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Words fail you — in a literal sense — as you prepare to confront a monster from your past.
Entrant, Back Garden - Spring Thing 2024
| Average Rating: based on 7 ratings Number of Reviews Written by IFDB Members: 5 |
This is an interesting puzzlebox of a game with some cute 'characters'.
You play as a wizard that has lost all ability to use verbs. However, some of your words have possessed nearby objects, creating automatons!
You can use nouns instead of verbs. Unfortunately, this causes all loose verbs to converge on the given noun! This can cause a lot of problems.
This was a fun game, but also hard. It was hard to know how to start; it was hard figuring out if I had locked myself out of victory or not (spoiler: (Spoiler - click to show)it seems like there are multiple ways of doing this), and it was hard to win, so be aware of that coming in ahead of time! Although it was reasonably short. I think it's just fine being difficult (I think it made me like the game more) but I do think it could be useful to indicate the fact that you may need to restart/undo to win (unless I missed an ending that lets you do that!)
A very clever concept and a fun game.
A limited parser game, like Blue Lacuna in that you type keywords to interact with them, without verbs. You are in a workshop full of automatons that interact with the noun you type in. For example, typing >ambler has a mechanical hand pick up the ambler automaton.
Even >look is disabled. If you type >wait or its shortform >z, you get an equivalent. Additionally, the bolded 'items' in the room remind you of their existence every turn, so there's no need to scroll back up. I found this feature very useful.
The puzzles remain decently hard, despite the limited verbset. You can get permanently stuck, but the game is very short and it's easy to restart.
The writing is also very in-universe. I thought it maybe was trying to do a little too much for such a short game, but I did really like how you could (Spoiler - click to show)apologize to the invading dragon and have a peaceful ending.
The mechanic is fun and I would love to see it used again/the game expanded.
This was another game that had me quite confused at first—I couldn't for the life of me understand what I was supposed to be doing (Spoiler - click to show)if I couldn't use verbs! After some flailing I turned to the in-game hints, which fortunately clearly explained what was going on. From that point on it became a fun and unique little exercise. It's got an unusual parser game mechanic, and I'm impressed by the coding it must have taken to make it all work. The story was cute too; I liked the reveal and that there were multiple possible endings.
A downside is that it was very short—by the time I felt like I’d gotten the hang of the mechanic and was gearing up to do more complex things with it, the game was over! So it felt a bit more like a proof of concept than a full game, but if the author ever did make a longer game with this conceit, I would be first in line to play.
My wife recently decided she wanted to get into gardening, and as a result we’ve started to slowly make some improvements to our back yard, which heretofore was evenly divided between tufts of fake grass (don’t judge, we live in Southern California where we’re just getting out of a yearslong drought with more to come) and a dirt patch overgrown by snarls of weeds and a tree that keeps sending off a fusillade of saplings as though it’s overheard us speculating about chopping it down (again, don’t judge, it’s really tall and close to the house so we’re paranoid it could fall down in a wind storm). We’ve now mostly pruned that whole mess back, and gotten a couple pots of flowers and vegetables to prop up by the fence, and while it’s not much to look out we’re proud of the progress. It’s a bit sobering when we consult the source of her horticultural impulse, though, which was born of watching a British reality show: in that, people are always acting all ashamed about the state of their rear allotments, which boast lush flowers, well-tended herb beds, and a well-judged mix of different plants; it’s on a whole different level from our meager efforts.
All of which is to say that opinions differ about what standard “Back Garden” implies, and I’ll confess to being a bit mystified about why Nonverbal Communication isn’t in the main festival; it’s a bit short, sure, but it’s got a neat premise that combines real-world resonance with a clever riff on standard fantasy tropes, some clever puzzles with multiple solutions, and in my view the best joke of Spring Thing to date (I won’t spoil it, but it’s the death banner when you try something obviously and spectacularly stupid – nothing quick UNDO doesn’t fix).
The setup here is that you’re a wizard whose power comes from their mastery of words, but in your haste to prepare for an attack from a dragon, a mishap occurs that throws your magics all out of whack. I’ll quote the game’s description of the result, since it’s emblematic of the elegant yet approachable prose:
But verbs are independent, fickle things, and although you feel the presence of some of your most beloved verbs within the tower, you doubt you’ll be able to compel them directly.
What this means is that you don’t have access to verbs: a set of the most common Inform actions, from the humble EXAMINE to the workhorse OPEN to the disfavored ATTACK to the how-am-I-supposed-to-live-without-this GO have flown out of your head and become incarnated in various automatons scattered throughout your tower (WAIT, THINK – a hint command – and various out-of-world activities like SAVE and TRANSCRIPT are still available). Interaction therefore hinges on your nouns – by typing in the name of a thing, you can focus the automatons’ attention on it and prompt them to target each of their actions at that one object.
