Hey, python game, you still around? I know I said some mean things about you, but it wasn’t anything personal; just a little tough love, you know? Anyway I hope you’re here, because see this ^? All in bold up there? Now that is a title, funny and intriguing and creating a vibe as well as doing some real work grounding the player in the situation they’re going to be inhabiting once they load the game up. Why settle for less, when you could have something like that for yourself, too?
(Although, now that I think about it: I’m hoping that “Self Storage” rather than “Self-Storage” is just a typo).
OK, the unkind might say that beyond a killer title there isn’t all that much to Midnight at Al’s. It’s got a quotidian premise that doesn’t fully exploit the craziness said title seems to promise and which only twists late in the day, pivoting to the less-than-compelling Generic Horror Plot #17 (Spoiler - click to show)(woooo it was built on an old Indian burial ground woooo – kinda problematic!) at that. There’s only one real puzzle, and fewer jokes than you’d think. And there’s some wonkiness to the implementation, including one game-ending bug that’s really easy to trip into.
I can’t deny that the unkind have a point, and we’ll return to those complaints in due course. But despite the flaws I had a good time with this one. Partially, I admit, is that it’s just nice to sink into a nice, familiar Inform 7 game after a Comp that’s been heavy on custom parsers and old-school text adventures – this is my IF comfort food, and I don’t think I’m alone on that. But it’s also the case that that one real puzzle is very satisfying to work through, requiring you to think about what you’re trying to accomplish, deduce what’s going on with a non-obvious but clearly-implied barrier making the simplest way of solving the problem fail, then reassessing your options and capping things off with a nice aha! moment. I’m being intentionally vague here since there’s just the one puzzle so for folks who’ve played the game there’s no ambiguity about which one I mean, and it’s fun enough to solve that I don’t want to spoilt it even a little.
Admittedly, that puzzle does have more than its share of fiddliness – there’s part of it that involves unlocking something, and despite the game clearly knowing exactly what I was trying to unlock and with what, it took me like six tries to phrase the action so that it would be accepted. And it also plays host to the game-ending bug: fair warning to players, if you try to enter the freight elevator you’re never getting back out (heartbreakingly, I’m 99% sure I know exactly what gave rise to this bug – I’m also not one to criticize, since the initially-released version of my entry in last year’s IFComp could lead to the player get stuck in the middle of a swarm of bees being stung forever, which we can all agree is infinity times worse than anything an elevator can get up to). And outside of this, there are several places where things feel a bit more duct-tape-and-chewing-gum than they should, like the ability to cram inappropriately large objects into your backpack and a too-sudden ending that maybe indicates the author ran out of time.
Again, though, I think the pros outweigh the cons. I’ll wrap up with one more thing I liked about Midnight at Al’s: despite the fact that her characterization didn’t come through much after the opening, I enjoyed the protagonist, a disaffected teenager with a dumb summer job and a predilection for hardcore bands (I assume ironically, unless maybe it’s hardcore’s time to come round again?) She seems scruffy but scrappy, the kind of underdog you root for, much like the game itself. The winning sequence promises that she’ll return for future adventures, which I’ll definitely be down for, though hopefully those will get a bit more testing first!