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Zenith

by Hituro profile

2023
Twine

(based on 1 rating)
3 reviews5 members have played this game.

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Ratings and Reviews

2 of 2 people found the following review helpful:
Grinding, accelerated, with story, August 19, 2023
by Andrew Schultz (Chicago)
Related reviews: 2023 Single Choice Jam

I have fond memories of grinding away in RPGs when I was much younger, but all the same, I don't want to do too much for that again. There are other goals. I'm no longer just grateful computer RPGs exist. Zenith is not a grinding RPG, or even close to one, but it brought back those memories. It helped remind me what I liked about them.

In Zenith, you simply climb up a mountain. The rooms you go through are designated at random, and sometimes in these rooms, you find special items. Then, at the top of the mountain, you have a chance to chase your real quest, to fly to the "real" tower. You can just take a cheap glider back down the mountain if you think you're not prepared enough, and the game gives you some idea of how far along you are. The penalty for failure is losing all your items. The more items you have, the better chances of success.

This usually takes several times, and at first, you're not sure how many items could be in the backpack. You only know how you feel based on the place where you're given a choice (fall or jump,) this being an entry in the Single Choice Jam. Eventually you'll get to where you're not getting new items. That's a clue jumping may be a good idea. It's not hard to go back up the tower, as you just mouse-wheel down and click the link at the bottom. I sped up, so things seemed to blend together for me, while I noticed the room descriptions themselves were generous, with the exits different. There's a paradox here, of course--you want to get back up the tower quickly, but go too quickly, and you have less hope of finding new items to help you make your jump!

So mechanically Zenith can be expressed as "just keep clicking until you have enough items," but that's really unfair. First, the writing is too good, and second, I became conscious of several things while playing, both related to play and not. One was that even during a short grind, my mind wandered a bit as I quickly said "hmm, give. Items. Now." But there were others, and you may think back to lyour own long-term can-I-or-can't-I because-it-is-there accomplishments you had.

My other goals were getting a certain rating on a chess website (did I study enough? Jumping might mean pulling an all-nighter and possibly failing and giving up on chess for two weeks.) There's more random stuff than you'd think there, based on opponents' relative strengths and openings and so forth.

There was also my city's bike-share program, where you can ride for free for 30 minutes between any two docking locations, but after that, you get a charge. So I had a goal of making it between two seemingly distant locations without having to dock and start another ride. I would get closer, and finally I could do it. There was that faith in the final leap, when I didn't need that alarm saying I'd been riding for 25 minutes, so I'd better dock soon..

I wound up playing Zenith a few times more than I anticipated, because first of all, there's a high score listed at the end, and I managed to mess things up and not put my name on. (I thought I had to hit enter, instead of ... as happened through the game ... clicking on "enter your name." The author kindly obliged me by adding a feature.) But even if they hadn't, I wouldn't have felt my time was wasted. Obviously you can overdo the description but it wasn't, here, and if the descriptions were dry, perhaps my mind would not have wandered so productively. Even if I didn't know the strategies and number-crunching, it still reminded me of other times I was pretty sure I got things right, and other times when I really should have been sure I got things right, but I didn't jump, because I was a bit scared of other things that didn't work out.

Zenith reminded me, too, oddly, of Dragon's Lair, where you had those three parallel trips through the castle before meeting the dragon. That was more deterministic, but the randomized bits still scrambled things well enough that replays were fun and surprising, and I felt like I was navigating the randomness, which I don't feel in real life sometimes. Or it could just be like building levels and items needed to win a boss fight, or even memorizing a poem ("Do I remember how all this links together?")

It's a tricky thing, writing something that efficiently condenses longer works without getting too brief, and everyone's sweet spot will vary. But it worked for me, and rather quickly. It's one of the few Single Choice games that used randomness, and I think it did so very effectively. It could be done in other contexts. For instance, you could have a "prepare for a marathon" game where all sorts of factors on the day of the race could affect things. But the choices would be hamstrung and maybe artificial. (Eat nutritious or not? Train too much, enough or too little? And so forth. How much are you willing to put work and social life aside? The choices feel artificial, stated so. You know what the game wants, so it feels like a loaded quiz.) Perhaps even having Zenith with "you can go left/right" would be artificial. The first time, after failing, it was neat to succeed. On replaying Zenith I had that faith the RNG would work out in my favor even after not getting items on an early trip through. And it reminded me of times I thought or hoped I'd tweaked life's RNG in my favor to get things done. But I also saw how, once I succeeded, I thought "I'd better not fail--I need X items!" (I encourage you to find what X is.) It was empowering and revealing in unexpected ways. I think this was probably the author's intent, since they avoided moralizing and such. It seems like it could help push you away from some mindless RPG-based game (say, on Facebook) to realize, no, THIS is what I really want, if I go look for it.

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1 of 1 people found the following review helpful:
Fun minimalist interactivity in an endless tower with neat effects, January 15, 2024
Related reviews: 15-30 minutes

This game was entered in the Single Choice jam, but it has some surprising depth.

Visually, it's a stack of cards representing floors of a tower. Every time you go up a floor, a card gets added to the pile. You can hover over older cards to see where you came from, and there's an inventory you can hover over.

There are no actions you can pick except to, whenever you want, fall, an option listed at the top. At one point, you're explicitly forced to choose to fall or not.

You can turn on game hints for the game, which I did out of idle curiosity at one point, but I'm glad I did; the ending was fun, once I realized what had truly happened.

I wavered between 3 stars and 4 and even 5, and settled on the latter, as I liked the originality and the implementation.

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A climb of faith…, August 23, 2023
Related reviews: singlechoice

Before you is a seemingly neverending tower, a mark of a different time, rising up the the heavens. Few can claim they’ve reached its top and stood on its final platform. And by golly, you will be one of them!
That is… if you climb up the right path… and don’t fall…

Through randomly displayed storylets, the game will take you on this impossible climb - a Daedalus climb… or maybe Icarus one if chance is not by your side. Those tit bits are quite varied, from finding nests of birds, empty offices, and many failed climbing attempts, along the way - sometimes you even get a treat (item)!. And since they will randomly appear, not one climb will ever be the same.

Halfway through the climb, I wondered if I would ever reach the top (spoiler: you eventually do), as well as the futility of the climb. What will you achieve when you do? Is there truly something that will change your life? Or will you realise that all you needed was on the ground? Why climb this Babelian tower, riddled with remnants of past and forgotten times?

The game kind of reminded me of TTRPG sessions, with the Herculean quest, the journey meeting others and finding items, and the visual descriptions found in the writing, or the randomness aspect from those darn dice rolls.
While a neat experience, it sometimes felt a bit grindy when having to climb the tower again (but I’ve also felt this way with those RPG games too).

I think what caught my eye the most was the very sleek UI of the game, with the text cards of previous passages stacking on top of one another (hover over them, btw!) or the inventory pouch displaying your items (some angles were a tad difficult to read though). Having both the settings and restart button being so custom was a nice touch too! I especially liked the background changing as you go up the tower… the stack, on the other hand, made me a bit height sick…

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Vertical Games by Anya Johanna DeNiro
Looking for games that really explore verticality, which go up (way up) in their setting. Human-made structures in particular: towers, skyscrapers, radio antennae. Games that figuratively can make you feel dizzy, particularly after a...

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