| Average Rating: Number of Reviews Written by IFDB Members: 7 |
Note: This review is for the post-comp release.
Aiden and Vee are two seventeen-year-olds who’ve lived in an underground bunker, aka “the den,” since infancy. They know of no other home. With only Father to look out for them, they’ve settled into a stable life of chores, education, and activities. Safe from the hostile world looming outside.
Then, one day, they discover a new, strange part of the den, forcing them to reevaluate everything they thought they knew about their- and the den’s- existence.
Gameplay
Everything is shaped around Aiden and Vee’s efforts to escape the den and reach the surface level. As a Twine game, The Den follows a format that I call “free range of movement.” It’s when a choice-based work allows the player to travel from room-to-room while freely interacting with objects and NPCs as if it were a parser. And there are many rooms to explore (I had fun mapping it all out in my head).
You can now switch between Aiden and Vee using the button in the sidebar.
What makes the gameplay unique is that it requires teamwork effort between both characters. Aiden and Vee end up stuck in different parts of the den, requiring them to communicate via computer terminals. The player toggles between the two as they find ways around obstacles and apply newly-acquired knowledge about the den’s secrets. While the puzzles aren’t overly technical, they present a nice variety of challenges.
Overall, I found the experience to be quite enjoyable.
Story
I love symbolism. This game overflows with it. Simply put, (Spoiler - click to show)The Den is modeled off the story of Adam and Eve. In this case, humanity has been driven to extinction due to a sterility virus. Extinct… aside from Aiden and Vee who were engineered and conceived with the goal of repopulating the human race. There’s even a delicious, tempting apple tree, though here, it grants viral immunity. And if this isn’t clear enough, there’s this wham moment:
At the end, when the den’s power shuts down, the screen displays “THE DEN” in glowing letters, with each letter switching off until we get…
THE DEN
Eden. Genius. I got chills.
I also enjoyed piecing together the backstory via the computer files. I was left wanting more simply because the story is just that good. I couldn’t help but be curious: (Spoiler - click to show)Does Father have a freezer of frozen embryos stashed away somewhere? What else do Aiden and Vee know about their origins aside from the fact that Aiden is one day older? Did Father ever intend on informing them of their larger role in rebuilding the human race?
There is one thing that I would like clarified. (Spoiler - click to show)If you go back to bed instead of meeting Vee downstairs, you get a failure ending where Vee is never seen again. Aiden lives the rest of his life in the den without her while Father acts as if she never existed. Was she killed by debris from the earthquake? Did Father decide to force her to live elsewhere in the den? Was she turned into compost?
Genre
The Den is a good example of a work of science fiction that doesn’t lean too heavily into the genre. There’s mention of (Spoiler - click to show) cloning and A.I., and seems to take place in the distant future, but otherwise it’s more like mystery with sci-fi undertones. The game describes itself as “A light-hearted adventure with a darker mystery,” which I’d say is spot-on.
This mix of genres creates great atmosphere. I was especially captivated by the medical research room where we find a “pre-virus Human Costae” in a tank.
There was an object floating there; something beige and discoloured.
To think that such a benign-looking object could be so crucial to preserving the human race is wild. Reading its description proved to be eerie and thought-provoking.
Characters
Narrated in third person, the writing captures the distinct personalities of Aiden and Vee. They contrast nicely: Aiden’s initial hesitance to break the rules with Vee’s playful rebelliousness. But no matter what, they are a team. After a lifetime of being sheltered, their sense of wonder is felt by the player.
Especially when we finally reach the surface.
Wordlessly, they touched hands. They didn’t need to speak.
This felt so rewarding.
And yes, (Spoiler - click to show)it took me forever to piece together that Father was a machine, not another human being (probably should have seen it coming). I like that he gets deeper characterization during the parts we experience from his perspective. Which makes me wonder: What are the odds that Father would have left the drawing of Alpha and Echo on Aiden’s bedroom wall? Could it have been deliberate, just like leaving the key in the kitchen for Aiden to find? I sense hidden depths…
Visual design
As is such with the author’s games, The Den boasts an appearance that is both simple and sleek. It uses a navy background with white text and blue links. Font effects are used for the computer terminals, and character dialogue is colour-coded.
