Return to the game's main page

All Member Ratings

5 star:
(29)
4 star:
(21)
3 star:
(1)
2 star:
(0)
1 star:
(0)
Average Rating: based on 51 ratings
Number of Reviews Written by IFDB Members: 9
Previous | << 1 2 3 >> | Next | Show All


- xkia, July 10, 2025

- dawnmarymac, July 8, 2025

- tvw, June 3, 2025

- cheetahspotts, May 18, 2025

- tnsur, April 18, 2025

- WidowDido (Northern California), April 11, 2025

1 of 1 people found the following review helpful:
Dynamic and well-paced <3, April 8, 2025
by LoquySSS46 (Longueuil, Québec, Canada)

Easily deserving at least a 9/10 in IFComp metrics, it VERY strongly executed its plot. Though fairly easy relative to the level I'm more used to with IF, the puzzles and riddles provided just the right amount of challenge to be rewarding (and sometimes quite humorous) and not hamper the flow of the plot and worldbuilding in any way! It really felt immersive with how everything seemed to happen at the same (namely your tasks and intrigue springing up quite dynamically). As well, everything was very well thought out and meticulously planned with foreshadowing and hints were very well integrated into the text itself! (Spoiler - click to show)I especially liked how you needing to write "quit", a common command in IF, to stip using the compass made it extremely natural for the player to quit their job as valet at the end after fiddling with complass for the last time.

You can log in to rate this review, mute this user, or add a comment.

- Mr. Patient (Saint Paul, Minn.), March 30, 2025

- wolfbiter, March 15, 2025

- thesleuthacademy, March 10, 2025

- SELI-chan, February 24, 2025

The Masked Marple, February 16, 2025

Related reviews: IF Comp 2024

Adapted from an IFCOMP24 Review

So, I spent a good amount of COVID’s duration, like many of us, spinning in my own brain, grasping at any lifeline I could think of. One of my outlets was to create and share cocktails weekly, with fancy names like ‘Science Schmience,’ ‘A-B-CDC-Ya,’ and eventually, ‘Orange Slapdown.’ As the weeks dragged on, the obvious complementary flavors (and what was available readily in stores!) grew rarer, so I periodically tried combining things I loved individually to see if they played together. So very, very often they did not. Usually, it was obvious going in that they would not, but hey, science right? With enough time and energy, like a one-man infinite monkey with infinite cocktail shakers, I eventually tumbled onto a sublime discovery: the ‘Internal Sunshine of the Stable Genius Mind’ (and its candy-ass partner, the 'Internal Bleach of the Stable Genius Mind) – ISOSGM/IBOSGM for short. This improbable combination of citrus-forward gin, eldeflower liquer, kumquat simple syrup and egg combined to become so much more than the sum of its conflictory parts. (‘Bleach’ omits the egg in deference to my wife’s extreme physiological objections.)

The Bat performs similar alchemy in a less alcoholic medium. Take parts I love in isolation: servant-soire’-farce, superhero spoof, limited vocabulary parser, and light parlor mystery and you have the makings of a muddled mess. Or, in this case, something that improbably combines these elements into something greater even than their very pleasing individual parts.

Initially, I found the light vocabulary to be chafing - using the catch-all manipulation verb ‘attend to’ is intuitive when interacting with high society guests, but less so when fumbling with objects. It is in fact the only manipulation verb in the game, so eventually the shorthand ‘>a [object]’ alchemically becomes ‘whatever I currently want to do with [object]’ in my brainpan. Occasionally there are glitches where it is unclear which object should be attended to when you require two to interact, but again the brain quickly pastes ‘well, try the other one’ over the gap.

The early game is a pretty great ramp from acclimating the player to the syntax of the game and the geography of the mansion, then slowly but inexorably building guest on calamity on random events until the poor butler protagonist is flailing around the mansion like an electrified butterfly. Things are always just outside manageable and that masterful balance is where the humor continually keeps frustration at bay. There is a player score of sorts, charitable donations guests are willing to make based on how well they are attended to, and the ups and downs of this provide a very amusing tension to the proceedings.

As soon as that gameplay becomes familiar, the game shifts gears to a light parlor mystery whose culprit is not really in doubt, but the mechanics of catching them are interwoven into business and romantic trysts that test the protagonist’s inflappable discretion in various, hilarious ways. It also introduces some next level puzzling that is as funny as it is fun to play with, that ALSO builds on player knowledge in a very satisfying way.

Ultimately, the game crests to foreground the light superhero spoof it has been nodding at the entire game, a thoroughly ANTI grim’n’gritty take on a Dark Knight that could really stand to lighten up a bit. The final battle puzzle is a little clumsier than the leadup ones, but it does leverage the best mechanic in the game, so even flailing a bit is not unpleasant. Then, the FINAL employment of that mechanism turns into a double entendre’ so crisply tying the whole thing together that all is forgiven.

I would be remiss if I didn’t acknowledge the role the writing has in tying the whole thing together. The protagonist’s dry, beleaguered but indefatigable voice, committed to his role despite all its indignities, is the perfect counterpoint to the chaos around him. The narration is similarly matter-of-fact and minimal, letting the chaos speak for itself, and admirably gesturing at interesting details without clouding the vibe. This is a case study in ‘less is more,’ both for humor, and parser cluing.

