Plane Walker

by Jack Comfort

2021

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1-9 of 9


- Kinetic Mouse Car, July 30, 2022

- Mr. Patient (Saint Paul, Minn.), January 31, 2022

2 of 2 people found the following review helpful:
Promising puzzler with inadequate testing, December 9, 2021
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2021

(This is a lightly-edited version of a review posted to the IntFict forums during the 2021 IFComp. My son Henry was born right before the Comp, meaning I was fairly sleep-deprived and loopy while I played and reviewed many of the games, so in addition to a highlight and lowlight, the review includes an explanation of how new fatherhood has led me to betray the hard work the author put into their piece)

If you’ve ever perused the IF Comp guidelines for authors, it’s hard to miss that there’s a single recommendation that looms larger than all the others: in a big bold heading right at the top of the document, it booms “playtest your game (and credit your testers).” Plane Walker sure seems like it didn’t mind the first part of this admonition, and it definitely didn’t follow the second, and as a result, a promising puzzle game with some clever math-based mechanics was for me an exercise in frustration, nit-picking, and authorial mind-reading. There’s fun to be had here, but if there’s any prospect of a post-Comp release, I’d hold off until there’s a more battle-tested version of the game available to play.

(Fair warning that I’m going to spoil a couple of the puzzles in the remainder of this review – I’m not putting them in spoiler text because I don’t think they’re fairly solvable in the current version of the game, so a push in the right direction is likely to make the game more enjoyable rather than less).

Plane Walker doesn’t give the greatest initial impression. The very first character of the game is a superfluous space that awkwardly offsets the opening text, which is a single too-long paragraph saying you’re alone on a plane and are suffering from amnesia (sigh). There’s no ABOUT or HELP text, and the player character is as good looking as ever. The first puzzle requires typing X SEATS twice, with a critical item only being revealed after the second time; the second needs you to spell out an action with absurd specificity (to break open a keypad HIT KEYPAD WITH STICK doesn’t work – you need to go through the specific keys to find one that’s susceptible to brute force); and the third is a trial-and-error exercise with a time limit (Plane Walker will kill you, including one open-the-door-and-die sequence in the midgame, so definitely make saves).

Things improve a little once you reach the second major area. The environment opens up, something like a plot slowly starts to emerge, and there are a couple of really clever puzzles – though again, they aren’t well clued. For example, the major puzzles in this section require exploring some math books by literally entering them, but the possibility of doing so, much less the mechanism for doing so, isn’t suggested anywhere as far as I could tell.

Once I went to the walkthrough and got over that hump, I was able to get my teeth into things, but again, too many of the puzzles are undermotivated. The best of them involves turning yourself imaginary – in the mathematical sense – to explore the blocked-off part of the area. The steps you take to do this are fun and make sense, but the problem is there’s no reason to think it should accomplish anything: trying to access the locked-off areas before you solve this puzzle gives you a failure message saying you’re worried about getting lost, which has nothing to do with the intended solution.

Making matters worse, implementation is spotty throughout. I didn’t run into bugs as such, but there are a host of typos, unimplemented synonyms, disambiguation issues, guess-the-verb puzzles, and actions requiring very specific syntax to succeed. It all adds up to frustration, and makes the trial-and-error the puzzle design often requires even more annoying.

Again, this is a real shame, since I was enjoying some of the puzzles, and while the story doesn’t make complete sense, I did like the pieces of it that I understood, which see you dragooned into a secret war between mathematical planes. There’s a version of Plane Walker that I could highly recommend as a tough-as-nails but fair old-school puzzler, but that’s unfortunately not the one we currently have.

Highlight: By the endgame, either I’d tuned into the game’s wavelength, or the author had mercy and decided to make the climactic puzzles easier (always a good practice) – either way I found the last challenge fair and fun.

Lowlight: OK, I’m going to spoil a puzzle. To get through a particular barrier, you need to turn yourself two-dimensional, which is a cool idea! However, the way you do this is you pick up an anvil with a hole in it, cut a strange rope you find embedded in the ceiling (you need to cut it with a broadsword – if you try to cut it with your handsaw, you get a default “that would achieve little” error), tie it to the anvil, and then tie the other end to an iron bar in a supply closet. I can’t reconstruct the logic behind even a single step of this process!

How I failed the author: this is another one where I think the impatience caused by my new parenthood was actually helpful – I went to the walkthrough relatively quickly, which was definitely the right move.

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- Karl Ove Hufthammer (Bergen, Norway), November 15, 2021

- Jade68, November 1, 2021

- larryj (Portugal), October 27, 2021

- Edo, October 15, 2021

- Durafen, October 4, 2021

6 of 6 people found the following review helpful:
Surreal puzzler that seems unfinishable, October 4, 2021
by MathBrush
Related reviews: about 2 hours

Instead of giving a review, I'd like to give a description of my experience playing.

I start the game. I try 'X ME', and get the standard response ('As good looking as ever.'). I'm on an airplane with amnesia, no other flyers and the bathrooms blocked by doors. I find a few items and look around. I get stuck and look more, and find an object that only appears when you examine something twice.

I then get stuck, because I know I need to (Spoiler - click to show)break a keypad but I don't know how. I even try hitting it with (Spoiler - click to show)a pencil. I turn to the walkthrough: apparently I'm supposed to (Spoiler - click to show)hit the number 6 key, specifically, to break the keypad.

At this point, I realize I would never have figured this out. I turn to the walkthrough and start following it blindly. I go to a school with no connection to the last location, and apparently need to figure out that I need to (Spoiler - click to show)put a book from the airplane on a random lectern and then walk into it. I'm grateful for the walkthrough but after I escape the (Spoiler - click to show)complex plane the walkthrough breaks down, so it seems the author didn't test the walkthrough for this version of the game. I try exploring on my own but get nowhere. No testers are credited.

I would play this game again, but it needs a lot more polish, a lot of the descriptions are generic ('The barren hallway continues from north to south, and it turns to the east'), and the interactivity didn't work for me, leading to less of an emotional impact. This means I'm giving 1 star, although this game works reasonably well and probably took a lot more work than some other shorter games in the comp. It's just that according to my usual criteria it would only receive 1 star, and I'd like to be consistent.

I think the author could make an incredible game if they had a longer testing period with many testers, including some familiar with what's possible in parser games.

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