Try the refuse room 🔒
Search the kitchen ✓
Leave the room
Icons add additional polish to appearance and functionality. The fact that the game lets you know when a room no longer has relevant content is immensely helpful.
Final thoughts
For me, The Den has it all: streamlined gameplay, characters you feel invested in, and a creative story- especially the story- that only fully reveals itself after everything has been said and done. It really goes the extra mile- you can even play the Vaccinator game via a link provided at the end! I was so impressed.
Whether or not you enjoy The Den may come down to personal preference regarding genre and/or puzzle complexity. But regardless, it’s a high-quality work that I strongly recommend anyone to try.
Fantastic game, no notes.
A really fun puzzle game, one of my favourites from the 2024 IFComp. This is an escape game, of two teenagers escaping the underground bunker they've been raised in.
It's a parser-choice hybrid — you navigate and advance the story through links, but there are points requiring text input (passwords and such). There's areas to explore and revisit at any time, plus inventory. I really like this setup. The navigation felt smooth, the UI clear and understandable. Love the little quality of life touches as well — the ticking off rooms when you've finished with it, the symbols showing locked doors, the station lists on every computer. I didn't even need to take notes!
The puzzles are really fun to figure out, and felt naturally intergrated into the world/narrative. The two protagonists Aiden and Vee are separated early on, a lot of the progression consists of them opening passages for each other, finding hints and passwords for the other to want to use etc. At any point you have multiple avenues of investigation and areas to explore, which combined with the quality of life stuff made the game feel quite smooth. Aiden and Vee can contact each other and their exchanges act as a diagetic hint system, which I appreciated.
This gave me "Silo" vibes, as the mystery of their existence in a post apocalypse underground bunker is slowly revealed as you solve puzzles and investigate your mundane surroundings more closely. Hints and clues keep the story moving.
Swapping control between the two characters in this adventure leads to an interesting paced and double perspective experience. Learning to use both your assets to solve problems and investigate different areas makes this game exciting and fresh.
I enjoyed the easy progression, lack of dead end and stumping problems. Nothing was contrived or unfathomable and that keep the story moving and me engaged.
Highly recommended for casual or beginners, this is a great introduction to adventuring.
Hats off to the writer for his imagination, polish and very cool touches throughout.
Adapted from an IFCOMP24 Review
'Awake in sci-fi base, then escape while learning lore' is a tried and true staple of IF, carrying momentum even into the console gaming era. Here it is spun as a two-piece conceit, where two protagonists must work in concert to solve puzzles and help each other, first to suss out the truth of where they live, then to decide what to do with that knowledge.
This is as assured an implementation of this old saw as I’ve seen in a while, and it has everything to do with the design of its alternating, interlocking protagonist puzzles. Some areas being only available to one, some only to the other, controls in those areas having effects in the opposite area - it is a natural progression that feels a bit like a peloton as you alternate leads to make tandem progress. There are subtle gameplay flourishes (like graphically highlighting areas that are finished and lock icons on ones that are still gated) that help wrangle and keep things on track. The central mechanism of hacking computers is an amusing puzzle, and savvy enough to exit gracefully before it becomes a chore. The 'search/secure' and 'use item/explore more area' is all paced and varied very well, never getting into tiresome routine and continually presenting just one more twist on the formula. As a raw puzzle fest, this was well designed and completely Engaging.
The story this is in service of flirted with – no, it flirted, traded digits, then blossomed into a regular hookup with – too-familiar beats. The lore, the antagonist, the overarching challenge, you’ve seen all these things before, and the main narrative here is not going to astonish you. The work still has some tricks up its sleeve though. Every time you start to feel jaded by the plot, there are flourishes that tweak just enough to elicit a smile or nod of appreciation. A mid-point scene where one character encounters the antagonist had a true frisson of ‘oh crap, did I just lose this game?’ followed by, ‘ooh, clever moment, narrative.’ The allusionary linkages are so in-your-face as to circle around from ‘oh c’mon, this?’ all the way around to ‘lol, ok, you’ve won me over with your confidence.’ It’s been a while since I’ve seen a work sell its unsubtlety this thoroughly on little more than the strength of its commitment to the bit. I mean, the (Spoiler - click to show)protagonists’ names, the final (Spoiler - click to show)vessel for the cure… and then the PLAYFULNESS WITH THE TITLE GRAPHICS??? Fair enough work, you earned it. I would say the narrative didn’t wow me, but it did ultimately sell itself. (Caveat. There was one narrative choice that felt a shade off. Given the work’s final, heavy-handed-but-loveable-for-it conceit, it is odd that for most of the work, the protagonists were characterized as (Spoiler - click to show)siblings. I get the misdirect value it serves to the narrative, but that’s gonna make the epilogue WEIRD.)
