This game immediately impresses with its excellent presentation. On the title page, the pixel art and beautiful orange and grey colour combination gives a striking first impression. This continues into the game itself, with a well-designed UI featuring separate map and inventory panes, plus nice font choices and typography (I’ve since downloaded Lekton for myself). There are options to change font and font size, which I always like to see. There is a lot of attention to detail put into the design, which makes for a pleasant and immersive experience.
This is a puzzle game set in an scifi future where the population of Mars has retreated underground following climate catastrophe. A large part of the gameplay is based on exploring, collecting items and using items; but there is a major focus on narrative also. There is a lengthy introduction, the narration of the protagonist’s progress through the city is interspersed with memories of her sparse life in underground bunkers, her observations on the abandoned streets as someone whose only experience with things like hot dog carts and playgrounds is through her mother’s stories.
I’ve played several parser puzzlers this Comp, and it’s had me thinking about how a choice-based interface can create a different kind of vibe and experience. The result here feels very smooth and directed. The player makes decisions such as the order in which the protagonist (referred to only as The Girl) explores locations, what to examine, which item to use to solve a puzzle. At times the game itself takes over, having the Girl act on her own. These moments (from small sentences where she finds and take items to longer ‘cutscenes’) are narrated in the same voice as player-driven actions, which makes the puzzle-solving and the storytelling feel nicely intertwined. For instance I appreciated how the comms link to Command is a diegetic hint system, but the Girl also uses it on her own initiative when the situation calls for it, like reporting a system failure or asking to unlock a door (which naturally doesn’t work).
But sometimes the game is too smooth, to the point of reducing the sense of challenge. At one point the Girl finds a storeroom and cycles through a list of tools: angle grinder, drill, pliers, and so on, before landing on a folding ladder. “That could be useful,” she thinks. She takes the ladder." The cycling text is a neat effect, but it also felt a little too convenient, erasing the potential puzzle of deciding for myself which tools to take. Later on the Girl comes across a passage blocked by debris and makes this observation: (Spoiler - click to show)“Another apartment block […] has a second storey balcony — if she can reach it, and then climb to the next balcony over, the Girl might be able to circumnavigate the wall.” Again, instead of asking the player to find a way forward, the solution is handed over right away.
In a way it feels like the Girl has more agency than the typical text-adventure protagonist. She’s capable and clearly knows what she’s doing, instead of being subject to the player’s flailing. That’s a cool effect, though it does mean less is left in the player’s hands. Still, I was glad to see the puzzles ramp up in complexity by the endgame.
The prose itself is melancholic and well-written. the ending twist is perhaps too obvious, but the story engaging and thought-provoking. I do wish there had been more space for the Girl’s introspection; what we do get is effective, but it feels like there was room for more depth.