That’s simple enough in theory, but in practice this makes for some tricky puzzle-solving, as well as some slapstick comedy. There’s always at least two or three automatons firing off at one time, and with no ability to tell the automatons that OPEN is needed here, so having CLOSE execute immediately thereafter is counterproductive, you need to get creative – while none of the puzzles are too too hard, I definitely did some floundering, and picturing all the different gizmos faffing about and working at cross-purposes definitely elicited a giggle. The flip side is that cracking each conundrum left me with a strong sense of satisfaction.
The narrative was also satisfying; there are multiple endings, tied to which of several significantly-different tacks you take to solving the game’s puzzles, and the one I found tied a neat bow on the themes implicit in centering a protagonist who struggles with the sometimes-destructive results of their careless words. This turn towards the serious isn’t enough to bring down Nonverbal Communication’s lighthearted vibe, but it definitely lends the game more heft than the average hey-look-I-came-up-with-a-cool-mechanic-for-my-half-hour-puzzle-game puzzle game.
All told this is a polished game that checks all the boxes it should – my only points of critique are that the convenience of bolding significant nouns when they show up in room descriptions meant it took longer than it should to realize that other nouns might also be available, and in common with other limited-parser games that get rid of access to the EXAMINE command, room descriptions could sometimes get a little long. It occurs to me that one reason the author could have nonetheless picked the Back Garden is that they’re considering this a proof-of-concept for a longer game, because yeah, it is a little on the short side – if that’s the case, I’d definitely be interested in seeing more of both this world and this approach to puzzles, since I think there’s plenty more room to explore here!
Adapted from a SpringThing24 Review
Played: 4/13/24
Playtime: 40min, 4 plays, 3/3 endings
There is something inspirational about the human mind when it commits to the bit beyond all reason, FOR no reason. The bigger the bit, the bigger the charge. That commitment itself becomes a thing of beauty, the more dear for its rarity. There’s a reason Andy Kaufmann and Sasha Baron Cohen are such towering comedic figures. Also divisive for sure, but towering. In fairness, those figures commit to something so socially transgressive that the parallels are not quite aligned with NC, which is a much sweeter, more amiable commitment. Still plenty bonkers though.
The setup is a bit tortured. You get to a place where VERBS don’t exist, so yeah, you ‘got some ‘splainin’ ta do Lucy.’ This is not a problem, by the way, the tortured setup is very much part of the gag. It can also be read as a sly elbow to the ribs of the IF player - what are parser fans if not WORD WIZARDS??? As a word wizard, you have fortunately created a series of objects that auto-activate when you noun. But they ALL activate, and in a specific order. Use them to save yourself from a DRAGON, because, why not?
Since I’ve already unfairly compared this work to two towering figures in comedy, let me compound it by invoking an analogous figure in IF. This piece could be easily imagined in the ouvre of Andrew Shultz - a small, playful wordplay puzzle of specific and twisted setup. At this point I kind of want to take it all back, because these endless comparisons imply it only lives in the shadow of others, and NC very much does not. It is its own weird, wonderful thing that exists independent of those worthies.
It takes a while to get on its vibe, and that disconnect may be the best part of the game - figuring out the new syntax rules to this world and bending them to your will. But ‘best’ is not the same as ‘only fun.’ The puzzles themselves have nuance in world rules that need managing. Between the arcane and restrictive-but-arbitrary rules (again, not a complaint. How arbitrary are the rules to Sudoku? Chess? And NC is so much more entertaining than both of them!) it is a fully engaging puzzle.
It also has the insight to know EXACTLY what size to be. Its short length and tight geography are textboook “not a jot bigger than needed” and drive home its virtues with a hammer. I should also mention that the prose style through all of this is bubbly and light, and every bit a partner in the success of the piece. In particular, when you (Spoiler - click to show)destroy nouns you catch a fleeting glimpse of verbs, whose descriptions just made my heart happy.
If it has a fault, it’s that the piece does not heal ideological fractures in America. Are you kidding me? It also can’t make the perfect souffle’ WHY WOULD YOU ASK IT TO?? It is a lovely, well-written, hilarious yet-tightly-tuned bonkers experiment, perfectly sized to deliver its punch. Those other things can wait.
Mystery, Inc: Fred
Vibe: Experimental
Polish: Smooth
Gimme the Wheel! : There is one state-glitch I noticed, I’d fix that if it were my project.
Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.