Here is the deeply unfair portion of the program. This author’s previous works really raised the bar on graphical integration. Their skill in this arena is top tier, and among the things I most look forward to in their work. The Den flouted this established strength by incorporating almost no graphics into the proceedings. Look, this author doesn’t OWE that to any of us, but I couldn’t help but imagine a version of the game graced with epic graphics WHILE I WAS PLAYING. My brain is a dick, but there it is. Really, really Engaging puzzle play, a narrative that should have been Mechanical but Sparked nevertheless, and the whole time, thinking of graphics that could have been.
Played: 10/7/24
Playtime: 1.75hr, 93/97 survival chance, also fail end
Artistic/Technical ratings: Engaging/Seamless, penalty point for shortchanging that patented BJaxn Graphix!
Would Play After Comp?: No, experience feels complete
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless
Let us imagine that puzzley choice games can be separated into two categories – yes, yes, this is an oversimplification even on its own terms, and requires arbitrarily saying that stat-based things like the Choice of Games offerings or Fallen London-style quality-based narratives present “challenges” rather than “puzzles”, but come on, let’s just go with it, two categories: you have your parserlike games that, well, mimic parser games by adopting granular, often compass-based navigation through a modeled world, usually with a persistent inventory and a point-and-click style “choose the verb, then choose the noun” interface; and then you have your escape-room-y games that rely on things like solving codes to reveal combinations that unlock doors or abstract minigames that ape classic puzzles.
There’s a lot that’s well done about the Den, but one of the things that’s most interesting to me is the way it deftly hybridizes these two approaches and winds up with a best-of-both-worlds situation. As you guide a pair of teenagers through their exploration of the high-tech bunker where a mysterious figure is protecting or perhaps imprisoning them, you’ll hoover up every portable item you can find and get very familiar with deactivating fans to enable you to crawl through ventilation ducts, but you’ll also largely do so via a fast travel system putting the whole expansive map at your fingertips, and for every USE X ON Y puzzle, you’ll find yourself doing a round of a streamlined Wordle variant. It doesn’t seem like it’s doing anything especially innovative, but this cannily designed interface makes what could have felt like a dauntingly large, tricky game a breeze to play.
Not that this is a lighthearted story by any means. The situation both inside and outside the bunker appears to be bad, with a series of earthquakes threatening the Den’s systems while the hints of backstory you come across via computer hacking suggesting that life on the surface isn’t a picnic any longer either. Fortunately, the two leads aren’t the type to sink into a funk; early on, you gain the ability to switch at will between Aiden, a practical whiz who occasionally breaks the rules from being a bit irresponsible, but might not be ready for larger rebellion against the system that’s raised him, and Vee, his driven yet compassionate counterpart. They’re both broadly drawn, but these are YA archetypes for a reason – the functional yet effective writing does a good job of getting across their distinct, appealingly-plucky personalities:
"He eventually smashed into the base of the shaft, leaving a large dent in the metal floor. Incredibly, apart from a few scrapes and bruises, he survived unscathed. He took great gulps of air and tried to calm the rush of adrenaline. He started to giggle, which seemed to him the strangest of reactions. He felt giddy. This was stupid, and terrifying, but hadn’t he wanted an adventure?"
I also enjoyed the way that the story tips its hand, using an early unexpected POV shift to foreshadow that the truth behind the Den is more nuanced than just the standard authoritarian dystopia. The backstory you uncover winds up being surprisingly grounded, and even involves some low-key social comment.
