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Grand Island Bank Robbery

by mathbrush profile

(based on 11 ratings)
Estimated play time: 2 hours and 20 minutes (based on 4 votes)
Members voted for the following times for this game:
  • 2 hours and 9 minutes: "No hints, true ending" — Zape
  • 2 hours and 53 minutes: "With hints" — DemonApologist
  • 2 hours and 30 minutes — Fie
  • 1 hour and 45 minutes: "without hints" — Dan Fabulich
4 reviews — 14 members have played this game. It's on 8 wishlists.

About the Story

This is a work of parser interactive fiction. It's a classic treasure-hunt style game designed to be completed in an hour or two.

It's the great depression, and it's your first day on the job as the bank robber! You've got a list of goods that you need to steal. There's only one rule: Make the boss happy.

Awards

1st Place (tie) - ParserComp 2026

Ratings and Reviews

5 star:
(6)
4 star:
(4)
3 star:
(1)
2 star:
(0)
1 star:
(0)
Average Rating: based on 11 ratings
Number of Reviews Written by IFDB Members: 4

3 Most Helpful Member Reviews

5 of 5 people found the following review helpful:
Taken For Pomegranate, September 21, 2026

I decided to play Grand Island Bank Robbery for a few reasons. First, it was recently a co-winner of ParserComp 2026, so that made me feel confident that it would be a polished and interesting game. The second reason I wanted to play it is because of the air of mystery surrounding the heavily spoiler-tagged reviews. Why aren’t people willing to say openly what the game is really about? There must be some kind of wild twist. Finally, the author, MathBrush, is a pillar of the IF community and quite generous with reviewing a kind of shocking number of IF projects, so I wanted to experience a new big project that he had created and seemed excited about. All that set my expectations: a fun, twisty parser game by someone with a lot of experience playing and writing them. Sounds like a good time, no?

At the start, I found this game difficult to approach, so much so that I quit playing after the first 20 minutes and had to try again a few days later. In general I’m someone who takes a while to warm up to new games (not just interactive fiction, but most video games as well). My big issue in starting this game was a clash between the premise of the game and the gameplay itself. The game is framed as a heist. The player arrives to the scene of a hostage situation in progress, and our job is to steal all the items from the bank according to a checklist one of our gang members gives us. Based on this, I was acting under the assumption that time was of the essence and that at any moment, cops were going to arrive to arrest us and cause a game over. I flailed around, overwhelmed by what felt like a massive number of rooms and NPCs and random objects to sort through. I could not figure out how to solve any of the puzzles and the lack of clarity about the time limit made me freeze up, hindering my exploration and experimentation. My inner monologue was basically like: I haven’t solved even one of these puzzles, there is so much going on that I don’t understand, why is every description mentioning Greek mythology, who are all these people, are the cops about to get here? Aaaaah! So I stopped playing.

I was still curious about the game though. Later, when I was in a better headspace, I tried again. I remembered my previous experience playing The Bat where I had a similar anxiety with not understanding the money mechanic. My solution for that game was to just pretend the money mechanic didn’t matter and proceed while ignoring it completely. My approach here was essentially the same: I just pretended that I had infinite time to rob the bank and that allowed me to put aside the time-limit paranoia enough to actually focus on solving the puzzles. With the anxiety pushed aside, I was able to recognize that the map wasn’t nearly as massive as it felt originally, and things became much more manageable.

This is where I will close off the low-spoiler section of the review. After this I will discuss my experiences in full. If you are still not sure whether to play the game for yourself, I definitely recommend it for fans of creative parser games with puzzles. I found it to be a novel and interesting game, and if you suffer with the same hangups as me, just do your best to ignore the time limit and find the treasures, and things will sort themselves out one way or another.

(Spoiler - click to show)Alright. Now that it’s just between us, let’s dig into it more.

I think the theory of this game’s design is that you are supposed to follow the instructions without questioning them and neatly unpeel the three layers one by one: focus only on the real treasures and ignore everything else, then focus only on the forgeries, and then focus only on forming the couples, in a kind of three-act structure scripted and staged by the reveals from each ending.

