In Witchfinders, you play as a potentially suspected witch who wants to help people with their problems back in 1800: sick cattle, a fever, etc. You have a witch score that determines how suspicious you seem, and when it gets to a certain point, you're in for it. I got to the best ending with maximum points after a couple tries, as the game's well-clued for success, and as you'd suspect, generally being hush-hush helps you a lot. The strongest part to me was having to keep your methods hush-hush, even if they didn't seem particularly magical. It's pretty clear they're actually helping people overall (there's a mix of common sense and alchemy,) but you can't say it, so louder, more powerful people prevail. So everything works, logically. And I gained a favorable impression of this work, but it's one I feel has untapped upside. So I have criticisms.
Because it never really soars, and a big reason may be an uneven translation. There's an attempt at Scottish dialogue, which works to my limited ear, but then there's a more contemporary narrative voice which pervades the dialogue, so the sense of place is disrupted. For instance, at game's end, you're asked "I guess we hang out for a while here?" which was not something said before 1950. There also seem to be several translation errors–they're mistakes a native speaker wouldn't make, though it's pretty clear what the author meant to say. The inclusion of points of out 100 also feels a bit off-key. It's good to know how far along you are, but on the other hand, in a relatively slice-of-life game with no ultimate goal, a point total seems incongruous. But then there are bulletins posted that change: they describe cruelty and such, suggesting the populace does not turn a blind eye to cruelty in general, only to witches they find guilty. This shows understanding of, well, witch hunts beyond the literal boring stuff.
So much seems on-the-nosee, too. For instance, the introduction at the start. So the writer knows what they are doing, but perhaps they concentrated too much on nailing basics that didn't need to be nailed down fully. And the result is that some events that should have emotional impact don't. Nevertheless, the option of playing to sneak around or get caught provides clear replayability, and I was interested enough to. The translation is adequate, and I know translation work is very hard, even without the attempted Scottish dialogue. But with more rigorous translation, Witchfinders could gain the full flow a story like this needs. As-is, I was interested, and I got through, and there's good craftsmanship. It finished respectably, as I expected. But many things prevented full emotional interest.
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