This entry is meant to be explored by two players who communicate with each other outside of the story. The strong characterization of each role (the Dictator and the General) sets a different tone for each perspective, offering vastly divergent interpretations from the same sequence of events.
It’s also a very lopsided experience. One player starts from a position of strength, and the other gets the rough end of the pineapple. If that was meant to be an intentional message about different types of government and their relative strengths in a crisis, I ignored it.
I was entertained by this work's descriptive writing and the historical depth of its setting.
I was also fascinated by the unfolding meta-game in Last Night of Alexisgrad, which asks whether the player/reader wants to consider their own motives and the motives of their partner as something separate from their respective characters. It was tough to avoid sharing my reactions while the story unfolded.
However, I felt much more distant from the story during the direct interactions between General and Dictator. As the players pass messages outside the game, their impassioned arguments and pleas for mercy get reduced to flat combinations of letters and numbers.
This entry was fun, and I can only imagine the work that was necessary to correctly implement different branches of the narrative while keeping them hidden from half the audience — the hard work paid off!
Smart Theory encounters a common problem in game design: How do you simulate an unpleasant experience without driving away your audience?
The previous year's IFComp entries included Savor, which described repeated, excruciating pain, and Accelerate, which expected you to actively participate in atrocities. Smart Theory is following a similar path by asking you to endure a training session that blends all the worst aspects of motivational seminars and religious cults.
The writing is smoothly implemented and effective. It was fun to see how the “first rule” of Smart Theory was applied in the story. This entry works as a kind of power fantasy — you can mock transparent nonsense and criticize sloppy thinking.
However, the whole thing felt too plausible. A shamelessly inflated sense of self-importance is part of every management training course; they all discuss overpriced-but-revolutionary new paradigms. Attempting to debunk their transparent nonsense is just as futile inside Smart Theory as it is in the real world.
If you view it without irony, Smart Theory is interchangeable with a lot of the overpriced self-help literature that currently exists. That can be read as a declaration that there are no new ideas in this space, but it feels simultaneously correct and tedious.
I loved the premise of this game — it puts you in a short, repeatable scenario as an accretive PC (something similar was used for The Copyright of Silence in the previous year's IFComp), and you use your knowledge to make predictions as a fortune teller.
After three runs through Unfortunate, you have enough information for completely accurate predictions. It poses an interesting question: should you predict misfortune and then passively watch it unfold? Or do you want to take action for more positive results?
Unfortunate is an ambitious work, and that ambition may have created some implementation issues. I played the IFComp version, which had exits that became inaccessible and descriptions that referenced non-existent objects. And I couldn’t predict misfortune and passively watch the results, because two characters completely disappeared from the game.
I would have appreciated it if Unfortunate set out its initial expectations more clearly; I approach puzzles differently when it’s clear that they’ll be a repeating sequence. This entry was fun, but more playtesting would have improved the experience.
This work was phenomenally well-written, which made it a challenge to enjoy.
The Best Man is initially told from the perspective of Aiden. He has been asked to stand in for the best man at Laura’s wedding, and that forces him to confront unresolved feelings about their past relationship. Their story is vivid and uncomfortable.
For the first few chapters, it looked like the author was a “Nice Guy” who had created an autobiography to process events from his own life. I was concerned that I’d spend the entire time watching someone wallowing in destructive behavior.
Then the perspective shifted, and I realized that the author wasn’t a self-pitying doormat — just unnaturally good at creating narrative voices. Laura’s wedding is viewed from several perspectives, and each one them feels distinct and internally consistent.
The Best Man also uses some clever writing and supporting mechanics to handle its character changes. Colored hyperlinks indicate that the reader has assumed a new perspective, while Aiden’s eye-catching white suit allows readers to track him through the scene.
The story is advanced with dialogue choices, and those decisions are referenced in later passages. I couldn’t tell whether it meant that I had any control over the narrative, but I managed to get Aiden to a final state that seemed healthier for him. On the other hand, the ending may have been more dark than it appeared.
It’s possible that Laura’s wedding could have ended quite differently, but I lack the endurance that would necessary to find out.
Players steer Mandy, the protagonist, into a creepy old house. The rest of the story involves trying to find a way out. I thought that the puzzles were engaging, but the story felt like the triangle of identities was out of alignment.
The player and the protagonist of The House on Highfield Lane are kept separate from each other. This happens through narrative details, like the third-person perspective of the writing, and also through design choices that isolate the player’s knowledge from the character’s knowledge.
I knew that brevity was the soul of wit, but Mandy didn’t know that, so one of the puzzles involved guiding her to a place where she could discover the answer. On the other hand, contraptions in the house were described in ways that made them seem familiar to Mandy and entirely alien to me.
As she explored the House on Highfield Lane, Mandy might have been fascinated by the experiments in reversing death and transferring consciousness. Maybe she was horrified. The narrative distance left me feeling detached and unmotivated. Escaping from the house became her problem, not mine.
Overall, this was a smoothly implemented parser experience. Many aspects of the house were confusing, but they were intentionally confusing and bound by consistent rules. I didn’t need to spend a lot of time guessing obscure verbs, and the parser generally understood what I was trying to do. The technical craftsmanship was solid, and the narrative choices might appeal to the right audience.
