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You set off on a little adventure as a burglar looking for trinkets to steal in an empty cottage.
4th Place - Text Adventure Literacy Jam 2023
| Average Rating: based on 3 ratings Number of Reviews Written by IFDB Members: 2 |
This is an interesting game. It seems to be the author's own custom system, and uses a multi-pane format kind of like Scott Adams, with a room description constantly displayed and then parser responses in another window, with important items listed in a third.
The first part is very hand-holdy, as it is designed as a tutorial. Each room is a page or more full of text describing how interactive fiction works. It takes you through navigation and basic use of items.
I found this part to be relatively well-polished but also pretty verbose. That may be more useful to newcomers but also may not. I've seen a lot of IF tutorial games (like Bronze, Dreamhold, 'So, You've Never Played a Text Adventure Before, Huh?') and I've written my own, but most people I ask about who got into IF found a big hard game without a tutorial and tried it on their own.
This tutorial includes things like mazes and darkness which aren't quite as ubiquitous as once they are.
It then segues into a main game which is exploring a creepy abandoned house. This part has very well written descriptions. The story and puzzles form a coherent atmosphere but not a logical plot. Overall, though, I thought this part was pretty fun and well put-together.
Like Rex Mundane's PJTA, I was worried this might get too meta, or meta in the wrong way, and just like PJTA, I was glad to be proven wrong. The meta-fiction bits here have, to my knowledge, not been done before, but now I saw them, it feels like someone should have. And it also feels well-paced. What the author does could easily come off as forced. I think it might have the most effective tutorial segment I've seen in a TALP competition, as of 2023. The tutorial is integral to the first part of the game, and it flows well.
The object, for the first part, is simply to visit all the rooms, which is refreshing, as it takes a lot of the pressure off the player to do stuff right away. But of course it's not just a matter of mapping things out. The rooms are named after parser concepts. The first one is, appropriately, You Are Here, and other rooms include examining yourself, other objects, and locks. There's a side room. You have to navigate darkness to get to the real adventure. There's even an insta-death, which is pretty well clued and reversible. You don't quite get eaten by a grue.
I think the author deserves credit for (likely) resisting the temptation to hat-tip classic Infocom games. It would be fun for those of us experienced with parser play, but that sort of inside joke would ruin the welcoming atmosphere ParserComp seems to want to give. And also, it seems that the lack of really wild or catchy items or room names at the start is a design choice and one I agree with. While it might be interesting to see a more advanced tutorial discussing longer commands, or even one that goes through the history of Infocom games, that also might be outside of the scope of TALP. But IATA has opened the door.
The second part is a more classic adventure. Mystery builds and fits together at the end. There are keys and a safe and all sorts of things to examine. You can also type CLUE if you get stuck, which worked well for saying "don't bother with this location." The trickiest part for me was heeding the note that you can EXAMINE twice, but for the wrong item. In the end, there is a treasure to find, sort of.
It's impressive that the author took a bunch of standard adventuring items and put them into a game that feels like a really good introduction for people who might have trouble with parsers. I've played too many parser games to be sure of this, but certainly I had many "I wish I'd known that" moments when starting out. And while stuff like Zarf's reference card is certainly handy and well thought out, you can't really experience reference cards.
TALP is a great niche for this sort of thing, and while it would have been a good IFComp or Spring Thing entry, I can't imagine either of them inspiring it. Its focus and experimentation revolve around teaching. While IFCom and Spring Thing of course encourage experimentation, the experimentation there is more literary or with visual effects. And, of course, the specter of past not-so-robust homebrew parsers may make people think "oh no."
In TAIA's case, though, everything is pretty clearly spelled out. And it seems to anticipate mistakes the player may make. For instance, near the end, you have to guess a number, and one might be wrong, and it has a useful response to this. That doesn't make or break the game, but it was one of those "aha, the author really understands how not to frustrate the player" moments.
That's not to say TAIA neglects aesthetics. Colored text makes it easy to focus on what's important, and the text is consistently grouped nicely above the parser prompt, though I would needle the author for a change post-release. They talk about the EXAMINE command that can examine scenery – but it would be neat to have a different text style for scenery that could be examined, or an option to toggle it, much like the game had the HELP NUMBER option to toggle noting how many rooms you'd explored.
TAIA is done well. It teaches without being pedantic, and I like the ramping up into the main adventure, which was fun, too. You could even, if you want, say it doubles as a tutorial to make an adventure.