A Rope of Chalk

by Ryan Veeder profile

2020

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Number of Ratings: 34
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- Mr. Patient (Saint Paul, Minn.), November 16, 2020

- Virix, November 8, 2020

- Sobol (Russia), November 7, 2020

- Durafen, October 26, 2020

4 of 4 people found the following review helpful:
Experience a sidewalk chalk contest through multiple viewpoints, October 19, 2020
by MathBrush
Related reviews: about 1 hour

Ryan Veeder has been one of my biggest influences in game design. His games are generally the model I use for quality and ease of play.

One thing I’ve always admired about his work is how he makes the most trivial parts of his games as elaborate as possible and simplifies the important parts. In the first review I ever wrote of one of his games, I said:

"The game gives you explicit directions on what to do at first. I love ignoring directions in parser games; in some games, like Bronze, the game just doesn’t move forward at all if you ignore the directions. In this game, ignoring the directions gives you a lot of different, fun results.
[…]
The conversation system seemed at first incredible, and then very annoying, especially with the main favorable NPC. You have a lot to say, but 95% of it is completely irrelevant."

I no longer really see that as annoying, because now it’s something I look forward to. And those two quotes above could easily describe this game as well.

This game is a multi-perspective look at a sidewalk chalk contest in 2011. Given Ryan’s predilection for going whole-hog into fictional backstories for his game, I think it’s likely this is entirely fictional, but there is a great deal of worldbuilding behind the scenes included in an epilogue. It’s especially interesting that the intent of the epilogue is to construct in the player an image of Ryan and his personal life, giving the game a pseudo-autobiographical nature.

The actual gameplay is walking through a sidewalk chalk contest multiple times as different people, together with some flashbacks and some flashweirds where things go bizarre. The game is abstract enough at times that you could put any personal interpretation on it, and I enjoy the interpretation where the sidewalk chalk contest represents IFComp. Funnily enough, it represents this comp very well, with games with heavy worldbuilding, a game that is entirely a political statement/slogan, games that are mostly decorative, games based almost entirely on other media by other creators, and sexy games that some judges feel are too sexy (guess that judge is me!).

So I enjoyed the game, it had exactly the kind of things I look for in a Ryan Veeder game. It’s always a pleasure to see the directions his mind takes him. If you liked this game, I could recommend Winter Storm Draco for a generally similar style. If you want more puzzles, I’d recommend Taco Fiction, The Lurking Horror II: The Lurkening, the Crocodracula games or Captain Verdeterre’s Plunder.

+++++Polish, Descriptiveness, Interactivity, Emotional Impact, Would I play again?: All 5 categories are satisfied here.

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3 of 3 people found the following review helpful:
Snickers are best served cold, October 18, 2020
by deathbytroggles (Minneapolis, MN)

Two feelings kept swirling around me while playing A Rope of Chalk. The first was jealousy, regularly wishing that my brain could come with a concept such as this; the second was gratitude, as this is only the second game by Veeder I have played and no doubt there is plenty of fun in my future.

Veeder does his best Kurosawa impersonation here, letting us experience the events of a sidewalk chalk competition from the perspective of the four students who helped put it on. It starts out as a quaint slice-of-life and slowly becomes a multi-layered, avant-garde tour-de-force. While there were times I was confused as to what was happening, Veeder anticipated this and installs a character whose purpose is to guide you as much as you need to not only advance in the story but to interpret your surroundings. You also have the choice to ignore this character if you'd like to interpret the story for yourself. And then when the story ends we pan back to the director's office to search for development notes and other delightful minutiae.

In my one playthrough I found no flaws, and the game continuously rewards observation and exploration (and knowledge of 2012 American politics!). So take your time and bask in this world for an hour or so.

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9 of 9 people found the following review helpful:
Now I know what it's like to... well, best you experience this one for yourself, October 9, 2020
by RadioactiveCrow (Irving, TX)
Related reviews: About 1 hour

While I've never taken hallucinogens, I was drinking whiskey while I played this game. Not sure if that made me like it more or less.

Re-live the infamous sidewalk chalk tournament of 2011 as you take control of various people who were there, playing out your part in its sordid conclusion. I can't say too much about this game without spoiling the best parts of it. I will just say this: go into it with an open mind and if you get stuck don't be afraid to scroll slowly down the walkthrough, just to get the trick you need to move forward. I used the walkthrough a few times and it didn't diminish my enjoyment of the piece at all. Rather, while this game does feature a few things that I would consider puzzles, it is mostly about experiencing the moment. So take your time with this game, look around, talk to people... and when it gets weird, enjoy that too. I promise it will make sense (at least as much sense as possible) by the end. And don't forget to explore the bonus content after the end of the main game. Plenty of laugh-out-loud moments in this game once you get the bit.

The only very minor, slightly spoiler, but essential thing that I would advise players of going into this game is (Spoiler - click to show)that in the first scene, playing as Lane, as you move through the map, make sure you stop and "x art" in each artist's square. It will help the rest of the game make more sense. Trust me.

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- nosferatu, October 8, 2020

- Zape, October 3, 2020


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