Moondrop Isle
by Ryan Veeder profile, Nils Fagerburg profile, Joey Jones profile, Zach Hodgens profile, Jason Love profile, Mark Marino profile, Carl Muckenhoupt profile, Sarah Willson profile, and Caleb Wilson profile
I'm going to structure this review in two parts.
-A brief description
-Something for authors (players don't need to read)
-Something for prospective players (not intended for authors)
First, a description. This is a game that uses Vorple to combine nine other games. It was built around a code scheme that autosaves information from Inform and shares it with other games. Clicking links in one game autosaves your info and opens the other seamlessly, with a color-based transition. Two of the games are special: one is completely choice-based and the other is a hybrid parser like Gruescript (I believe it's in the author's custom language though).
The idea is that you are exploring an abandoned resort just for fun. As you explore further you realize that there is a rich group of other explorers and former workers that have both left clues and still explore to this day.
Okay, first for the authors:
(Spoiler - click to show)Congratulations! You all did something remarkable. Each area seemed like it was made with love. The writing was all good, all contributing to a feeling of decay and exploration and wonder and feeling. Something I loved about each area:
-Shore: I love language puzzles so this was fantastic. Favorite part of the game.
-Fortune teller: really clever meta puzzle, and the change of pace was relaxing and fun. Really adds to the piece.
-Tunnels: creepy. I love your work in general and the one easter egg reminded me of the chumba wumba earworm in your Cragne Manor piece. Best atmosphere imo.
-Gardens: I was so shocked during the big change in this area, great effect, and love how the area is initially so surprising in its change in interface.
-Moonlight Meadow: I felt like I was really there. I could smell the rotting, sodden tent in the pool, feel the plywood on the slide, feel the damp concrete under my feet, hear the creaking of old equipment in the wind, see the color of the sky. Great writing.
-Shopping Center: This had the most variety and reminded me of my favorite old parser games, especially Not Just An Ordinary Ballerina.
-Lunarcade: This had the most interactive content (imo) and felt like a really substantial complete game on its own. Most well-rounded area I think.
-Sanctuary hotel: the emotional centerpiece of the game, great character work and lovely feeling. Gross tangle of sheets in that one room.
-Monorail system: Loved the mechanical feeling. Reminded me of Fitter Happier from radiohead. The extra dials were neat.
For prospective players:
(Spoiler - click to show)This game has a lot of great content but it's spread out and mixed with red herrings and unnecessary or empty parts. Think of it like the best drink you've ever had that fills a glass, poured into a pitcher and filled with water to reach the top.
The beginning is just a vast empty void where you do little besides find room after room where you can do nothing. Objects in one area are used far away in areas you might not even conceive of.
Room descriptions are vital. Important exits can lurk in the middle of dense paragraphs. Over and over again key items and objects are named in inconspicuous places. Sometimes you just have to hit every room over and over to see if new things you have are useful.
This game is best enjoyed by those who enjoy detailed maps and careful lists of inventory and unsolved puzzles. Running through recklessly is futile, especially with tons of non-intuitive map connections and diagonal or vertical directions.
Is it worth it in the end? The journey is the real goal, here; the ending is neat but not substantially more than the rest of the game, so I'd take your time and enjoy the roses.
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