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Nothing comes from nothing. The grove gives, but it also takes away.
There is a village, isolated and buried deep within the foothills of the mountain's shadow. A place where there is no hunger or sickness. But such bounty comes at a cost. A cost that everyone knows, but fears to speak aloud.
Content warning: Dark themes and death: may not be suitable for young children.
| Average Rating: Number of Reviews Written by IFDB Members: 3 |
Absolutely fantastic, compelling premise that tackles greater good vs personal commitments in an intense and captivating way. (Spoiler - click to show)The scene of the townsfolk debating who should be sacrificed is incredibly compelling, I could read a whole chapter of just that.
(Spoiler - click to show)My only complaints are that the reason the player's son was chosen for sacrifice felt a bit convenient, I think the emotional impact of the moment would have hit harder if it didn't feel like the kids teasing him about his dead mother were didn't just exist as a means to get him into a fight. My other major complaint was that, as soon as I saw the option to take a flint and steel with me on a whim, I could see the ending of this story coming beat-for-beat. Which, given how early the flint and steel is acquired, isn't great for maintaining tension.That all said, this is an incredible short story that I hope places high in its competition. Made an account on the IFcomp website to give it a good score.
I was surprised this one wasn't reviewed on the spreadsheet yet. Jacic has a history of doing small, well-polished creepy stories, so I was looking forward to playing this one, and I think it worked out well.
This story combines three effective horror tropes: a 'deal with the devil' (although who the deal is with here is up to interpretation), carnivorous plants, and a lottery/voting system in a small town for deciding which citizen to kill.
You play as a citizen in a small desert town that depends on its sustenance for red, bloody fruit. Unfortunately, the red, bloody fruit, gifted to the town by a stranger years ago, can only grow if fed upon the blood of the guilty. Thus it falls upon your community to determine the guilty among yourselves each year and to feed them to the tree.
The problem is that your wife was taken last year, and you and your son are among the top nominees this time. You have to navigate your way through these tumultuous times and find a way to save yourself and the remnants of your family.
I liked the creepy styling on this and though the writing was appropriately dread-filled. I had some real agency, as I took the option at the end to revisit the game from its most important decision points. Both endings were slightly 'off' for me in length; I feel like it could have done with either less denouement and just having an abrupt or implied ending or a longer denouement with more emphasis on the character, but that's just nitpicking since I didn't find any real flaws to talk about. Jacic produces consistently good work and I look forward to more games from this author.
Grove of Bones begins with an intro in the form of a campfire story.
Years ago, the village was on the brink of death. No rain, no crops, no food, nothing. Then a man visits bringing saplings. He claims that the saplings will provide the village with everything it needs to flourish... as long as regular blood sacrifices are made. They are horrified. He knows he has them in a corner. If they turn down his offer, they won't last long.
He also knows how to stir the pot.
He tells them that guiltier the sacrifice, the better bounty the trees will provide. Suddenly, any moral qualms evaporate. Blood sacrifices aren't so bad if the person deserves it, right? And so, they agree. Sacrifices shall occur every blood moon. The saplings grew into trees located in an area they called the "Grove of Bones."
You play as one of the villagers listening to the story (btw, it’s also a blood moon).
The game lets the player choose their gender as well as whether they previously had a wife or husband. For some reason, your spouse was previously deemed a candidate for the grove. You still have your son, Treya.
Naturally, your son also becomes the village’s latest pick for the blood sacrifice. Gameplay involves making decisions to protect Treya. The defining choice in the gameplay is whether (Spoiler - click to show)you take a bottle of salt or some flint and steel with you as you take your kid to the grove. Both serve the same function but unlock two different achievements.
The game ends with a brief epilogue, and you can restart the game halfway for replays. I found three endings. I am pleased to say (Spoiler - click to show)none of them involve Treya being harmed. Take that, trees.
Intentionally or not, Grove of Bones makes it easy to dislike the village. Or at least, the village leader.
(Spoiler - click to show)Through the garbled rantings of the frightened child he'd finally gathered that [protagonist’s name] had taken the child's place.
"Foolish!" he mutters under his breath. "Why would they risk us all in such a way."
Uh, excuse you, maybe you shouldn't have decided to sacrifice THEIR kid. Risk us all in such a way...
The game strongly predisposes the player into siding with the protagonist over the village’s needs. Collectively, the villagers are depicted as cowardly, spiteful, uncaring, more than ready to point fingers and throw their neighbors under the bus. And perhaps that is the nature of their community.
(Spoiler - click to show)So: Do you choose saving that or opting for an ending where you rid yourself of any evil by destroying the trees, escape with your kid, meet the ghost of your spouse for one last goodbye, and flee to a guaranteed sanctuary located within a day's walk?
Flee with the kid. No regrets.
A middle ground is to make a deal to leave with your kid without destroying the trees. The village does not lose the trees or its benefits. They just need to pick a new sacrifice. Funny how the village leader balks at implication that he will be the next sacrifice.
An interesting point is also made: the villagers have become so reliant on the trees’ apples that they’ve neglected cultivating other food sources. The implication of (Spoiler - click to show)destroying the trees becomes much worse.
I think the game could have been stronger if it elaborated why the protagonist’s spouse was taken. The characters say they were “guilty” of something. Did they do something sketchy or were they picked because of something trivial? This is important because it (Spoiler - click to show)triggers a fight among the children, a fight that results in the village condemning Treya to the grove. Further context would have made the children’s fight more understandable.
To conclude, I was expecting a long ChoiceScript game with lots of text.
Not at all.
Grove of Bones is a smallish-sized game that keeps its word count down to what is necessary to the story without skimping on suspenseful content. The story is evenly paced, the implementation encourages multiple playthroughs, and its use of sun and moon imagery adds flair.
It’s a game that forces one to consider the needs of the group against the wants of the individual while cutting us considerable slack (Spoiler - click to show)if we choose to grab the kid, turn, and run.
IFComp 2025 games geoblocked in the UK by JTN
In response to the United Kingdom's Online Safety Act, the organisers of the 2025 IF Competition decided to geoblock some of the entries based on their content, such that they could not be played from a network connection appearing to...