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Hiding as a stowaway aboard a ship at sea, you creep around in the dead of night & see what mischief you can get into.
Entrant, Main Festival - Spring Thing 2025
| Average Rating: Number of Reviews Written by IFDB Members: 2 |
As I played this game, after Spring Thing had ended, I thought, "This is a lot of fun. I'll probably rate it at 4 stars, but I kind of feel like it should be 5 stars under my criteria."
Then I went to see what others had rated it as, and was really surprised to see that it had an average below 3 stars.
So I wanted to share my reasoning on it.
First, a description. This is a Twine game with a kind of central hub where you, a stowaway, are hiding in the cargo hold. From there, you can go to four different locations, each of which contains either an item to grab or a place to use an item, together with (Spoiler - click to show)a strange and fantastical world unrelated to the ship you're on. There are at least 5 endings, of which I found two.
As I write this, I reflect that this is very similar to the first Twine game I every truly enjoyed: Astrid Dalmdady's You are Standing at a Crossroads, which has a similar spoke and hub structure where you find places you need items first and use them later.
Perhaps it was this similarity which made me enjoy the game. Here is my breakdown on my rubric, which is not hard and fast, but helps me organize thoughts:
+Polish: The game was bug-free, as far as I saw, looked nice, and was complete.
+Descriptiveness: I enjoyed the descriptions of the very different areas, and I liked the feel of the pirate crew.
+Interactivity: I felt like I could strategize towards my own desired ends. Interactions were clear and intuitive.
+Emotional impact: I enjoyed the sense of wonder and the whimsy of the game.
+Would I play again? I was interested enough to play to two endings.
In terms of plot, this reads a lot like the old school choose-your-own-adventure gamebooks. Y'know, the ones where you're in a jungle hunting for lost treasure, and you choose to shelter in a cave, and oops! suddenly you've discovered a secret society of mole-people. It's fun and silly, but also a bit jarring, because things just sort of happen without much build-up.
There's at least five different endings from multiple playthroughs, and each were as distinct as the last, with maybe two of the five containing minor puzzle elements whose solution you can kind of stumble on. Only one of the five endings I discovered seemed to have any narrative consistency within the larger framework of being a stowaway on a ship, and it was also the one I found most emotionally satisfying. Nonetheless, I wouldn't consider this to be a fault of the game itself, and more of an incompatibility between what the author is trying to do vs my preferences for interactive fiction.