My experience was not like that. Instead, let loose in this game’s world, it was more like trying to solve all three layers at once with partial information, and getting frustrated that I couldn’t get the game working the way I wanted it to. I was able to find a few of the real treasures first, but the parser puzzles of the first layer were hard enough for me that I became convinced that some of the real treasures didn’t exist and the only way to proceed was to make fake versions of them. And I was like, oh, maybe this is a game where you think you have to do a heist, but it’s really a game about doing silly arts and crafts to make fake versions of everything. So, I pivoted and stopped trying to find any more of the real treasures and instead tried to think creatively about the massive amount of random junk in my inventory to see what I could do with it.

I stumbled my way through making forgeries, fighting with the parser and unimplemented synonyms and duplicate disambiguation to complete a few of them, before finally encountering a glitch while trying to create a tin-lead alloy. First, I made a tin ingot which Pretty Boy thought was too light, then I made a lead ingot which he thought was too dark. On my third try, I attempted to melt the two ingots together, but this resulted in the tin ingot being deleted from existence and left me with only the lead ingot. This locked me out of the alloy ingot for that playthrough.

I want to be clear, this was before being told explicitly by the game’s real treasure ending to make forgeries—I couldn’t find real treasures, so I organically started making them with all the materials lying around.

Meanwhile, I kept uncovering connections between the NPCs. For example, I found the artist of the real painting, and also the person who stole the painting from her; I could see other pairs forming, and was trying to get them to talk to or interact with each other, but it seemed impossible since I couldn’t get them to move to different rooms. Something that really frustrated me was the mix of “ask x about y” and “talk to x” mechanics. If you “ask x about y,” sometimes it worked to give you more information. But if it didn’t work, the error message would keep trying to redirect me to “talk to x” instead, which then resulted in me getting unhelpful responses. It was frustrating because I knew that they can respond to “ask x about y,” and sometimes while talking to these NPCs, my player character would clairvoyantly know what their name was without the dialogue expressing it. This showed me that there was more to uncover that I couldn’t access, because I couldn’t figure out how to communicate to the game what I wanted to do. I was so curious about the love connections. Honestly, I was mostly motivated by trying to figure out which of the characters were secretly gay and anticipating how the 1920s setting would handle that. (As it turned out, none of them are. We are just a bunch of dudes who call each other cute nicknames and very platonically rob banks together, which is fine, I guess, I just wasn’t expecting it.)

After blundering my way through the game, knowing I was locked out of submitting all the counterfeits, I decided to submit a mix of real and fake treasures based on what I had found/made just to see what happened at the end. So my first playthrough ended with a score of -2 out of 8 in 504 turns. Look, not all of us are cut out for this. My goodness.

In my next playthrough, I was determined to avoid the vanishing tin situation, and this time I was able to correctly make the alloy ingot. I continued working on the counterfeits but simply could not solve some of the puzzles. For instance, I had found nothing I could possibly use as a fake stack of cash throughout the game.

After feeling stuck yet again, I decided to start over and play a third time, and pretend that I actually cared about stealing the real treasures. This turned out to be the only way to make progress. You have to pretend that all the people there who you can interact with and all the otherwise unused random junk doesn’t matter at all, and actually care about the score. Once I did this, the game unfolded much more smoothly, and I was able to more or less follow the intended sequence of events. The main place I got tripped up was in solving the last few counterfeit puzzles. I had no idea there was a third vault in Virginia’s office, and by the time I had any sense that the clock was involved with the puzzle, I had read the employee manual so long ago that I never would have thought to check it again. Since the hints only point to the real treasures, I ended up looking at the David Welbourn walkthrough linked here on IFDB. Unfortunately, that walkthrough had massive unavoidable spoilers, but by that point I had spent enough time with the game that there wasn’t much left to spoil (I had already gotten the gist that some kind of love connections were part of the game).

Something I find really fascinating about this game is how much score-non-motivation affected my experience. The moment I learned that I could make forgeries and score negative points, my conclusion was “Oh, the score is a meaningless joke mechanic” rather than taking seriously that I needed to still solve the stated main objective. Because of my meta knowledge from the heavily spoilered reviews that this game had twists, I prematurely stopped caring about stealing the real treasures and was focused on everything else. That caused me to struggle a lot with the game, where it might have been a smoother experience if I played it without the context of anticipating major twists from the outset and only followed the instructions without questioning them.

