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Hard-boiled sweets, October 25, 2025
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2025

One of our species’ best qualities is also its worst, which is our ability to get used to just about anything given enough time. It’s responsible for inspiring tales of perseverance in the face of unimaginable privation, as well as mule-like inertia in the face of unjust and intolerable situations. And it’s the reason why, three installments into the Bubble Gumshoe casefiles, I no longer register the premise – of a hard-boiled private detective trying to solve brutal murders, except everyone and everything is made out of candy – as especially comedic. Sure, the rain comes down as syrup, and the cop losing his guts at a gory crime scene is puking up raisins, but save for these superficialities Sugar City could be any other post-industrial hellscape with rising unemployment and sinking life expectancy: the jobs are gone, drugs are flooding the street, even the priests are in bed with the mob, and even when an honest private dick fights like hell to close a case, justice invariably comes too late for the innocent. That’s just how life goes in Shotown.

Beyond familiarity, though, part of the reason I was able to sink so seamlessly back into this world is the immersiveness of the implementation, a clear step up from the prior two installments. Those earlier cases were solid fun, but were smaller affairs that didn’t take full advantage of all Inform’s affordances – JP is a clear step up in ambition. Most obviously, it’s physically larger, inasmuch as its map encompasses locations from both of the prior games plus more beside, with many returning characters as well as a bunch of new ones. There’s more depth too, with a variety of puzzle types, an action set-piece in the middle, and an accusation system that requires you to use evidence to try to establish a suspect’s motive, means, and opportunity. Keyword bolding also highlights key nouns, so the player doesn’t get lost in this larger playground; it makes for a slick package, with the only places I noticed a slight lack of polish being some missing synonyms (CAUSE not counting for CAUSE OF DEATH, or CHIMNEY for CHIMNEYS).

The mystery is also well-put together this time out, with some red herrings and side-plots, but ultimately feeling like it plays fair – I’d guessed the culprit a bit before getting the last set of clues, which was a satisfying way for the pacing to wind up. It also rewards attention to detail: while there’s a critical path with clearly-highlighted clues, examining sub-components of important objects can give you circumstantial evidence that can move your investigation forward too, and logical deduction will take you far.

There are places where the more traditional puzzles could use a bit of smoothing-out, though – there’s one involving a church confessional that I struggled with for a bit despite having basically the right idea, because I was picturing the confessional’s door-handles incorrectly, and it’s good that there’s increasingly-obvious clueing in that action sequence since I wouldn’t have hit on the solution otherwise (though it was grimly badass when I did execute it). There’s also a riddle-type challenge that requires pretty deep out-of-game knowledge, either of baking or a particular TV show, unless you opt to get a hint via reprehensible means.

For each of these wonkier challenges, though, there’s a solid if not inspired one – a multi-step puzzle to get some keys out from behind a window feels intuitive while having you jump through some a Rube Goldberg-esque hoops, and figuring out the adult bookstore password is sublimely dumb. And there’s a big hint file with maps, subtle prods, and complete solutions available if you do get hung up. The one place where I did hit a bit of a wall was the very end, though, due to the lack of much of a denouement – you see, after I accused a suspect and presented the evidence I thought should convict them, I got a message that I’d ended the game with one false accusation. Figuring that I must have gotten things wrong, I started going down my list of suspects and seeing if I could get the crime to stick to anyone else, getting increasingly desperate as my options got more and more marginal. Turns out I’d gotten it right the first time – or technically second, as I’d accused someone else just prior to fingering my prime suspect, just to see how the mechanic worked and try showing some evidence to them (you’re only allowed to SHOW stuff to characters after you levy an accusation). So the false accusation was just referring to that test case, and I’d gotten things right after all – a little bit of a cleaner outro might have helped me be a little less dumb, though in retrospect most of the blame lies with me.

I’ve been treating JP as a serious mystery game, because it very much works on those terms and the core of the story is pretty downbeat. But as I close I should acknowledge that there are still some really good jokes! I liked how Sugar City’s money has portraits of George Noshington, or that its desperate and destitute gather to pray at the Church of the Immaculate Confection. And it’s not all candy puns: if you try to wear a hat when you’ve already got your trusty fedora on, the parser shakes its head at you, as that “would literally be putting a hat on a hat.” So yeah, there are some chuckles here, but they’re the hard, cynical chuckles of a flatfoot who’s seen too much, and knows she can only accomplish so much – it’s all she can do to stay sweet.

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