Brave Bear is a child’s toy with a solemn duty to keep its owner safe. I liked the concept, I enjoyed playing with toys, and I liked the goal of bringing friends together to protect someone that they cared about. I just wish that some of the clues were easier to understand.
As a toy, the bear has a simple view of the world. As people who quote Steve Jobs will tell you, “simple” is difficult to implement. Brave Bear’s narrative voice describes an ordinary family home from a new perspective that felt unnecessarily limiting and confusing in a few places.
Some of this entry’s other design choices were unexpected — two toys have abilities that are hinted at but never used in the game, and a few of the locations have exhaustive lists of exits that are never used. They might have been red herrings, but that seems out of place in a story where the puzzles are so simple.
The experience reminded me of Samurai Lapin, which was an animated flash movie on the internet from (checks notes) more than 20 years ago.
…now I just feel old.
This choice-based adaptation of Sir Gawain and the Green Knight is a niche piece — almost a Medieval Boy Scout Simulator — and I love it. To quote one of the story’s options: “I’m all in on this. Let’s do it.”
The original story of Sir Gawain makes no goddamn sense. This work, written with choicescript, offers decisions that put Gawain’s thinking in a more relatable context.
The reader is expected to uphold the virtues of a knight, remaining pious, courteous, magnanimous, and chaste throughout the entire journey while also embodying the spirit of fellowship.
The expectations make Gawain’s predicament more understandable: How can good manners keep you safe from an immortal giant?
I appreciated how much extra writing was necessary to humanize Gawain’s adventure. And the story notes many of the reader’s choices, referencing them in future passages.
However, King Arthur's Christmas Feast doesn’t have a lot of branches, which means that people who stray from the correct path might find it less entertaining. I had fun pretending to be a rule-abiding poindexter, but I can see how that might not appeal to everyone.
The thing about The Corsham Witch Trial is that it contains no actual witches — and that’s fine, there weren’t any at the Salem Witch Trials, either. However, the blurb’s mention of a “worryingly urgent and irritatingly cryptic” request gets a bit confusing alongside other interactive fiction stories of magic and supernatural horror.
This work is a cleverly written courtroom drama. The author describes it as “a transparent attempt to enliven a disjointed and gimmick-laden manuscript with a few distracting interactive elements,” but I really enjoyed how its story was framed. Court transcripts and other documents are presented as .PDF files, and a workplace colleague asks questions about the evidence after it has been reviewed.
Every step of the Corsham Witch Trial works very hard to maintain an atmosphere of uncertainty. When the player analyzes the evidence to support a specific interpretation, their colleague explains how it can also support a different outcome.
Unfortunately, after a skillful buildup of tension and ambivalence, the entire exercise proves to be futile: It doesn’t really matter what the player thinks. The case is closed, the truth is discovered, and newspapers report the results.
After such rigorously enforced neutrality, I was expecting a twist that could suggest alternative sequences of events. Instead, I got moralizing about doing the right thing even when it’s pointless.
The Corsham Witch Trial is well-executed fiction, but doesn't end up being very interactive.
The conflict at the heart of this entry is gripping: You are the only person on board the International Space Station, and you must determine which of the two newest arrivals is human. Will you make the correct decision and save the human race, or will you be tricked by robotic agents of destruction?
It’s a delightfully tense sequence, but the problem is that you have to wade through a few thousand words of apocalypse fan fiction — my least favorite variety of fan fiction — before you get there.
I would have preferred to see fewer passages concluding with a single link. This author is clearly capable of creating meaningful story branches, but most of the time, they didn't.
In Twine, the story diagram looks like an enormous vertical column.
Many of the scenes in The TURING Test should be familiar for people who enjoyed With Folded Hands, Colossus: The Forbin Project, the Terminator franchise, and even The Mitchells vs. The Machines. If there was a larger message about intelligence, morality, or the ethics of interacting with sentient beings, I missed it.
Ultimately, your choice to determine who can access the space station will decide whether the story is disaster fiction or apocalypse fiction. It turns out that they’re separate genres.
Beneath Fenwick is the Lovecraft-adjacent story of a remote New England town full of sinister, malformed humans lurking just out of sight. The author's goal was to create an experience that is “primarily choice-based but plays like a parser game.”
On the one hand, I didn’t encounter the branching storylines that are seen in a choice-based game. There is only one “correct” sequence of links that brings an audience through to the end of the story. Readers are free to explore detours on their journey, and they're also encouraged to save often, because the wrong links will end things early.
On the other hand, I didn’t receive the clues that a parser might provide when players struggle with specific puzzles. Beneath Fenwick has a “combine” command that feels a bit vague — sometimes it involves using one object on another, and at other times it merges objects together, but the error message is always “That combination does not work!”
I respect the amount of effort that went into implementing and polishing Beneath Fenwick. It’s a smooth experience! I didn’t encounter any broken links or inescapable dead ends, and things functioned consistently.
My main issue was that the interface overshadowed the story, encouraging me to ignore the text and hunt for links. This problem has been discussed in Interactive Fiction communities before.
The writing in Beneath Fenwick is consistent, and fans of this genre might enjoy themselves. I recommend experiencing it for yourself to draw your own conclusions.