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Miss Duckworthy's School for Magic-Infested Young People

by Felicity Banks profile

2024
Fantasy
ChoiceScript

(based on 9 ratings)
Estimated play time: 1 hour and 45 minutes (based on 1 vote)
Members voted for the following times for this game:
  • 1 hour and 45 minutes
2 reviews11 members have played this game.

About the Story

The thing about being seventeen years old and newly infested with magic is that you are no longer a child to be protected, but a problem to be solved.

There's a solid chance you'll get shot or stabbed or magically disintegrated, but you definitely won't get in trouble for hanging with a bad crowd. You are the bad crowd, now and forever, no matter what you do next.

Sure, a lot of people want you exterminated, but that's true of most teenagers anyway. And like all toxins, you have your uses to the right kinds of people.

If you survive.

Content warning: A minor character is a rapist (off-screen but he is creepy on-screen); there is some minor violence; player can choose to attempt to neglect an animal.

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Ratings and Reviews

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Average Rating: based on 9 ratings
Number of Reviews Written by IFDB Members: 2
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1 of 1 people found the following review helpful:
Magical prison school Choicescript game, October 16, 2024
by MathBrush
Related reviews: about 2 hours

Felicity Banks has entered IFComp many times before with clever Choicescript games that contain themes like magic, alchemy, cats, and Australia (many of which show up in this game as well). Those games often get a post-comp release that is expanded and then put on Hosted Games.

This game is about a world where magic can be awakened in anyone through unknown means. It's treated like an infection, and society is built around blocking any access to magic-causing things, like using plastic plants instead of natural ones.

When magic awakens in you, the government enforcers come to get you and throw you into a magical prison/school where rival gangs attempt to fight or kill each other and people are sorted into magical categories (like elves, trolls, etc.) based on their abilities (I recommend reading the notes in the stats section).

Speaking of stats, I didn't check them during the game. Some games have really hard stat checks that constantly get in your way, but this game I just roleplayed and I generally did pretty good and only messed up once or twice.

The story and characters were fun, although some things really stretched my suspension of disbelief: (Spoiler - click to show)Are literally all of our friends non-magical people pretending to be magic? To be thrown into a prison? Where it's said that people die?? But they don't really die. Except people are fighting with bladed weapons and pretty much do get close to dying. Also magic has no visible drawbacks whatsoever but is locked down. It's the kind of story where hand-waving makes sense, but sometimes there was so much handwaving I almost thought *I'd* start flying!

I only used magic a couple of times. Besides my awakening, I only had one chance to learn more magic. I thought there'd be more, so I just focused on fiery magic, my strength. But no other chances to learn came up, and I'm not sure I ever actually used my charm. So if this gets a post-comp release, adding more magic-learning and magic-using opportunities and more time spent with friends/relationships would be great. What we have here fits well into the time constraints for the comp well.

I waited to play this until I had more time because I generally enjoy Felicity Banks's games and find them substantia, and I'm glad I did.

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Magic School Rebellion, November 4, 2024
by Rovarsson (Belgium)

"Miss Duckworthy’s School for Magic-Infested Young People"

Read that title.
Not “magically gifted” or the more neutral “with magic abilities”. Not “magic-afflicted” or “magic-infected”, which might be appropriate if the children were in some way endangered by their powers, as is often the case with the newly-magical.
No.
“Magic-infested”. Like pestilence-spreading vermin.

Indeed, in the world of Miss Duckworthy’s School for Magic-Infested Young People, those who show any signs of supernatural powers are to be eradicated, or in those more lenient countries who have subscribed to the MagiCore Accords, picked up at gunpoint and isolated in a special school.

This setting, introduced in a mere handful of screens during the prologue, is impressive and wide enough to accomodate a whole series of games and stories, and I hope the author delves deeper in its history and culture in future works.

This particular game plays out in the school from the title where magic children and young people are isolated, yes, but also allowed to develop their talents. That means magic lessons, yeah!

And yes, there’s a bit of that, partly depending on the choices of the player. At the heart of the game, however, are dangerous intrigue and a high-stakes power-struggle.

I really liked the personal development of the protagonist. In the character-creation screens, I coblled together my main girl Jacky, a purple-haired Canadian car thief who is “gay as a bucket of rainbow glitter”. That made me laugh really loud. She quickly made a few friends, and the conversations and banter between them flowed very naturally. There was one low-key opportunity for romance, which I bypassed it at the time thinking it was a bit too soon. It never came up again, but I was just as happy being just friends.

There is ample room for the player to steer the direction of the narrative and, with the choices taken, the sort of person their protagonist is. The further the story progressed, the more I felt the weight of the responsibilty and danger in my choices. Not only was I genuinely concerned about Jacky, I also felt I had to protect her friends. This made me weigh my options carefully, trying to judge if the “heroic” choice that I was sure Jacky could handle, would inadvertently harm her friends. Very engaging.

The introduction felt a bit rushed to me, like I was plunged in without having a chance to dip my pinky toe in to test the waters. One second I’m joyriding with my buddy, the next I’m jumping off a bridge and I’m a troll. Just like that. No glowing aura of transformation, nor a bonecrunching metamorphosis. No vague premonition or sense of apprehension that Jacky might be on the verge of changing, and that this stressful action might push her over the edge.
It could of course be that in my specific sequence of choices, I missed a bit of exposition.

The writing’s very good. Good and clear descriptions of the school and its wildly differing levels. Intuitive and natural conversations. Shocking and/or exciting action scenes (which is hard when the player is allowed choices while the action plays out.)
And most importantly: an beautifully sketched main character, an organic blend of the outlines provided by the author and the colour added by my choices. I felt intimately connected to Jacky, like I could grasp her anxiety or joy or anger all through the game.

I enjoyed this very much, and I’ll probably replay with a different protagonist ((Spoiler - click to show)I hear there's a cat companion in there somewhere...)
If Jacky will let me, that is…

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