minus a handful of hidden locations) is accessible from the get-go. The game thus has a great sense of spaciousness. The boundaries of the playable area are also very naturally worked into the narrative. There are mountain ranges with their peaks stretching out as far as you can see, grassplains too big to cross where you see the next town shimmering against the horizon, the ocean shore where you can just see the barbaric islands through the mist...
There are many, many locations. It helps a lot that they are geographically ordered. From the central village, you can choose to go to the river/swamp region, the forest or the rocky hills. The wizard's tower lies on its own mountain peak.
Some of these locations are truly beautiful: a hidden lake seen from a cliff above, a lone giant tree in the forest, the tower seen from a hill top far away...
The openness of the game world does mean that it can be hard to find that next loose thread while puzzle-solving, meaning that you will see some of the locations so many times that you don't care about that wonderfully described scenery anymore.

-Puzzles: The puzzles in The Windhall Chronicles are a mixed batch.
The three parts of the Wizardry-test are great. They are followed by a logic puzzle that I took out my chess pawns for and had a lot of fun solving. Most puzzle fans will probably have seen it in some form before though. There's a fetch-quest for the wood-elf that I found very enjoyable, and then there's the Mire Cat's riddle.
Then there are some puzzles that make sense,...in hindsight. The kind where you couldn't possibly tell what other function an object might have. Or where the sequence of actions is underclued.
One or two puzzles just make you go "Huh?" after finally checking the walkthrough.
It's a shame that the final puzzle, the dragon-fight, is completely clear and obvious (which I find a good thing for a final puzzle),but not described clearly enough to solve it while staying in the flow and thrill of the endgame.

-NPCs: To solve the puzzles, there are many characters that will help you. That is, if you help them first of course... This leads to some interesting fetch-quests and some funny conversations. It also adds to the feel of the game that all the characters have different opinions of one another, giving you a glimpse of the town's social dynamics.
Very important here is that all the characters (you/the protagonist included) have sleep cycles. Wildly differing sleep cycles... Your dwarven master gets up at 5:30 while the lazy alchemist doesn't wake up before 10:30 am. Some crucial information has to be got from an insomniac knight who doesn't show himself until after dark... Sometimes you can be forced to WAIT twenty turns because the character you have business with is still asleep. (Knocking on their door doesn't help...)
On the other hand, it is very rewarding to plan out your actions so that you can solve a puzzle and give the result to a character just as they get up. Therefore, I strongly recommend copying the sleep times from the walkthrough. They are all listed at the top of the page.

-Writing: The writing is good, sometimes very good. I only found a handful of typos, which is not a lot in a game this size. Some location descriptions are simply beautiful, but the prose does turn a bit purple after you solve some key puzzles. Also, both the intro and the epilogue are very wordy. Well written, but wordy.
The writing is also truly funny at times. Can't say much without giving the away the jokes but: (Spoiler - click to show)the shed falling apart when you turn the long-sought-after key...

So:
-The sense of space, Fantasy feel, natural borders and wonderful surroundings make this gameworld a joy to explore.
-The lack of pacing/bottlenecks, the sleep cycles and the undercluedness of some puzzles can lead to pointless wandering.

All in all, I was absorbed in this game for a week, often pondering puzzles in bed and coming up with new things to try.

Strongly recommended.

(If you enjoy this kind of text adventure, be sure to check out Larry Horsfield's Alaric Blackmoon-series)

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Theatre, by Brendon Wyber
10 of 10 people found the following review helpful:
Break a leg!, September 21, 2020
by Rovarsson (Belgium)
Related reviews: Puzzler, Horror

"You have discovered the secret of the Theatre and have completed the game with a score of fifty out of a possible fifty in one thousand, one hundred and fifty-eight turns."

Yes, and I enjoyed every single one of those turns!

I'm not normally one to test my wits against what is described as a puzzlefest, most of the time enjoying more story-oriented IF. Once in a while though, I like to crack my noggin on some oldschool puzzles. I've given up on "Curses!" thrice already and "Christminster"'s opening scene sent me screaming to my walkthrough.

Theatre was different though. I never got completely lost, always having at least one clear goal. The solutions to the puzzles were always fair, also the ones that I didn't get. The very vague in-game hints were enough for me until very late in the game, and even then the problem was adventurer's fatigue on my part, not having explored thoroughly enough.

The setting and descriptions are creepy enough, but I never felt fear or horror. Instead I was excited and curious the whole time about what would be around the next corner of this sprawling run-down Theatre.

"Theatre" does show its oldschool heritage: a key gratuitously hidden on the opposite side of the map from the door it's supposed to open, picking up everything that's not cemented to the floor to use it in a puzzle far down the road. Apparently ghosts have made a hobby of tearing up diaries and spreading the pages all over the place for no apparent reason...

The backstory was just good enough to be interesting in its own right, but it's not much more than a fragmented Lovecraftian template that supports the dark and damp atmosphere.

The great puzzles mostly revolve around getting to the next part of the map, getting "around the corner" as it were, in varying original ways.

There are glimpses of true genius here, especially one "puzzle that isn't": (Spoiler - click to show)"Tunnels go out in all directions." is not limited to the compass directions. This one had me stumped for a long while, and it was an exhilarating feeling when it finally *clicked*.

A fantastic experience, well recommended!

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Lydia's Heart, by Jim Aikin
3 of 3 people found the following review helpful:
Immersive slow horror., April 20, 2020
by Rovarsson (Belgium)
Related reviews: Horror, Puzzler

"Let's get out of this cabin and go to the shack. No wait! What have I got in my hands? Put that in the sack so no one will see it. Phew, lucky I thought of that."

