I enjoyed the writing in Kidney Kwest. It has the unavoidable “after-school special” tone that you would expect from the subject matter involved, but there’s a clear challenge with some basic puzzles and multiple outcomes. I was also entertained by the Kidney Fairy's sense of humor.
I don’t normally quote the bible, but Kidney Kwest makes me think of the one about trying to serve two masters. This work is trying to do a bit more than that when you consider that it’s:
-reinforcing key messages about taking medications and avoiding specific foods,
-giving people something to do during their weekly dialysis treatments,
-engaging an audience that is 8–18 years old,
-showcasing the “Perplexity” Natural Language Prototype that was designed by Eric Zinda, and
-being judged in the 2021 Interactive Fiction Competition.
Clearly, some tradeoffs have been made.
The overall experience reminded me of AI dungeon — specifically, the part where I endured a noticeable lag between submitting a command and receiving a report from that command. This added extra stress to my personal Kidney Kwest, because a substantial part of the gameplay involves finding food and taking medication before bad things happen.
(I knew that the delay in sending and receiving responses wouldn’t really affect my character’s health, but it was rough having to wait through a sequence of commands before I could take care of immediate needs. And then it was only a matter of time before hunger became an issue again.)
I’d call this entry a functional proof of concept, but the real question is how Kidney Kwest is received by its target audience. If it encourages people to lead healthier lives, then my opinions (and its final score in IFcomp) are irrelevant.
This fantasy adventure is light on details -- the protagonist's brother feels like less of a family member and more of a placeholder to provide motivation for the journey.
I did appreciate the number of choices that Enveloping Darkness offers. The passages are short, and the reader is presented with something to do at the end of each one.
However, it would have been helpful if choices hinted at possible outcomes. I got killed early while trying to rescue an innocent victim, and at one point I spent two inexplicable months in a boat on the lake. It was a complete surprise when the story ended and I was praised for saving the realm.
Enveloping Darkness also includes several fantasy creatures that don’t feel connected to the narrative. Like the orcs used as generic outsiders: some are helpful, some are violent, and some are infested with parasitic brain worms. You could replace them with Canadians, and the narrative would be completely unchanged.
Overall, it could have used some developmental edits.
The blurb for this title encapsulates its entire story: the player is at a retro gaming convention in Las Vegas. Although the convention lasts for 2 “days,” you have as much time as you want to explore everything.
The author has pulled off some feats of programming that are far beyond my own Twine capabilities. You can play 3 different games at the convention and gamble on 4 different activities in the casino. Each of the 7 options presents a mini-game in its own right, including one that is a functional parser experience.
But just because you can do something, that doesn't mean doing it is a good idea.
RetroCon 2021 works as a proof of concept, but I would have enjoyed a narrative arc that offered more than arriving at a location and leaving when I got bored.
(To be fair, engaging narratives are difficult to implement! Especially when you’re making a game about playing other games. It took a lot of work to build RetroCon2021, and that deserves to be recognized.)
I really enjoyed the way that this combined strong writing with strong coding. You might think that you want to pick things up, move to different locations, or interact with a bigger world through the parser, but the story provides elegant distractions to explain why you won’t be doing any of those things.
Grandma Bethlinda's Remarkable Egg discarded a lot of familiar parser actions in favor of custom commands. There’s supposed to be a manual that explains how everything works, but… you find out for yourself in short order. Meanwhile, new commands introduce persistent changes into the environment that interact with each other in unexpected ways.
Other entries have fallen flat when authors focus on technical challenges for themselves instead of design choices that support a better story for the players, but Grandma Bethlinda's Remarkable Egg seamlessly integrates its story and its mechanics with playful explanations.
It was a lot of fun.
This might be the depressing story of a person who gives up in the face of an unstoppable disaster. It could also be an encouraging connection between two people at the end of the world. (And it might have been an attempt to create a meta-narrative about persistence in the face of adversity? I thought there was no way to avoid bleak destruction, but I kept trying options until I found something positive.)
Chase the Sun puts a lot of effort into establishing a specific atmosphere with its early passages:
“Pennsylvania is known for its winding, aimless back roads like it was known for its abandoned coal mines and its flirtatious relationship with religion. That is to say, only the locals know the grimy, dirty truths.”
It says exactly where you are and how the protagonist feels about it, presenting a consistent, richly described world that holds up across several readings. I appreciated how statements that seemed odd or out of place in the early passages were explained elsewhere in the story.
On the other hand, it would have been helpful if the story mechanics had received a similar level of attention. This work was created in Texture, and it asks readers to drag words from the bottom of a passage to connect them with highlighted points in the text above.
In theory, Texture enables new types of interactivity. In practice, a lot of that potential went unused in Chase the Sun.
From a game design standpoint, there’s almost no difference between passages that end with “click to continue” and passages that end with a single verb to be moved onto a single highlighted noun. Chase the Sun had both types of passages and some other design compromises that felt more like awkward attempts to deliver additional backstory and less like a valid method of reader participation.
My overall impression was that stronger editorial choices or conscious design changes could have improved this story’s focus — there were a few satisfying combinations of words that moved the story forward, but it made the other sections feel under-developed.
It’s a solid work of fiction that would benefit from some improvements to the user experience.
This choice-based community organizing simulator uses a second-person perspective to burden you with the task of going out on a Friday night and collecting £5 in dues for a community union.
