Now time for my first parser game of this year’s competition. Starting with a short one, and happy to be back in Sugar City to uncover some shenanigans and dastardly deeds. I played a downloaded version of this in Lectrote, with my preferred gargantuan sized font.
There’s rather a long info dump at the start, and then you start in a setting which I had trouble visualising. It wasn’t as instantly conjuring up pictures in my brain as the last game in the series. However the main location once you reach it is well described. Also shouldn’t “windowpanes” be “window panes”?
The game is a rather clever mystery puzzle in a small set of locations with a limited set of objects. But it’s seriously under implemented in a lot of places, and I was playing fight the parser too much. Far more in depth playtesting could help here.
For example there’s a location where you have to get through something with something else. But the game only seems to understand X [VERB REDACTED FOR SPOILER REASONS!] Y AT Z, and not any version I tried of BREAK, HIT, using “WITH” etc. It made it such a struggle to play.
In another location you might get a sensory clue, but can only interact with that in a particular way, not the other common verbs I tried. Again I felt as though I was banging my head against a wall.
Much of the writing is very funny though, for example when I found something very untoward. It was almost Taggart level, but with people made of candy and ice. This Brit was a bit confused by what Taffy was though, and had to google “What is taffy”.
The ending is fun, but depends on what you’ve uncovered. I replayed that part a few times to get different results, fortunately being able to restore from saved versions in my interpreter.
So a nice mystery, but it needed much deeper implementation. Much fuller playtesting could have helped a lot. But it made me laugh. Thanks to the author. I would be happy to see another entry in this series. Just less hunt the verb please. Because that wasn’t fun.