It is clear I hope that I was thoroughly Engaged with this work. Like others of its scope, the 2hr timer provided an additional charge of tension at the end, as I had no intention of leaving the game unfinished. It was tight, but yay me. The limited vocabulary implementation ended up being a true strength, limiting opportunity for gaps while settling into a gameplay paradigm that was intuitive and transparent. I didn’t make an ISOSGM to celebrate its accomplishments as my kumquats* are not in season, but next time I enjoy one I will retroactively toast this game’s success.

*There is a whole different story around my wondrous discovery, so late in life, of the majesty of the humble kumquat. I will save that for a more appropriate time.

Played: 10/3/24
Playtime: 2hr, finished $100,000,000 in donation
Artistic/Technical ratings: Engaging/Seamless
Would Play Again?: No, experience feels complete

Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless

You can log in to rate this review, mute this user, or add a comment.

- rextrex, February 15, 2025

- June, February 15, 2025

2 of 2 people found the following review helpful:
A good valet is harder to find than a good review, February 10, 2025
Related reviews: 2024 IFDB Awards

The guests are almost here, and the master is in one of his moods. You're his faithful servant, and there's much to do: a cook to fire, candles to light, and a special harness to locate, to say nothing of what you'll need to do once the party actually starts. It's enough to make anyone go... batty.

The Bat is, to date, one of the best things I've read this year, and it's no surprise given that this is a Chandler Groover production. I recently reread Toby's Nose to see if it still held up to my impression of it, and it did - but what Groover has achieved here has eclipsed it.

The limited nature of the parser and inventory didn't faze me - on the contrary, it only served to heighten the experience; even a talented valet has only two hands, of course, and attending to things is in their nature. The charm and personality in the writing is ever-present and never falters, each room and strange object and wacky goings-on described in just as much detail that it needs to be. I don't think I quite got all the clever references - there certainly are a lot of them - but they by no means overstay their welcome.

One mechanic in particular stands out, as has been mentioned in other reviews, and whether it was intended as genre commentary or not, it was bloody good fun to solve puzzles with.

Just outstanding work all round, really. Five experimental bats out of five.

You can log in to rate this review, mute this user, or add a comment.

- Pinstripe (Chicago, Illinois), January 17, 2025

- E.K., January 2, 2025

- Irheh, December 25, 2024

- alex19EP (Moscow, Russia), December 23, 2024

- DastardlyWomble (UK), December 21, 2024

- dactyltoe, December 16, 2024

- Stian, December 8, 2024

- civilstat (Maine, USA), December 8, 2024

- wisprabbit (Sheffield, UK), December 1, 2024

2 of 2 people found the following review helpful:
A parser delight, as you play an overburdened valet, November 27, 2024
by Vivienne Dunstan (Dundee, Scotland)

Note: This review was written during IFComp 2024, and originally posted in the authors' section of the intfiction forum on 15 Sep 2024.

This is a richly implemented parser game, full of NPCs and an incredible number of things to do. You play a valet, dealing with an eccentric employer, and have to contend with the drama that occurs during a fundraising party at his manor.

I just loved this, and laughed so much. It is extremely PG Wodehouse esque. As the valet so much was going on that I needed to deal with, and I was constantly struggling to keep up with everything and what to do next. But I was enchanted.

The game has a very limited parser. THINK to see what tasks you need to do (and yes, this list just grows so long), ATTEND TO X (or just ATTEND X) to attend to things, including picking them up and putting them down, and also helping people (including your employer) with problems and talking to them. And you can additionally use EXAMINE, as well as compass directions to move around.

It was chaos, and so much fun. I’m a very lax parser player in that I very rarely ever consciously map. But in this game that wasn’t a problem for me. I quickly learned where enough of the locations were, and could run around manically otherwise.

The need to run around was compounded by an incredibly tight inventory limit. Which initially I was exasperated by, as I’d constantly need to drop something I desperately needed to get something else I needed both hands for. But then I relaxed, dropped essential things in fairly repeatable places, and enjoyed the sheer bonkersness of it.

I think this game is tight for managing in a two hour play through. There are a phenomenal number of puzzles to solve, including ones that can only be solved after others. Apparently you can’t get into an unwinnable state. But there are an awful lot of things to do. Fortunately the THINK command helps keep you on track. And the author has kindly provided a walkthrough, which is helpful if you get stuck.

The NPCs are numerous, almost too numerous initially. But they settle into their roles, and are well differentiated character wise. They also take on different elements of the barmy plot. Having a large cast helps a lot with that.

The game also introduces a particular game mechanic which is just sheer genius. And I was pleased to see it gets heavily used in later portions of the game.

As for the ending, well I wasn’t surprised by one thing ((Spoiler - click to show)who the thief was). But I adored the absolute ending.

Thoroughly recommended, but expect to have some exasperation at least for a while as you grapple with the inventory limit. And ideally budget for more than two hours to play right through.

You can log in to rate this review, mute this user, or add a comment.


Previous | << 1 2 3 >> | Next | Show All | Return to game's main page