I also think that because I am a relatively inexperienced parser game player, some of the “first level” puzzles were hard enough to dissuade me from continuing to find real treasures. When I did find a bunch of “junk,” it made perfect sense to me that I could play arts and crafts with a bunch of sequins or melt down scrap metal in a cast iron pan, since those objects were easy to access and mess with. It was not at all intuitive to me to search a refrigerator in order to find a necklace encased in a stick of butter. But an experienced parser player might have thought, “A refrigerator is here for a reason, let’s search the fridge and get the point and move on. The score is a very real thing that I care about increasing. Wouldn’t it be ridiculous if I didn’t care about the score?”

I would say the least impactful section of the game for me was the final act with the romances. There weren’t any surprising love connections, everyone pretty much went with who you would expect, and we didn’t spend enough time with any pair in particular that I felt emotionally invested in them. I had spent so much time in my first playthrough trying to talk to the NPCs and ask them about things that went nowhere, that by the time I got here, it was mostly just a relief to have a way to solve the things that were previously impossible to access solutions to. I didn’t really have the mental bandwidth to shift my focus to something more emotionally driven after being beaten down by the puzzle mechanics and confusion for a few hours.

At this point, after seeing me lay out a lot of criticisms and descriptions of my angst in playing this game, you might be wondering, why did I still give it four out of five stars? And the answer is honestly, because the central concept of this game is so genius. It really is that cool to have the three layers, to have this weird multi-level mystery to solve. It’s an incredibly creative use of the medium, and there are so many little jokes that only really make sense once you are more aware of what is going on. I was motivated enough to write a review for it, which I don’t normally like to do. It’s kind of demoralizing when you spend a lot of time writing an IFDB review and it instantly gets buried under the fold, never to be seen again. Like, why bother, right? Why make anything? But I am hoping to encourage more people to play this game even after its comp ended. Setting aside my own personal hangups, like my anxiety about the imaginary time limit, and my incompetence in solving what were probably meant to be easy puzzles, my critiques are mainly around execution: undercluing, underimplementation, mistakes where information is revealed that should not be, and the (to me) iconic self-deleting tin ingot, that kind of thing. Even though this game has such a high number of credited testers, it probably still needed more rounds of revision. It sure must be hard to make parser games, especially ones with this level of complexity.

Upon reflection, this game is much like a pomegranate: tart, sweet, delicious, but challenging to carve into. I’m sorry for staining my fingers; for making a sticky mess of this beautiful game.

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2 of 2 people found the following review helpful:
A Kansas City Shuffle, July 4, 2026

The puzzles were solid and fair, and I enjoyed the writing.

It's hard to talk about this game without spoilers, so...

(Spoiler - click to show)

I loved the unfolding layers of the endings. It's a delightful common trope in heist stories that the heist turns out to be not what you think it is, and pulling it off twice is really fun.

I wish hints had covered all three parts of the game. I guess it's quite common to have hints only for the mandatory parts of a game, and no hints for the optional parts, but that's frustrating, because the optional parts are usually harder (and often less fair), so I'd encourage authors not to do it this way.

Another thought: having freedom of action at the end of the game to talk to the big Boss made me think there was a puzzle / easter egg to find there. I tried to EMPATHIZE with the Boss, but it gave me an inappropriate message, "You detect only vague impressions. The boss said that most of the robbers aren’t in a relationship, so that makes sense." The Boss isn't a robber, so that doesn't make sense.

I searched the strings of the game with glulx-strings and didn't see anything interesting to find there; I suggest not having that last turn, or to have one last easter egg worth finding.

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1 of 1 people found the following review helpful:
A layered treasure-hunt, August 6, 2026
by Mike Russo (Los Angeles)
Related reviews: ParserComp 2026

Apologies for the mass of blurry-text immediately below, but despite its apparently straightforward treasure-hunt-in-a-1930s-bank premise, Grand Island Bank Robbery (even the title couldn’t be more ingenuous!) is one of those games that can’t be discussed without spoilers. It’s very much a good time, though, so I recommend you give it a whirl and then join me for the real review once you’re sure you’ve hit the ending.

