Adapted from an IFCOMP22 Review
There is a really great game in here, struggling to get out. The setup: (Spoiler - click to show)You are an amnesiac in a magic city trying to figure out who you are and what happened to you. You choose singularly bad detectives to help you. A lot of the writing is flat out delightful. Your frenetic, bickering partners have character and unique voice, and their banter is often lively and fun, as is the protagonist’s increasingly exasperated or impatient reactions. The Mind Map is a really cool mystery solving mechanism, and the clues provided are plentiful enough that solution is not intractable, but neither is it mechanically easy. The graphical use of color, font, static images and animation is really attractive, functional and appealing. The swinging pull string alone is just an amazing touch. There is also a “scoreboard” that tracks when one or another of the rival detectives “scores points” against the other. I laughed out loud when I realized what it was for. It doesn’t seem to have any other game function, and I kind of hope it doesn’t. What a great detail.
The mystery is engaging (lower case) too! It leverages the fantastical setup, tweaking the premise in a way that builds on the most interesting pieces of the fantasy background. Amnesia is a well worn IF trope, but here it seems to serve a larger plot purpose in an intriguing way. I would be lauding any work that accomplished two or three of the hundred things this work accomplishes. I haven’t even talked about the sound, the graphic flourishes, the hundred delightful turns of phrase (“somehow shriller voice” “Hoboolean coin” “DEFECTIVE AGENCY” so many more).
So why did the game make me fight it to enjoy it?
For everything it does right, the game seems to make equally misguided decisions. The pace of this thing is sooo slow. It took 45 minutes to leave the detective office! Part of this is an artifact of the writing. There is an extended “water drop” introduction that meanders through the city before the protagonist is even introduced. When this is done in cinema, the point is to establish the geography of the setting, and maybe show off the production value a bit. Here, the journey is too narrow both in description and path taken to do either. It’s not helped that the water drop has an insanely large surface cohesion, such that not only does it move frictionlessly through the city, it won’t even merge with other water! And it goes for a bit. As far as I can tell, that entire sequence should be the first thing to hit the cutting room floor. But even initially humorous scenes either go on too long, or are injected into the story as elaborate cul-de-sacs. A briskly paced piece can afford some pointlessly funny side quests, but when you are already struggling to make headway it feels… disrespectful?
The interactivity also deliberately, maddeningly slows things down. You are asked to hit the space bar
for [space]
every [space]
sentence [space]
in the text. Even in long blocks of descriptions. Even in dialogue, when only one person is speaking. It is a maddening choice that slows things down so much. Even when it is used for comedic impact, the effect is so blunted by repetition as to be lost. At a minimum paragraph breaks would be an improvement. “Reviewer,” you might be saying, “chill out! Just spam the space bar, it’ll be fine!” Except frequently you are called on to click a player interaction with the mouse. Many times with only a single option! You are shifting from one input to another for no narrative reason! (Well maybe not “no reason.” There is a difference between affirming protagonist action and ungating narrative. How about “…for narratively intrusive reasons.”)
The mind map also frustrates over time. It is implemented as a small window that you can pan around, drag, arrange and connect yellow sticky clues. It is a delightful idea, except the implementation is inexplicably frictiony. You quickly accumulate a super dense amount of clues, so many that organizing them becomes a slog of click-drag-pan, click-drag-pan, click-drag-pan. No zoom out. No “fullscreen mode.” And even the underlying workspace ends up being crowded despite the pans! Its a virtual desk, why is it so constrained? The graphics and constrained space end up meaning, once the clues get dense, that you grab objects you don’t mean to SO often, introducing more drag. I went from playing with it because I could to dreading when it would be needed in less than an hour. Even ‘solving’ with the mind map has unnecessary delays. If you connect everything right, the mind map itself does not tell you that. You need to go back to the text interaction and click, then be told if you solved or didn’t.
Aaand there’s minigames that don’t serve the narrative. There is a clever gambling word game whose interactivity (again tied to excessive space bar/mouse clicks) impacts its enjoyment, in turn making you anxious for it to be over so you can get back to the mystery. It doesn’t end for a while. There’s a timed ‘avoid disaster’ sequence that requires excessive input after the point of ‘oops this isn’t going to work’ before you can try again.
In the end, the friction in the game overwhelmed its many, many charms and that’s a shame. Fireworks shows have fewer Sparks of Joy than CNDA. But when I hit the chapter break at the 1:45 mark it was almost relief. “Only 15 minutes, no point starting this.” That’s not a great reaction. Its not buggy per se (maybe one - the text attributed a “point to Nomnom” that the scoreboard didn’t score during a coin toss). But the interactivity choices were Intrusively impactful. This feels fixable though, right? Some nip and tuck in the text, some coding changes in the spacebar break points, a zoom/fullwindow for the mind map, tighten up the minigames… It’s like a chunky, craggy slab of granite with Michelangelo’s David patiently waiting to be freed!
Played: 11/10/22
Playtime: 1.75hr, finished chapter 3
Artistic/Technical rankings: Sparks of Joy/Intrusive (frictiony)
Would Play Again? No, too much friction, but would ABSOLUTELY play a greased up update!
Artistic scale: Bouncy, Mechanical, Sparks of Joy, Engaging, Transcendent
Technical scale: Unplayable, Intrusive, Notable (Bugginess), Mostly Seamless, Seamless