For all that the narrative elements are solid, this is first and foremost a puzzle game, and the set of challenges on offer here are quite good. The aforementioned Wordle riff is just as fun as its inspiration, and right as I was starting to get a little impatient with playing it over and over, the game offered a shortcut enabling me to skip past it when it came up in subsequent challenges. The inventory puzzles are all logical without feeling trivial – the extended set of actions you need to take to recover your lost screwdriver are especially satisfying. The parceling out of gameplay between the two leads is also well paced; you can ping-pong back and forth to run down a particular puzzle chain, or decide instead to bear down with a single character and work through a substantial chunk of progress before having to swap back. And the game escalates its challenges alongside its narrative: the climactic sequence creates a real feeling of mastery, as it prompts you to use what you’ve learned to allow Aiden and Vee to collaborate (albeit in occasionally implausible ways that had me wondering whether they had an ESP connection) and escape the Den at last – or indeed, not, as rather than a linear sequence of puzzles there are actually story-based decisions to make along the way, too.
This commitment to engaging the player and making sure they’re having a good time is all over this thoughtfully-designed game; the only real misstep I can point to is the decision to implement conversations between the two leads as a diegetic hint system, which meant I felt like I had to forego fun character interaction to avoid spoiling the enjoyable puzzles. The Den is scrupulous about making sure most players will find something to like, and smoothing away the edges that might create undue friction – it’s also quite generous, culminating in a wealth of fun post-game extras that put a lovely cap on proceedings. The ending also includes a request not to spoil the plot, which is why I’ve stuck to describing the situation in general terms; suffice to say the story is of a piece with the rest of the Den, executing standard tropes at a very high level while throwing in a few bonus grace notes. This is a real gem, and a game I wouldn’t be surprised to see launch imitations, perhaps eventually even a mini-genre, of its own.
I love the structure of the game and the interactiveness with all the different paths being able to take. Even though I have to pick choices I feel like I can be free and explore a lot.
**The Den** by Ben Jackson.
It's been interesting tracking Ben Jackson's IF career. *The Kuolema* used Google Forms, a highly unusual format, and was choice-based but required text entry. It had lots of open exploration.
Then we had *Lunium*, a tightly constrained Twine escape room that also featured both choice and text entry, and included several visual puzzles. It kept most puzzles at all time.
Now we have *The Den*. While it keeps the choice and text entry hybrid of previous games, it has (in my mind) a stronger plot arc and better pacing than the other two, and features two protagonists, Aiden and Vee.
Our two heroes live in The Den, an underground area controlled tightly by Father. My first impression of the game was that it was similar to 10 Cloverfield Lane, where a tyrannical man imprisons others, and in this case was abducting children for experiments. I later decided that (Spoiler - click to show)this was some kind of lab with artificial beings and near the end it was clear that this was (Spoiler - click to show) a retelling of the story of Adam and Eve.
This game gave me big Subnautica vibes, with regards to storyline.
Puzzles in this game are the classic type you see in two-person games like Fire Boy and Water Girl, where one player opens passages for another or one player finds passwords for another.
There is also a Wordle mini-game, which I thought was amusing. I also found it a bit contrived, but that is later resolved.
The game is long, a bit more than 2 hours for me. I found the writing good; the two main characters manage to be neither cloying nor obnoxious, and the character of Father grew on me throughout the game.
The only things that I didn't much like during the game was how many options were 'Continue the story' or 'stop right now'. I usually didn't try the 'stop right now' choices, but once when I did the game ended (near the end) and another time it just ignored my choice, essentially (near the beginning). I understand the need to both move forward the plot and also maintain agency, but we usually reached those points by player commands in the first place, so I don't think we need additional confirmation so often. On the other hand, I'm not sure what the fix would be, as it's nice to have a little more interactivity like that. This is just a minor quibble; I think this game is great, and has the same high quality that proved popular in the author's earlier games.
Finally, I liked the use of all sense in the descriptions. There are a lot of smells and temperatures, along with the feel of wind, the hum of fans, the taste of food, and these sense come into play with the puzzles. I like that quite a bit and would like to incorporate that more into my own games.