(Spoiler - click to show)

Credit where it’s due, the PC’s name got a laugh out of me two separate times, for entirely different reasons, and I can’t think of a more compact and elegant bit of writing in a piece of IF I’ve played this year.

Don’t get me wrong, I was pretty sure something was up from the very first scene; the way the opening narration made a big deal out of seeing Venus in the sky, and the reference to still getting used to cars, sure seemed out of character for a Depression-era gangster, and the classical allusions kept piling up from there. So I was congratulating myself for being too clever for the game when I won the first time and discovered that having correctly guessed the second twist meant I was completely unprepared for the first one. Similarly, I’d convinced myself that the other characters were likewise drawn from Greco-Roman myths (Pretty Boy, with his locket of a long-lost love, was giving Odysseus vibes, and surely every grieving widower is an emanation of Orpheus when you think about it?) so when it turned out that nope, they’re just people, and people with interactive backstories to play through at that, that counted as one more effective rug-pull.

I’m harping on the twists not because I think they’re inherently good drama – just the opposite, I tend to prefer stories that clearly telegraph where they’re going and commit to their axioms – but because they can help create a flow state that’s uniquely well-suited to IF: where you’re reading everything with close, careful attention, not just from enjoyment of the prose or narrative being presented to you, but because you’ve got a theory of the game and you’re trying to fit the pieces together. This kind of problem-solving while you’re problem-solving is part of why I really enjoy the IF of the early aughts, when it was very much in vogue, and GIBR very effectively scratches that long-neglected itch. It has good bones, too – the opening treasure-collection section is pretty easy, but the puzzles are satisfying to solve, and this easy-mode opening sets up the middle act, where you need to think creatively about how to create fake valuables, not just hoover up the real ones. And then in the finale, you’re forced to consider your extensive medium-dry-goods inventory not as puzzle-solving tools, but as vessels of history possessing emotional weight. It’s an effective series of reconfigurations, deepening and deepening the playing pieces as you progress.

The craft required to pull this all off, without making it feel forced or even particularly flashy, is deeply impressive. The implementation is unsurprisingly rock-solid, and the prose tosses out era-appropriate bons-mots like they’re cheap:

My parents had been farmers, and they left the place to my worthless older brother Jack, who had let the place go without repairs or development for years. The soil was poor, the crops poorer, and Jack poorest. So of course, he let me stay here when I offered to pay.

That’s from one of the couple’s vignettes in the last chunk of the game, where you learn more about the backstories of the characters who’ve largely just been either background detail or puzzle elements in your first two run-throughs – another way the game carries out its agenda of humanistic destabilization of IF tropes. These sections are perhaps a bit abbreviated, but better that than overly belaboring things as the player’s reaching the finish line, I think. My other critique-that’s-not-really-a-critique is that I’m not sure I felt a strong thematic link between the story GIBR starts out pretending to tell, and the one it ultimately does: why does Cupid descend into this particular tableau, besides the fact that the heist happens to be scheduled for Valentine’s Day? But trying to tie everything up in a cute little knot would have risked mawkishness, and gilding the lily like this is of dubious actual value, beyond scoring pretentiousness cred. No, I’m more than satisfied by what the game does offer, and I’m going to keep giggling at “Coop” for a while yet.

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News

Grand Island Bank Robbery updated to release 12, source text releaseSeptember 26, 2026
A frequently-reported bug about a disappearing game item has been fixed, as well as some NPC name errors. Source text is now available.
Reported by MathBrush | History | Edit | Delete | Direct link
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Game Details

Language: English (en)
First Publication Date: June 30, 2026
Current Version: 12
License: Freeware
Development System: Inform 7
IFID: 77232D44-170E-4831-8F33-0957362C0218
TUID: p89ykjt0rtr7qwry

Grand Island Bank Robbery on IFDB

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On Monday, August 31, 2026, I published new walkthroughs for the games and stories listed below! Some of these were paid for by my wonderful patrons at Patreon. Please consider supporting me to make even more new walkthroughs for works...

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This is version 6 of this page, edited by MathBrush on 26 September 2026 at 12:41am. - View Update History - Edit This Page - Add a News Item - Delete This Page