Adapted from a SpringThing26 Review
Played: 4/16/26
Playtime: 2.75hrs, used walkthrough for goosing, failed in tombs (repeatedly, due to remote open door), eventually undid to try an accusation but soft-locked out? Officially score 43/55
The closer you are to something, the more unique it becomes. This is a completely reasonable compromise between physics and evolution. In the unthreatening distance, we need know nothing more than ‘cow’ or ‘coyote.’ The fact that light attenuates over range makes it biologically convenient to deprioritize. (Not ignoring you, Sharp-Eyed Hawks, but until you start playing IF I don’t have much to say to you.) Up close though? Boy do I want to SEE small thorns before finding them other ways.
This works metaphorically too. To my wife, for whom all IF is “Colossal Cave” (technically, it’s all ‘that thing JJ does that is at least quiet’), OLOT’s charms might not feel so unique. To me, who is so close to parser development I may as well be wearing it, authorial voice is a strong distinguisher. OLOT’s voice is really polished, most obviously in its authoritative command of its setting. The monastery is so well conceived and complete, I might accuse it of being implemented from a real-world floorplan. The language used to describe it is consistently jargony, in a way that sets the scene AND slowly integrates us into monastic life. Obviously, I liked this, but I found the work’s more subtle writing even more impressive.
If you’ve consumed some amount of my reviews, you know I am fond of what I call the “Implementation Horizon.” The level of detail (and inherent cuing needed) that the game operates at. Parser players are well comfortable with the idea that we will never get thread count when examining sheets. We agree to operate at the level of the game. It is up to the game to 1) cue us where that level is and 2) then be consistent about it. OLOT takes a specific tack here: the level is deeper than it appears, and absent cuing that might suggest it. But it is, to my playthrough, completely consistent. This meant that I kind of had to discover the Implementation Horizon on my own? Learn the dialect of this game as it were. I needed a walkthrough goose to get there, but once I did, the consistency of it was reassuringly firm and nearly always rewarded. This had the effect of building a very coherent, very robust world to knock about in, whose unspoken limits became as much a part of the scenario as the prayer schedule. I don’t know if I’ve seen it done better.
On top of this is imposed a clock of sorts - the day resolutely dribbles by, alternating between daily duties (where the cast is conducting their daily chores, and available for interview) and Offices (where the cast is collected in the Chapel, leaving their locations unguarded and explorable). It is a nice gameplay feature: predictable, alternating NPC states that you can exploit to different ends. It also marks a game timer - if you do not solve the crime in time Cruel Tempus will halt your investigation.
Yes, you are solving a Monastery Murder - a classic of the ‘closed setting mystery’ genre. You must establish method of death, motive and suspect via decidedly lo-tech forensic work of tasting and smelling. As well as the usual interviews and poking your damn novice nose where it doesn’t belong. There is a large cast. Almost too large to be manageable, but wisely with at least a job-personality quirk combo to sort things. I found it (mostly) really well constructed: puzzles integrated naturally into the setting, deep curiosity both needed and rewarded, red herrings and dead ends sprinkled realistically throughout, but unambiguous clues once found.
I felt a few glitches where puzzle solutions might seem to run counter to the setting, most notably the completely casual ‘climbing on altars’ move which, as a testament to the writing, I felt REALLY bad doing. Glitches like that were very much the exception though. I liked that disturbing your Brothers’ rooms might trigger their suspicions. That points were awarded for monky behaviors unrelated to the mystery. That you spend so much time smelling plants.
As a way to convey how well-tuned the prose was, let me share my very frustrating endgame performance. Patience, dots will connect. I found my way into the Crypt during an afternoon Office, meaning all monks collected in the Quire. I had foolishly left a door open that I should have shut. This put me into a tight box: I needed to explore and escape a dark crypt while the game timer only had limited turns before my snooping was discovered and Game End.
This awkward situation meant 1) try a bunch of stuff until 2) timer expires and you lose, then 3) UNDO a WHOLE LOT to give yourself a tight block of additional moves. Repeat. A Lot. Eventually I find my way out, into the in-Progress Office where I am informed hey, I can SHOUT an accusation to solve the mystery! Only I couldn’t. Despite being told BY THE GAME that I could end things (and having assembled enough clues to have confidence I could do so), I ended on a failure. Jeebus was that frustrating! I think it was a bug?
Now this kind of endgame kludginess could reasonably be expected to poison the whole experience. Backing into a hard time limit because of something I neglected to do 10s of moves earlier, needing to recycle with UNDOs SO MANY TIMES, eventually getting to a legitimate solving position, only to be soft-locked OUT by a seeming bug. Here’s where I connect the dots back to the writing.
Thanks to the cumulative effect of the previous gameplay not only was I thoroughly invested in the solution, the constraints I backed into made me MORE motivated to find it! Even after the ultimate failure, I kind of ignored that, mentally readied my accusation, and read SOLUTION. I credited myself with a “Justice” ending that the game did not award me! I solved the mystery IN SPITE OF THE GAME, and with no hard feelings! In the face of all that mechanical awkwardness, I left the game satisfied and impressed.
DESPITE A BLOCKING BUG AT THE VERY VERY END, the writing had laid such a strong foundation, the mystery had clicked together so smoothly, my overriding takeaway was “hey, that was pretty good.” It was not diminished (much) by its glitches. How many times can writing in IF survive that? DOTS CONNECTED.
Spaceship: Hermes
Vibe: Echoes of Eco
Polish: Textured
Gimme the Wheel! : The ‘cannot SHOUT’ bug at the end is most obviously in need of addressing.
Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.