Have you played this game?

You can rate this game, record that you've played it, or put it on your wish list after you log in.

The Moon Watch

by Paolo Maroncelli and Alessandro Peretti

(based on 11 ratings)
5 reviews11 members have played this game. It's on 13 wishlists.

About the Story

An entry in the 2008 One Room Game Competition. You're an ordinary Soviet citizen, but to your surprise you are selected to play a highly important part in the defence of the Motherland - and then the crisis comes...

Awards

Winner, Best Use of Medium - 2008 XYZZY Awards

Ratings and Reviews

5 star:
(2)
4 star:
(4)
3 star:
(3)
2 star:
(2)
1 star:
(0)
Average Rating: based on 11 ratings
Number of Reviews Written by IFDB Members: 5

3 Most Helpful Member Reviews

5 of 5 people found the following review helpful:
Interesting plotting, but unfair puzzles, December 29, 2008

I had very high hopes for this one - the "packaging" looked smooth and polished, and despite a few typos in the scene-setting exposition, the quality of the writing initially seemed pretty good.

Unfortunately I couldn't solve a single one of the puzzles, and there were no in-game hints, either from an actual hint system or from responses to almost-right commands. I got through to the end by means of struggling for a while, peeping at the next few lines of the walkthrough, wondering how on earth anyone could possibly have come up with that solution unprompted, and then starting the cycle over again for the next puzzle.

After the first few go-rounds of this rather boring process, I lost all confidence that the remaining puzzles would be fair; the only thing that kept me going to the end was the thought that it would be unfair to give it a score before I'd finished it.

On the plus side, the plot's more interesting than the usual "get out of the room" one, and there's a definite sense of humour in some of the text (though it would really benefit from a going-over by a native speaker).

As a game, though, this completely failed for me.

You can log in to rate this review, mute this user, or add a comment.

2 of 2 people found the following review helpful:
Forgotten XYZZY winner: You've pressed the big red button. Now what?, August 14, 2025

I happened across this game while doing some research on the history of the XYZZY Awards; this work received the 2008 XYZZY Award for Best Use of Medium.

This work is a rare example of a game that significantly leverages the multimedia capabilities of Glulx, featuring a splash screen, graphics, music and sound effects. There are some interesting innovations, such as the use of a background image depicting elements of the single room of the game -- a background that blurs when the PC dons a spacesuit. The soundtrack is thematically appropriate to the game world of the 1960s, sounding a bit like experimental music of the era, but it is unfortunately short and repetitive enough to irritate unless turned down in volume. (But don't turn it off or you'll miss the music at the end.)

The plot is part humorous and part serious. An average citizen of the Soviet Union is drafted to oversee a Soviet moon base housing nuclear missiles, intended as a failsafe against nuclear attack. When the Motherland is attacked, the PC sets in motion the counterstrike but soon has second thoughts. The rest of the plot concerns how you choose to resolve the situation, complicated somewhat by the unexpected presence of other interested parties.

Three significant NPCs allow conversation, and this is done via freeform input that seems to use some sort of keyword matching. I've run into this kind of experimental conversation engine a few times, and even games of the 1980s made attempts along this line. As with most experiments of this type, it does not seem like a huge improvement over the ASK/TELL model other than the reduction in required typing, and falls afoul of the usual inability to interpret the context of natural language. There is no disambiguation, and in at least one place there is a requirement to use a two-word phrase that the responses for the individual words don't suggest. Some replaying shows that the game is willing to work with the player somewhat here, guiding one forward if the input includes something relatively close, but it's still pretty finicky overall. The included walkthrough spells out the necessary keywords if one is stuck.

As described in Kake's review, the puzzles seem almost universally unfair by modern standards, mostly by virtue of the game not bothering to inform the player of its expectations. I don't think that I've ever encountered a game that has a smell-based puzzle before, for example, and although there is a single conversation response that offers an indirect clue here, the response to >SMELL doesn't help the player along much.

The game oscillates unexpectedly between the two poles of serious and goofy at several points, but overall it leans toward the goofy side. There was much to like about it, but for the most part those elements (Spoiler - click to show)(such as a robot that looks like a toy duck, or alien mice) are gated by a very old school aesthetic for puzzles which is grounded more in riddles than commonly-accessible logic. A more modern sensibility to puzzle design and interaction would improve this work tremendously.

I would still recommend this work as an interesting example as part of a study of the evolution of the form, or to anyone who craves the input-as-riddle aesthetic. For everyone else, you're probably best served by keeping the walkthrough handy and making liberal use of it.

You can log in to rate this review, mute this user, or add a comment.

Older graphics-and-sound enhanced Inform one-room game about soviet space, October 25, 2025
Related reviews: about 2 hours

This game is from the same 2008 One-room game competition as Escapade!, a game I enjoyed in the past.

The Moon Watch is an Inform game with plenty of background images and sound, having a lot better multimedia experience than most games from that time.

You play as a cosmonaut sent to a tiny, restrictive base on the moon. There is a red button you were told to never touch, but a call from leadership comes and you are told to press the red button. Then the game starts.

As others have noted, it can be pretty hard to get started in this game. I found some reading material, a phone, a drawer with interesting things in it, and I was able to open a door to the outside (looking back, I shouldn't have been surprised (Spoiler - click to show)I couldn't go through it, as this is a one-room game.) But I couldn't figure out to progress.

It turns out that a huge part of the game's programming and puzzles is based on (Spoiler - click to show)keyword-style text, where you type whatever you want and it searches your text for keywords. Even the very first puzzles are based on this.

There were just so many possibilities in the space of all commands that I had too much difficulty and had to run to a walkthrough. But the writing was interesting, although the ending took me by surprise.

You can log in to rate this review, mute this user, or add a comment.


Tags

- View the most common tags (What's a tag?)

(Log in to add your own tags)
Edit Tags
Search all tags on IFDB | View all tags on IFDB

Tags you added are shown below with checkmarks. To remove one of your tags, simply un-check it.

Enter new tags here (use commas to separate tags):

Delete Tags

Game Details

The Moon Watch on IFDB

Polls

The following polls include votes for The Moon Watch:

Games with graphics and/or sound by eyesack
I couldn't find an easy way to search for this, so I figured I'd ask the hivemind: What games use graphics and/or sound to enhance the gameplay, similar to City of Secrets and Necrotic Drift?

RSS Feeds

New member reviews
Updates to external links
All updates to this page


This is version 12 of this page, edited by Dan Fabulich on 14 August 2025 at 6:35pm. - View Update History - Edit This Page - Add a News Item - Delete This Page