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Review

Message in Some Bottles, August 4, 2025
Related reviews: Spring Thing 2025

Adapted from a SpringThing25 Review

Played: 4/13/25
Playtime: 1hr total, 8 games, what a bargain!

The Senica student anthology has become an indispensable part of the Spring Thing in my head. Probably because it’s been here as long as I have, I’ve never seen a Thing WITHOUT one! I look forward to it every year. So much creativity in such small bundles, ripe for rapid consumption and enjoyment. The low-pressure uniting theme (this year is ‘found on a riverbank/seashore’) giving a form for the inspiration to follow. What a great part of this community, and what a great batch of games this year.

If I did the ‘blurb/learnings’ thing again, it would cast that in stone going forward, so instead I am going to break and do it more freeform. I will close with a ‘my favorite thing…’

A Brand New World /by Raiden/ (15m, 3 endings)
I would love to be coy and teasing with ‘what do you think is found on the beach..?’ but its right there in the title! Probably not what you expected, no? There was a really nice twist in this one, as some background text hinted that people were going missing, but it turned out (Spoiler - click to show)they just didn’t want to come back! That was a really clever twist on what we might expect to be a horror premise. Instead, the player gets an all-to-brief introduction to an imaginative and playful fantasy world.
My favorite thing: I really like the long paragraphs of deep description. The author took the time to paint a vivid picture of their fantastical setting, and really conveyed it well.

BOTTLE /by M.A.S./ (5m, 5 endings)
Ok, this one ALSO telegraphs the found object in its title! It’s a classic, but this one ups the tension a bit with a large branch of endings that jump on you quickly and impactfully. This is a very streamlined, interesting branching game, very replayable due to its tight depth.
My favorite thing: The IF version of jump scare is the text message that both the player and protagonist character read together. If there is a two-word phrase MORE charged than (Spoiler - click to show)You’re Next! I don’t know what it is.

Fragments of the Nile /by Storyteller/ (5m, 4 endings)
Here’s a story that hides its found object from the title! The player is an archeologist, interacting with a find that has some secrets. I am a horror fan (I mean the whole conceit of this year’s reviews attests to this), so this story was right up my alley. There are quite a few endings available, and interestingly some tie together building a fuller picture of the threat. This is a very good use of multiple ending IF!
My favorite thing: I think this one really went the extra mile to establish its Eqyptian archeology setting. There are a few screens worth of table setting that really bring the player into the story very effectively.

Nothing /by Gooseberry/ (5m, 6 endings)
Here we find a book on the shore, one that we are continually presented with opportunity to reject, neglect, or read and follow. As game players we are likely to want to engage, but the continual variations on ‘ignore it’ are kind of funny and present a low-key realistic picture of life. We might as easily forget things we stumble across as engage them! If we do engage, we are treated to a time travel scenario where we might learn a bit… and might suffer some unexpected consequences!
My favorite thing: This game rewarded investigation. Careful players can find clues down one branch to keep from dying in another. This kind of player driven setup-payoff is one of the stronger aspects of IF - letting the player have a fair chance at navigating its more dire outcomes!

POWER TURTLE /by 3N/ (5m, 5 endings)
What might we find at the shore, other than shore life? Here, the player rescues a.. well, you see it in the title. From there, you are treated to a VERY broad branching decision tree, leading a large array of outcomes. It is very ambitious and very well done. Every branch seems fully fleshed out with the consequences and subsequent choices to make. It was kind of thrilling how wide the space got, very quickly.
My favorite thing: I explored a lot of endings, and what was really cool was while they were all very different, depending on player choices, they were all pretty ‘good’! Just in very logical and satisfying ways! Conditioned to expect shock twists, or ‘good/bad’ endings, this was a delightful surprise.

Those voices are getting louder, captain. /by Mushroom/ (5m, 2 endings)
This is a quick dialogue tree game, where the protagonists is talking to a shipmate about something he may or may not have seen. The ‘found object’ of this game. The game does a good job of presenting varying responses you might take to the poor man’s ravings, culminating in a neat twist that fully reflects how seriously you have taken his ravings!
My favorite thing: I am torn. On the one hand, my favorite thing was the use of color cues to reinforce the endings. Default color/font schemes put all the emphasis on text to carry the load, but graphical flourishes are very much part of IF and should not be neglected! On the other hand, The author does something cheeky with their choice dialogue, where the main character’s thoughts are parenthesized and italicized. They form an often quite amusing inner dialogue that contrasts humorously to the spoken dialogue, and in some places soft-guides the player.

Untilted by BB-Anon (5m, 6 endings)
This particular found object leads the player on a mini-exploration of a section of the beach. I really liked the real sense of geography the game conveyed. I could picture the beach/cliff/road area I was wandering around in. Depending on choices I made, I might not get farther than the investigation, or I may get to some really funny-bananas endings. I don’t want to spoil it, but I had no idea that was ANYONE’S wish, let alone mine! :]
My favorite thing: As a wannabe game designer myself, I really liked how this author reconverged their choices where it made sense. If you go down one branch, you may find yourself on a different branch due to how those choices bring you to a similar state. This is very important tool in the IF author’s tool box, and I love seeing it here!

Wonder of the Woods… by Leontine (& Eudokimos) (15m)
Wow, this one blew me away. The graphical presentation, scripted font, the wonderful character and animal illustrations.. the enthusiasm and love in the project really came through. As a player, you get to explore a quartet (quintet?) of friends, each of which has an animal "familiar", as they try to engage their section of river and a difficult friend of theirs. It is both deep and broad, and really paints a full picture of friends cooperating in a very busy, very important afternoon.
My favorite thing: It would be easy to say that the graphical care was my favorite, but I actually think I liked the game setup even more. Being able to play as four different girls, each with their own animal friend was plain fun. All four were different, and their adventures varied. And they all came together at the end in a satisfying, choice-driven way. Yeah, I’m sticking with the game design as my favorite.

Viva la Senica Thing!

Horror Icon: Crypt Keeper. Ok, he’s not one of the icons I pre-selected, and I was VERY tempted to go “Children of the Corn” here, but no. I have pitched this year on year, so Crypt Keeper is reserved for Senica.
Vibe: Anthology
Polish: Textured
Gimme the Wheel! : No. Give MORE students the Wheel!

Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.

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