(This is a lightly-edited version of a review I posted to the IntFiction forums during 2022's IFComp).
There’s recently been an IntFic thread about whether or not novice authors should be warned off the default Twine style – I think mostly the Sugarcube format? – for fear of turning off potential players. There was a substantial bit of back and forth without firm conclusions being reached, but I have to say, Witchfinder’s inelegant first impression makes me pine for the old comfortable white-black-and-blue. Per another review, there’s a font mixup that means that in my web browser at least, the letters come out looking chunky and, where bolded and highlighted to indicate a link, they’re smooshed into each other in a way that impacts legibility.
Meanwhile, I’m a sucker for historical fiction but the content of the intro doesn’t reassure either:
"Edinburgh, 1827.
"Age of Enlightment gave a way to Romanticism, leaving behind medieval brutality and aspiring beauty of Reneissance.
"Scotland regained their territories and started its way into the Industrial Revolution.
The typos are unfortunate, and the breezy nods towards alternate history beyond the witchcraft identified in the blurb (like, did the Act of Union get reversed? Which territories are we talking about exactly?) didn’t fill me with confidence. Luckily, the game does bounce back from this unpromising opening, turning into a reasonably entertaining, albeit low-key, experience helping your neighbors through the power of hedge magic, but I do wish a little more care had been taken to polish things up so it could put its best foot forward.
But for the supernatural elements – and honestly, even with them – Witchfinders would be best characterized as a slice of life game. Pace the blurb’s suggestion that the protagonist will be dodging witch-hunters in a high stakes game of cat and mouse, most of what you wind up doing is running errands to heal a friend’s sick son or keep the local cattle from losing weight. You do have a “witch score” that ticks up if you arouse too much suspicion, triggering a game over when you reach four points, but while there are a couple places where the score can go up despite your best efforts, for the most part it’s easy to keep a low profile unless you’re bent on drawing attention to yourself (like, when buying a potentially-suspicious item, you can either offer an innocuous excuse, or react with hostile defensiveness. Guess which one increases the score!)
Solving these quotidian problems does require a bit of work, and indeed, it’s possible to fail at least one of them. These aren’t puzzles, exactly, since you’re typically either straightforwardly completing a task (e.g., upon being told you need willow bark, you go to the one willow tree in the area), or on the flip side, inadvertently locking yourself out of full victory (e.g. by exhausting all your options in the Esplanade before making a purchase in Lawnmarket, with no indication of why you’d need to do the one before the other). Still, the game lets you eke out a marginal victory even if you make a mistake, and replaying goes very quickly, so it’s hard to hold this against it.
For the most part the prose isn’t trying to be especially authentic, sticking to a direct, slightly anachronistic YA-ish style, but there are a couple nice touches. First, whenever you pass through the hub area, you can read a randomly-generated broadsheet which is drawn from real examples of the form, and second, there’s a butcher who speaks in – well, the author describes it as a Scottish accent, but I think towards the end this is getting into straight-up Scots:
"Aye, amurnay sure whit’s th’ issue thare, bit th’ animals we git lest time keek a bawherr puggelt.”
I was following up until the point where he started talking about a cake decorated with a naked Puggle.
Ultimately I found Witchfinders a lightweight bit of fun, and coming up on halfway through the Comp, that’s certainly nothing to sneeze at – not everything needs to swing for the fences, after all. It’s rough around the edges, sure, but there are worse things to be, and I have to say the bug that meant I scored 110 points out of a possible 100 brought a smile to my face – albeit wonkiness towards the end is always more forgivable than issues at the beginning, and not all players will be willing to give a game the benefit of the doubt after a shaky opening. Authors, make sure those first five minutes are airtight!
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