It's well written and smoothly implemented, combining large themes and small details to wrap the entire story in an overwhelming sense of futility. You are clearly not part of the community that you visit, located “in a ward the other side of the city from your own home,” and the union keeps itself at a distance, working through an authority figure that keeps encouraging you to collect money.
There are 32 houses that you can visit, and each one is experiencing its own problems. Even if you take notes and focus on the houses that are most likely to pay dues, the text continually questions your choices and doubts your impact. (Are you willing to encourage a bigot's prejudiced rant if it helps you meet your quota?)
You also have to manage your own needs, because the shift ends early if you get too cold or ignore the fact that you need a bathroom break. You can goof off by reading news headlines and texting your colleagues, but their lack of commitment makes your own dedication seem even more pointless.
I particularly appreciated the “glossary” in No One Else Is Doing This. It felt like the basic information that this faceless organization would provide to new volunteers, telling them just enough to get them started.
Eventually, it ended so abruptly that I restarted without noticing, and that appears to be an intentional design choice that drives home the futility of your efforts.
If you aren’t going to do the work, somebody else might. And if nobody does it, will anyone notice?
This story quickly establishes the stakes involved: the success of your next Zoom meeting with corporate depends on your ability to push Schtupmeister beer on a restaurant full of unsuspecting marks. It delivers an entertainingly goofy night on the job.
There are five different narrative threads that you can focus on, using either your psychic powers or more mundane observational skills. The key is to intervene at precisely the right moment, and spending too long with any one story risks missing a key moment elsewhere.
I really enjoyed the tone of this work, which fully embraced the absurdist corporate marketing deployed by retail food and beverage companies, describing edible horrors like Sriracha whipped cream that sounded just plausible enough to exist.
It’s all delivered with a cheerfully sociopathic indifference, but it’s also worth noting that this piece, which asks you to engage in guerilla marketing to promote Schtupmeister beer, feels like its own work of guerilla marketing to promote the Adventure Snack Newsletter.
And that’s fine! I honestly enjoyed reading through this story several times to explore each narrative thread and the ways that they could be pushed to interact with each other.
As a text adventure, this entry covers all the bases. The Hidden King’s Tomb has treasures to collect, puzzles to unlock, and secret rooms to reveal. It’s a functional scavenger hunt, so this game continues a fine tradition that began with the earliest text adventures.
However, many of the early text adventures had extrinsic motivators, breaking the fourth wall to let audiences know when they were making progress. The Hidden King’s Tomb downplays these game-like aspects to leave players alone with intrinsic motivation. If you don’t want to find out more about the Hidden King and the events that led him to bury his secrets beneath “a lake dark and deep,” then there’s little reason to enjoy your exploration.
Interactive fiction has been called "a narrative at war with a crossword," and I would have enjoyed seeing more of the narrative that created these puzzles. I found very little backstory about the king, his queen, or other figures within the tomb. Many of the locations were richly described, but their descriptions fell flat when I tried to examine objects and features that weren’t implemented.
The introduction mentions “a labyrinth of locked doors and false vaults,” but I only found one locked door. The gameplay might have involved a labyrinth, but that might have been an issue with my own reading comprehension; I found it difficult to identify how different locations related to each other.
Despite my complaints about The Hidden King’s Tomb, I still managed to blunder my way to freedom. It was smoothly implemented, and I would have appreciated a chance to explore the game's world further.
This work was small and polished. It was created with Texture, and it involves moving verbs from the bottom of passages onto highlighted words above. Most of the action involves selecting options from phone menus, but a few choices offer glimpses into an existence outside of the automated call center script.
To Persist/Exist/Endure, Press 1 was entertaining and responsive, and I particularly appreciated how hovertext confirmed my intended choices before I executed them. (When I tried playing it on a phone, it was very helpful to see whether I had moved to the right spot in the itemized lists.)
I also liked the options that were available, including the choice to continue in Polish. The main menu suggested some interesting possibilities, and it found creative ways to redirect players back to the central set of choices. I kept hoping to find out more about monsters under the bed, but I might not have been clever enough to make the right selections.
To Persist/Exist/Endure, Press 1 could be an interesting component in a larger work of interactive fiction. I enjoyed exploring it, but I was ultimately frustrated by my inability to make any material changes in the main character’s circumstances.
The action in Headlights consists of looking at everything to find items that open new locations.
It relies on an artificial sense of urgency, continually telling players to hurry, but the urgency isn't supported by any gameplay mechanics. Mostly, these reminders drew my attention to the lag between typing a command and receiving a response.
There’s no real “search” command with Perplexity — an object’s notable features are revealed when you look at it. The default state of objects involves less description, which led to an infuriating encounter with “a bush, a bush, and a tree.” (You couldn’t look directly at either bush, because the parser didn’t understand which bush you wanted to check, but “look at bushes” eventually revealed that each bush had its own identifying adjective.)
Overall, Headlights felt more focused than the last Perplexity game I encountered. Most of the experience here involved applying objects logically to move to the next location. I particularly enjoyed the puzzle that involved a surge of adrenaline, because it did an unusually good job of using a narrative to justify the following sequence of events.
Headlights worked smoothly when the parser and I stuck to clear language and simple concepts, which raises interesting questions about the future of Perplexity as a game design tool. Creations like Lost Pig, Vain Empires, and Zozzled are entertaining because they play with unconventional language and abstract concepts, and it may be difficult for Perplexity to enjoy similar success.