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Wonderful wordplay, January 5, 2023
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2022

(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).

There’s a lot that’s distinctive about the way Andrew Schultz makes games, but one thing that sets him out from other authors is the way he makes families or clusters of games rather than one-offs. He’s recently created a series of chess games, for example (in fact there’s another one coming up at the very end of my queue for the Comp), and his Spring Thing entry this year was a shorter iteration of an anagram-themed mechanic he’d explored twice before. You could think of this approach as being like a AAA game maker who releases DLC extending the base game with small tweaks to the basic concept, but for whatever reason, the metaphor my brain goes to is a musical one, like a band developing a particular sound to make an album, then putting out a short EP or sticking with it for another full release, before reinventing themselves and moving on.

Sticking with that metaphor, Low-Key Learny Jokey Journey is like a rarities and B-sides collection that closes out (at least for now) Schultz’s sequence of rhyming games, which started with 2020’s Very Vile Fairy File. Once again, the fundamental interaction involves reading the name of a room or object, then coming up with an appropriate rhyming couplet to move the plot forward. Confronted with a Mad Monk blocking your progress, for example, you might write DAD DUNK – which fits the rhyme scheme, but doesn’t solve the puzzle:

Alas, no middle-aged man soars into the air, basketball in hand, to posterize the mad monk.

Characteristically for Schultz, this basic dynamic is supported with a range of introductory material, helper gadgets, and shortcut verbs that do a lot to support the player without undercutting the often-challenging nature of the puzzles. The thoughtful design means, for example, that when you come up with near-miss rhymes like DAD DUNK, you’re rewarded with a little gag acknowledging that you came close (some of which are quite funny, especially when the game is gently chiding you for following the rhyme scheme into a juvenile or scatological place – call me immature, but POTTY PAIL made me giggle), as well as charging up an item that lets you skip puzzles that aren’t clicking for you. There’s also a fully implemented hints system, as well as a SOUNDS command that lists common English phonemes in case you want to trial-and-error your way through a particularly sticky wicket.

I found the game quite addictive to play; at any given time, you have a couple of locations open to you, and it’s fun to wander around worrying away at different puzzles and checking out the dynamic, loopily-surreal landscape, always knowing you have a safety net if the going gets too tough. What makes it more Odds & Sods than Live at Leeds, though, is that I didn’t feel like there was an especially strong throughline connecting the different pieces. In my memory at least, Very Vile Fairy File had a reasonably-consistent fairy tale vibe, and a plot that, while serving primarily as a justification for the puzzles, seemed to present a coherent antagonist and set of goals to accomplish. Here, I didn’t feel like the frame story doesn’t establish the Burning Bright Spurning Sprite as especially threatening, and the different locations and happenings felt essentially random – again, quite enjoyable in themselves, but very much a grab bag.

I also get the feeling that the game hasn’t (yet) gotten the full studio treatment. While the game’s overall stable and I didn’t run into too many full-fledged bugs, there is a slight lack of polish that hopefully can be cleaned up. There are some rhymes that seem obvious but aren’t implemented – I know being completely exhaustive would be very, very challenging to design, but I was disappointed all the same that, when I was told I had to create a “spark of nature” in the Sore Souls’ Gore Goals, HOAR HOLES didn’t create frosty receptacles (more forgivably, WHORE WHOLES similarly languished unimplemented). More annoyingly, the SOUNDS command seems to have some omissions (it includes a redundant X sound, despite a disclaimer saying that it isn’t listed, while there’s no Y – seems like a typo. And SH isn’t there at all, despite that sound being the solution to a couple of puzzles), and there are some solutions that lean so far into colloquialism that they feel like bugs (slight spoiler, but you’re probably going to need a spoiler to solve this puzzle: (Spoiler - click to show)if you think “flain” is an acceptable way to create the past participle of “flayed”, I’m pretty sure you were born before the 19th Century).

Schultz has a track record of making many in-Comp and post-Comp improvements, though, so I’m sure these will be addressed in time, which is why I’ve taken the liberty of flagging them (along with several others in the attached transcript). And the bottom line is that this is a lot of fun as a well-designed puzzle collection – gloriously, instead of relying on deep pondering of abstract mechanics, progress here often requires you to chant rhyming nonsense words one after another until you either hit upon the solution or burst out laughing. You can levy aesthetic complaints at a grab-bag of novelty singles, I suppose, but you can’t say they’re not a good time – and it’s just the same here.

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