Have you played this game?You can rate this game, record that you've played it, or put it on your wish list after you log in. |
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.
1st Place (tie) - ParserComp 2026
| Average Rating: Number of Reviews Written by IFDB Members: 4 |
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.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.
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.
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.
New walkthroughs for August 2026 by David Welbourn
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...