While playing Lydia's Heart I was well and truly immersed in the story, caring enough about my PC to not go "adventuring " all over the place. I left rooms as I found them, put books back on the shelves after reading them, closed cupboards after searching them,... Most of the time this was unnecesary, but this game made it feel natural.

The writing is great. Clear descriptions that also give you the feel of the place. Some of the puzzles I needed a nudge with, but they were all well integrated in the story.

And what a good story it is! Or better, how well is this story told! Those who like a bit of Lovecraft now and then will not read anything new, but they, and hopefully all others will read a thrilling, frightening adventure.

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Christminster, by Gareth Rees
3 of 3 people found the following review helpful:
The university of puzzles great and small., April 12, 2020
by Rovarsson (Belgium)
Related reviews: Puzzler

I must confess to a serious character flaw, a deeply rooted chasm that runs through the heart of my being. It is a source of frustration and temptation, it leads me to reach above my abilities and cheat to grasp above my reach. It is the following:

I suck at puzzles and I love puzzle-games.

I had previously banged my head against the front door of Christminster University. I gave up each time. This time I gave in to temptation and sinned. I consulted a walkthrough. And I have no remorse.

I loved this game. The puzzles after that fiendish first one were milder to me (I cheated a few times more though), and stubborn exploring got me further and further in the game, and also in the story.

The progression of the story is great. You get the chance to get to know your character and one NPC in particular, a marvellous professor with whom you get to spend a good amount of time. The clock on the tower announces your progression through the puzzles as you get nearer to the endgame. That detail works as a brilliant way to heighten the tension, it lets you know each time you've gotten closer to... what?

The puzzles are hard, but the reward you get is great. You can explore more and more hidden parts of the old building, and the atmosphere is gripping.

A really really good game.

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Risorgimento Represso, by Michael J. Coyne
5 of 5 people found the following review helpful:
Urbanly Fun Fantastic Romp, December 10, 2019
by Rovarsson (Belgium)
Related reviews: Puzzler, Fantasy

(Well, it actually plays out as much around the city as in it, but I have my reasons...)

First things first: It has a cannon! -Hmm?.. Yes, I'll wait...

Now, Risorgimento Represso is a very good puzzler. Because the main puzzles center around the same theme, completing the first (silly) task before you is one big trial run to prepare you for what's to come. It gets you comfortable with the feel and humorous tone of the game. It also teaches you what details to look for and trains you in the specific puzzle-solving mindset you need for the game.

All the puzzles are well thought-out and in-game logical; on top of that, you might pop an eyeball or two laughing while solving them.

Storywise, Risorgimento makes fantastic use of the Wizard's Apprentice-trope. The whole concept gets the player and the PC on a shared learning curve, facing the same obstacles, and scratching their heads at the same times. I found this really heightened my involvement with my character and with the story.

There's a great build-up of tension, from playful exploration and experimentation to seriously hard thinking about how to save your Master. That's a good learning curve ànd a good immersion curve for you!

So, go shoot that cannon, those of you who haven't done so already; and don't smell the paint thinner, it's bad for you.

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Suveh Nux, by David Fisher
3 of 3 people found the following review helpful:
Very good, but not my cuppa..., December 6, 2019
by Rovarsson (Belgium)
Related reviews: Puzzler, Fantasy

When browsing recommended lists and best of lists, Suveh Nux springs up frequently, so I decided to play it.

I can only agree with other reviewers that this is an excellent puzzle-game. Everything works, there's more than one "Aha!"-moment, and there are almost limitless possibilities to experiment, combine stuff and spells and stand in wonder at the results of the latest whim you acted upon.

I loved the brain excercise of solving the logic/language puzzle. The game is a great cerebral A-implies-B problemsolving excercise, with a very big sandbox.

Personally, I like a bit more involvement, the feeling that there's something bigger at stake, but that's just me.

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Illuminismo Iniziato, by Michael J. Coyne
5 of 5 people found the following review helpful:
Fantastically Fun City Romp, November 29, 2019
by Rovarsson (Belgium)
Related reviews: Puzzler, Fantasy

I would have rated this game 6 stars if it would have let me fly the Pterosaur!

There. That should be enough incentive to stop reading this and go play it.

Or not. I absolutely loved this game.Here's why:

-The world. The two cities Illuminismo Iniziato takes place in are big, detailed and deeply implemented. When I began playing, I spent a lengthy and thoroughly enjoyable time just sightseeing, examining stuff, thinking about what I would buy later on and in what shop. I also read the newspaper, and was pleased to see it provided me with hot-off-the-presses news about what happened in the world. And of course, in a city like this, I talked to the people.

-NPC-interactions. The cities are populated with lots of characters, most of whom you might remember from the game's prequel, Risorgimento Represso (also highly recommended). They each have their own personalities, and you can talk to them about quite a bit more than needed for the task at hand.

One NPC who undoubtedly deserves a paragraph to herself is Crystal, your NPC-tag-along slash hint-system. A wonderful character. Helpful but not too helpful when you need a nudge (or a shove). A knowledgeable guide to the game-world when you want background-info. And a tireless chatterbox for your entertainment only.

-Puzzles. Against this background, there are puzzles. Many puzzles. They are mostly well-clued (and if they are not, yaay, another excuse to talk to Crystal!), some are quite difficult, and all are so well integrated that you hardly feel like you're solving a puzzle. Also, some are laugh-so-hard-you-might-break-a-rib funny.

This is a fantastic game.

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