Alchemist's Gold

by Garry Francis profile

Fantasy
2022

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A low-friction puzzlefest, August 8, 2022
by Mike Russo (Los Angeles)
Related reviews: ParserComp 2022

There are a lot of different qualities that can mark out a piece of IF as having old-school sensibilities – two-word parsers, Zarfian cruelty, minimalist implementation – but there’s one that’s perhaps the most basic: you’re just out to get some treasure, man. Alchemist’s Gold is about one man’s quest to get an alchemist’s gold, unsurprisingly enough, with no more motivation than the protagonist having heard the rumors that this fellow’s figured out the whole Philospher’s Stone business, and wanting to have the wherewithal to dress like one of the nobility. Jean Valjean we ain’t, but given the style of game here on display, this bourgeois-materialist social climbing is entirely apt.

As to the rest of the aforementioned signifiers, Alchemist’s Gold is fairly easygoing, while still being recognizably a text-adventure-not-IF affair. The implementation is mostly robust, one of the unwinnable situations is clearly signposted, and though the puzzles aren’t brainteasers they’re satisfying to solve (there are also integrated hints, though fair warning that they provide no guidance for the final puzzle, where the wrong move can also lock you out of winning but without the notice you get in the other situation). There’s one technically impressive bit, which is a maze – but the trick is that you can find a map, nicely rendered in ASCII, which makes traversal easy. So it feels like a modern take on an old-school design, which makes for some pleasant adventuring.

I could end things there and I think it’d be an adequate review – the game you’re picturing after reading the above paragraph is pretty much the game Alchemist’s Gold is, a fun way to while away half an hour that isn’t trying to make much of an impression beyond that – but just to pad out the word count, I’ll expand on some of the pieces I glancingly ran through.

On implementation, the game uses the PunyInform library, which from my understanding is a stripped-down version of Inform 6 that helps games run more easily on retro platforms. Despite this, I didn’t run into places where I felt like the parser or implementation were too primitive to be enjoyable – there were definitely times when the parser returned an error rather than automatically figuring out what I wanted to do (like, UNLOCK DOOR giving a “with what?” prompt rather than selecting the only key in my inventory) but this fits the vibe. And while there aren’t a lot of extraneous actions that have much effect, you can still do stuff like try to talk to the animals and otherwise mess around with pieces of the game that have nothing to do with solving the central puzzles. The one annoyance I ran into is that various actions I’m used to not taking any time, including out of world actions like INVENTORY and HELP still use up a turn, which made a time-sensitive situation late in the game more of a pain than it needed to be.

As for puzzle fairness and the possibility of getting into unwinnable states – so midway through the game, you get a single-use item that can get you through any of three locked doors, and if you pick the wrong one, you’ll be stuck. But the game is kind enough to tell you this if you make an incorrect guess, so it’s easily fixed with an UNDO. I kinda question whether this kind of artificiality is any better than just designing the game to avoid these kinds of situations, but I get that this sort of thing is part of the sub-genre’s tropes, and better the awkward warning than nothing. As mentioned, the final puzzle can also be rendered unwinnable – I don’t think this would be a big deal for most players who’ll largely be barreling through the game in one sitting, but I put it aside for a day before wrapping up which meant I’d forgotten an important detail by the time I got to the finale, which made me struggle, and if I’d made my save a single turn later than when I did, I’d have had to replay the whole game over. Again, the issue’s unlikely to come up, and replaying would have been quick, so I think this is all fine.

And just to circle back to the opening – yeah, the protagonist sure seems like a jerk. Besides the whole motiveless malice thing that drives the action, there’s also an early sequence where he befriends a cute woodland creature, then delivers him to a terrible fate (Spoiler - click to show)(though as a vegetarian, I might be oversensitive here – maybe the idea of squirrel stew is meant to be comedic?). There’s a certain unity of character here, reinforcing the idea that this is not someone you should ever ask to housesit, especially if you have valuables or pets, and again, amoral acquisitiveness is a hallmark of the PCs in many early pieces of IF (I’ve enjoyed Drew Cook’s recent exegesis of the colonialist themes in Zork, for example ). But there’s a certain naivety to those chthonic figures that makes things go down easier when they’re revisited – or maybe it’s just that the devilish puzzles and recalcitrant parser provide sufficient distraction from the unattractive selfishness on display? If that’s the case, perhaps reducing the friction from old-school designs, as Alchemist’s Gold successfully manages, has some unanticipated downsides.

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