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4 of 4 people found the following review helpful:
Spaceship scavenging maximizer with randomness and a deadly enemy, January 3, 2023
by Andrew Schultz (Chicago)
Related reviews: IFComp 2022

I can't help but link Into the Sun with two other IFComp entries that take place in space: Crash and A Long Way To the Nearest Star. Obviously, they're all three different games, but this intersected the other two nicely. And I'm aware it's a homage to Aliens, where I still haven't gotten through the series, and I forget what I saw. It's very much its own game. It has a lack of order the other two have, not in the "the author didn't bother to nail down their vision," but in a "you need to strategize here" way. I think when it comes to maximization games, I may've hit my, uh, maximum a while back. There's so much of my own stuff I want to fiddle with. I'd rather maximize my own writing, if not for others' pleasure, then for myself. But I still think it's a worthwhile and entertaining experience, even if I may have a certain amount of second-hand "oh, I can see how someone would do this" joy.

After just playing LWNS, I was ready to start using access cards and so forth to figure how to discover places, and, well, I needed a more violent solution right off the bat. As a scavenger, I'd been looking for a derelict ship to raid, and I needed enough money to be able to refuel and repair my own ship. Here there is no intrigue or politics. It's still a matter of life and death, and a more acute one, because you'd also like to avoid the bloodthirsty, massive, quick alien running around the ship. This is different from politics or sabotage or a cagey AI! Oh, and as the title says, this derelict ship is hurtling into the sun, so there's urgency outside the prospect of a violent end near the monster.

The alien's hard to avoid, too. It stumbles around randomly and persistently, and you have some clue where it is. You need to nearn how to navigate the ship's three levels, with maintenance elevators you can run around. Most importantly, you have a stun-prod with three uses. It will repel the alien temporarily. The alien's fast and powerful. You can't run once it sees you, so you'd better
be armed, though you can UNDO. This isn't a cure-all, as you can only guess if the alien has destroyed a room with a particularly valuable treasure, if it's far away. So you're left with the prospect of pessimism if too many rooms of little value are pristine. This brings a lot of tension as you replay, on top of, of course, the whole life and death thing if the alien is nearby.

I wasn't really expecting this, since the only other timed game with anything resembling violence is Approaching Horde! And that had a lot of humor. Here I had a hard time adjusting to all sorts of things, even getting port and starboard confused! This is my fault, but it also reminded me of how non-parser players might feel when faced with standard parser directions everyone knows. At the same time, I realize it's not a gimmick–there aren't really directions in space! It was easier in Crash for me to adjust because of the lack of ambushes, and also Crash had a smaller ship. Into the Sun's seems just about the right size. There's enough space to get around to start, and then you realize you'd better take the initiative to tear the ship apart before the beast does.

I quite bluntly had no clue what to do, as I don't think in "destroy this" mode. Then I read some other reviews and, aha, I managed to open some panels that were closed. No, I wasn't going to perform some electrician-style miracles here. There was no puzzle with colored wires. It took a while to get used to. And of course there was the random alien. It had destroyed almost everything the first time I managed to avoid it or explore most of the ship, and it was a while before I even got enough money to repair my ship. I still lost, technically, since I had no money for fuel.

This in itself felt like a victory for me, if not for my character. The game's rather intense, and I wasn't necessarily up for that, but I caught myself jotting down strategy. Touches like the service elevator were nice, as were finding spoiled rooms the alien had been to. A-ha, that might be good next playthrough when I know what I'm doing. I also like that I didn't seem to have to maximize everything and there seems to be a lot of latitude to find a strategy for the best odds of escaping. So while I thought I wasn't up to ItS's challenge on the day I reviewed it, in the stretch run before the comp closed, it pulled me through and got me to try some things I wouldn't have otherwise. I really enjoyed having the different stories based on money found, as opposed to just ranks.

An entry that helps pick me up and postpone or cancel severl "I quit" moments is very well done indeed. And that's where ItS fits. Perhaps I'll pull off a few more reviews and read them and see if I can maybe even retire with my haul from the ship. That's a sign of good game design. The author mentioned being inspired by Captain Verdeterre's Treasure, and I actually found the puzzles and story more compelling here.

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