This review was previously published on a blog in connection with IFComp 2012.
Lunar Base 1 is a short game about an expedition to the Moon being interrupted by mysterious phenomena. The game is reasonably well made, but suffers from a combination of bland writing and design flaws.
(Spoiler - click to show)The game begins with a short info-dump describing the set-up. You are one of two astronauts on a mission to the Moon to the be its first long term inhabitants. Now, I love space and things that are in space, so this is right up my alley. Unfortunately, the writing is rather bland, although functional. You are told what the trip has been like, what you’re currently doing, what your mission is, and how you are feeling. I would have liked to be shown some of these things more indirectly, perhaps even with a modicum of interactivity. In general, the writing seems to have been proofread pretty well, but grammatical errors does occur regularly, and there are some really awkward turns of phrase. Stuff like ” It has a built in microphone and speakers in the event of not talking to through your space suit headset.” really could have used a rewrite.
The depth of the implementation is also somewhat inconsistent. By and large, I found the implementation to be good: Every part of the lunar lander can be examined separately, even though you don’t need to interact with more than a few them. However the actual flight controls, described as a pair of joysticks, can only be referred to in the plural, and only gives standard responses to attempts to interact with them. Even if I am not allowed to fly the thing manually, the controls are a central part of the lander and should at least have custom responses implemented.
Perhaps it’s just me, but the first time you step off the lunar lander, onto the surface of the Moon, was one of my favourite parts of the game. The game does a really good job of capturing that sense of wonder of first stepping onto the Moon itself, describing the landscape around you, the way the dust seems to glow in the light like snow, the vastness of space above, and even interjecting a brief childhood flashback from a visit to a science center. Now, if your first instinct on stepping onto the Moon is not to type “jump” then you have no heart. I was therefore pleasantly surprised to find that the author had, in fact, implemented the ability to jump high in the air for no other reason than to marvel at the low gravity.
Unfortunately, the sense of wonder soon starts to dissipate as it becomes apparent that the Moon is basically a short corridor leading from the lander to the base (and later on, a longer corridor leading to Mysterious Phenomenon. Also, jumping into the air curiously stops working in other lunar locations, to be replaced with the usual standard reply.) Trying to walk in a direction you are not supposed to results in the usual “You can’t go that way” reply, even though you are in an open environemnt on the Moon. At least implement a custom response so I don’t feel like I am in a Moon themed corridor. I realize that Comp games have to be short, but the tiny environment feels silly in light of the plot. You are supposed to be long term inhabitants on the Moon, but there is just the two of you, and the entire base seems to consist of a single room with two bunks and a scientific workstation. How long-term is this supposed to be, exactly?
The plot of the game is simple, but works pretty well. You start out by doing scientific experiments, involving some simple puzzling, during which you are introduced to the scientific equipment of the base. Later on, Mysterious Events start happening, and you will have to use your knowledge of this equipment to proceed. This is not a bad puzzle structure in itself, but it suffers from the fact that there doesn’t seem to be any way to proceed in the second half of the game, if you don’t remember everything you learned during the first. The objects you need to interact with to use the equipment are not mentioned in the room description, but only described by the NPC during the previous part of the game. I went to bed halfway through the game, and had long since forgotten those details when I returned, so I had to use the walkthrough to finish.
The game doesn’t seem to have any major bugs, but there are some annoying issues with descriptions not being properly updated and the other character sometimes not responding when you talk to him. The conversation menus also seem a bit stiff, since options are never removed once they have been exhausted. It seems like the menus are made by simply printing all the options as a single block of text, and then replacing the menu wholesale in the next scene. If you don’t know how to implement a proper conversation menu yourself, I recommend using an extension like Michael Martin’s Quip-Based Conversation, or similar.
I mentioned earlier that the introduction was just a non-interactive info-dump, and such “cut-scenes”, become even more prevalent later in the game. When you discover the source of the Mysterious Events you are rewarded with a long text-dump, with nothing to do but press space to read the next section. Even worse, the entire ending chapter of the game is taken up by a single long non-interactive cut-scene, where you are moved between several locations, with no opportunities to interact with anything. Now, I am not asking for complex puzzles here, but just being able to walk around and explore things would have done wonders to make this feel more interactive.
In spite of these flaws, I did enjoy the game. The plot is okay, the characters do display some depth after a while, and the implementation and puzzle design is decent. And as I said, it really does do a very good job of evoking the sense of wonder of just being on the Moon. I just wish I had gotten to explore the lunar landscape a bit more. It’s making me want to write a game where all you do is explore the moon, discovering cool stuff along the way.
Score breakdown:
Graphics: 0
Sound: 0
Game: 5
Moon: 2
Total: 7/10.