Chlorophyll is an almost rock-solid young adult science fiction "light puzzler" that emphasizes the relative importance of writing skill over coding skill when it comes to creating memorable and intriguing IF. Even though it generally sticks to the most basic verbs and object types, it is a thoroughly enjoyable work that adroitly blends story and puzzle in a carefully-crafted balance. The result is a rare treat to experience as a player.
This the second piece that I've played from author Steph Cherrywell, following her better-known Zozzled. To me, this work is far superior to the celebrated 2019 award-winner. What Chlorophyll has in spades that its successor lacks is a fine-tuned thematic unity, which is essential to creating a compelling and engaging play experience.
The setting is rooted in the idea that, somewhere in the universe, vegetation has developed mobility and sentience, then subsequently evolved into a humanoid form. The player character is such a humanoid, but other than the green skin and attendant consequences with respect to metabolism, she is portrayed as a pretty typical pre-teen. This is possible because the culture of the plant people, who are called Xylloids, is more or less indistinguishable from the modern Western lifestyle.
Does this sound like a failure of the imagination on the part of the author? It is not -- very clearly the sci-fi aspect is just window-dressing for the narrative half of the game, which is an adventure story caught in that awkward stage of being halfway grown into a coming-of-age story. See Emily Short's review for more on this; the more substantive craft here pretty much escaped me since I wasn't the target audience. Nonetheless, the adventure story hooked me easily and got me to engage with the game half of the story.
It's there, in the game part, that the sci-fi premise shines. Who wants light puzzles and hunger puzzles in games today? Cherrywell's inspiration to combine the two as a natural consequence of the premise is nothing short of genius in my view, showing off a Plotkin-like ability to reinvigorate old tropes. As the review by Sam Kabo Ashwell notes, this novelty does not overstay its welcome, and its retirement from the player's list of concerns is very skillfully combined with a significant story beat. (This is an example of the highest-quality craft in that it was perfectly invisible to me as a player. It's only in retrospect and after having it pointed out that I am admiring this brilliant touch.)
Cherrywell's instincts with respect to exposition and characterization are laudable, as well. As others have noted, these are delivered on a steady drip-feed that rewards the mundane exploration required to find and take the measure of the puzzles. There's not a text dump in sight, and although another reviewer found the introductory sequence to be too long, I gauge it to be just about right for a beginner player -- enough turns to experiment with basic verbs like >EXAMINE and >INVENTORY without devolving into >Z.Z.Z. I particularly liked the way that the base comes into view and then is briefly out of view again -- a tiny touch that injects an element of dynamism into a scene serving primarily to characterize the protagonist's mother. (That characterization is a building block needed to enable the incipient crisis to create any tension at all, and I am again admiring in retrospect how deftly Cherrywell juggles competing needs in this sequence.)
None of the other reviewers seem to have noted that there are two winning paths through the game: one "bad" (i.e. rule-breaking) and one "good" (i.e. rule-following). The game is scoreless and has only one significant ending, so it doesn't really matter which path one takes. (The situation is such that the required rule-breaking is justified, in any case.)
This game isn't perfect. I agree with reviewer Tristano that the climax was a bit too abrupt, especially after the apparently false foreshadowing of (Spoiler - click to show)the Polithea action figure armor vest accessory and the option for a "tough" leafcut at the salon. A better action sequence for it would have been an improvement to me, but again I don't think I was the target audience. There were also some minor bugs, most notably (Spoiler - click to show)a >USE verb that is non-functional and text spacing issues of the type that Inform 7 is prone to create, and some other small issues, e.g. a lack of exit descriptions in places and a critical path puzzle solution that requires a command that smacks of the era of two-word parsers. (Spoiler - click to show)(For replacing the fuse in the underwater area, it's only necessary to (Spoiler - click to show)>UNSNAG FUSE after having brought it along in the tunnel roller.) These flaws are vastly outweighed by the overall execution. There are also a couple of bits of adult-oriented humor, but these are done well in that they are likely to go over the heads of small kids and to be only half-understood by savvier older kids. If you have concerns about these, then avoid (Spoiler - click to show)the encrypted file on the mother's computer and the engineer's calendar in the engine control room, but they are no worse than PG-13.
I recently waxed poetic about Alias, 'The Magpie' as an avatar of the subconscious Infocom ideal. This game is also an exceptionally good expression of that style, and I agree with Mathbrush that Chlorophyll would have made an excellent addition to their beginner line. Works like this are strategically important for introducing younger generations to interactive fiction, and this work is certainly going into my file of games to recommend to newcomers.
Just as a side note: I give rankings based more on a power law than a bell curve, and 4 stars means truly excellent on my scale. If you are considering playing this work and are in the mood for something in the sci-fi YA zone, I definitely recommend that you try it.